The official GemStone IV encyclopedia.
Weighting, Padding, Sighting
Weighting, Padding, Sighting
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Mnemonic
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[wps]
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Type
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Passive
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Available To
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Warriors
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Rank
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Cost/acquired at
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1
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Free
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2
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-
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3
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-
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4
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-
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5
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-
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Mechanics
Warriors of at least level 20 can use
FEAT WPS to add critical/damage weighting, padding, or sighting (
WPS) to weapons and armor. Warriors can add one service of WPS to a piece of gear at a time. Each service requires 25,000 grit for torso armor and weapons, or 10,000 grit for armor accessories. Adding a service using grit does not increase the number of services in a service window for merchant, NPC blacksmiths, or using grit itself.
Earning Grit
Grit is directly gained from experience and does count lumnis bonus experience as well. If you earned 50,000 experience in 1 week, you will have earned 50,000 Grit. Also ascension being turned on will not increase the amount of experience needed per week. Your week is the same as your Lumnis week and you can see it's new start date when typing LUMNIS INFO. You can check your weekly grit progress, and your current grit total by typing RESOURCE.
For example.
A level 50 player, with 50% ascension active who gained 25,000 experience, and 25,000 Ascension experience will have earned the full 50,000 grit for the week.
>resource
Health: 222/222 Mana: 3/4 Stamina: 92/92 Spirit: 7/7
Grit: 31,812/50,000 (Weekly) 159,204/200,000 (Total)
Success Factors
- Primary
- Level: +1 per level
- Primary Skill (Weapons): +2 per weapon skill rank to level, +1 over that. In the case of hybrid weapons such as katars, both skills are required and averaged.
- Primary Skill (Armor): +2 per Armor Use rank to level, +1 over that
- Strength: +1 per stat bonus
- Discipline +1 per stat bonus
- Secondary
- Physical Fitness: +1 per 10 ranks
- Secondary Skill (Weapons): +1 per 2 ranks. This is the secondary and tertiary weapon skills similar to how Martial Mastery is determined. In the case of hybrid weapons such as katars, you will need four weapon skills for maximum skill.
- Secondary Skill (Armor): +1 per 3 ranks of Shield Use
- Other
Gear Difficulty Modifiers
Material Gear Difficulty Modifier
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1 If the item inspects as "metal" (rather than a specific type of metal) something is wrong. ASSIST to get it fixed.
2 Materials with anti-magical properties cannot be improved via magical player services, such as Enchant (925) and Ensorcell (735)
3 'Wood' has a different difficulty for shield/bow/runestaff (-10) vs melee weapon/armor (-100).
Script Gear Difficulty Modifier
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*Elven Armor Note: Per GM Oscuro, "The way the gear difficulty for item scripts system works is there's an overall difficulty set, then each spell can overwrite that as needed. Loresong doesn't report the per-spell value, just the global difficulty setting." Elven Armor has an overall difficulty of -70/-140/-200/-200 which would be used as the difficulty for non-magical enhancement. Under magical enhancement (such as 620/735/925) this difficulty setting is overridden to the listed 10/20/30/40.
**Voln Armor Note: Sanctify and Ensorcell have an additional modifier on top of the base script difficulty. Ensorcell has an additional -100 to the modifier whereas Sanctify has an additional +50 to the modifier.
† Combat Flourish and Subscript penalties stack with all other modifiers.
Other Gear Difficulty Modifiers
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