Items with reducing move cost effect

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Werepacman
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Items with reducing move cost effect

Post by Werepacman »

1) Silk robe of Valugha -10% 30% 5 HP -1 AP
2) Valugha's shimmering hat -5% 15% -2 3 HP -1 AP
3) Villain's leather armour 15% -4% 3 -1 AP
4) Feline shoes 10 15 -1 AP -1 AP equipping item (Curse clumsiness -7 AC -7 BC)
5) Coward boots 2 BC -1 AP

Are there other Items?
Last edited by Werepacman on Thu May 16, 2019 4:46 pm, edited 1 time in total.
Level: 23,
HP: 60, AC: 172%, AD: 24-35, AP: 3, ECC: 11, CM: 2, BC: 18%, DR: 2
IF: 2, CS: 1, Reg 1, CE 1
Flagstone's pride, Villain's Ring: 2, Hardened leather shirt, Leather cap, Troublemaker's gloves, Vaco's boots of attack, Kid's shield
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Antison
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Re: Items with reducing move cost effect

Post by Antison »

Marrowtaint doesn't lower your move cost. It lowers your attack AP cost.

Missed the Robe of Sublimate
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Werepacman
Posts: 10
Joined: Thu May 09, 2019 10:42 am
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Re: Items with reducing move cost effect

Post by Werepacman »

Edited.
Level: 23,
HP: 60, AC: 172%, AD: 24-35, AP: 3, ECC: 11, CM: 2, BC: 18%, DR: 2
IF: 2, CS: 1, Reg 1, CE 1
Flagstone's pride, Villain's Ring: 2, Hardened leather shirt, Leather cap, Troublemaker's gloves, Vaco's boots of attack, Kid's shield
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T-rex2298
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Re: Items with reducing move cost effect

Post by T-rex2298 »

Boots of the Globetrotter
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Growler
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Re: Items with reducing move cost effect

Post by Growler »

What's the highest number of attacks (per round) possible in the game?
[factoring in max (combat speed) skills, quickest weapon/s, 'fastest' gear, etc]
Can you get more than 4 attacks with 1 weapon?
How many max if Dual-Wielding?

Dumb question, but just to clarify: do Coward's Boots help in any way with # of attacks per round?
It seems they only help with fleeing; tho Coward's Boots could, I think, indirectly help increase # of attacks by potentially allowing 1 attack, then still having enough AP (needing only 5 AP rather than default 6 -- assuming one has 10 AP to work with and a weapon with 5 or fewer attack cost points) to then flee..eh?

The interactions of the equip/move/attack/use costs as part of the Action Point (AP) system can get a bit tricksy!
Fun tricksy, that is :)
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Antison
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Re: Items with reducing move cost effect

Post by Antison »

Growler wrote: Thu Oct 31, 2019 3:18 am What's the highest number of attacks (per round) possible in the game?
[factoring in max (combat speed) skills, quickest weapon/s, 'fastest' gear, etc]
Can you get more than 4 attacks with 1 weapon?
How many max if Dual-Wielding?

6 with the quick strike dagger, 12 Max ap and fallhaven necklace
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Antison
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Re: Items with reducing move cost effect

Post by Antison »

Growler wrote: Thu Oct 31, 2019 3:18 am
Dumb question, but just to clarify: do Coward's Boots help in any way with # of attacks per round?
No
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Growler
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Re: Items with reducing move cost effect

Post by Growler »

Antison wrote: Thu Oct 31, 2019 11:11 am
Growler wrote: Thu Oct 31, 2019 3:18 am What's the highest number of attacks (per round) possible in the game?
[factoring in max (combat speed) skills, quickest weapon/s, 'fastest' gear, etc]
Can you get more than 4 attacks with 1 weapon?
How many max if Dual-Wielding?
6 with the quick strike dagger, 12 Max ap and fallhaven necklace
Ah, thanks! Took me a minute to understand how that works out, but now I see.. the Fallhaven 'Jewel' Necklace (aka, JoF) turns the 3AP into a 2AP weapon, thus 12 (max) AP divided by 2 = 6 attacks per round.

And JoF would turn a 4AP weapon into a 3AP (thus granting 4 attacks per round) and so on..
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