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Official crafting dead recipes
Official crafting dead recipes








ML10 +4 1.5 Light 3d6 (Bludgeon) of Everbright w/Ins. Healed by fire, acid and negative energy Immune to sonic, cold, force, evil and electricity The optional ooze boss at the bottom of the pit has the following special traits: This is the weapon I'm still carrying at 9 when running The Pit. I often find myself in the Harbor at level 2, though, so I figure better safe than sorry. If you wait until M元 you can up the enhancement bonus to +2, and if you wait to ML4 you can also double the light proc to 2d6. ML1 +1 Light 1d6 (Bludegon) of Everbright One thing to note is that wiki implies that ooze are vulnerable to light. Melee need an everbright weapon to avoid shattering their primary weapon into a million pieces. Which means this weapon will also be an excellent werewolf beater. Unnatural Bane targets undead, monstrous humanoids and aberrations. But you can certainly get by without adamantine. In a perfect world this would be an adamantine weapon with a red slot for the vampire slayer augment, which would bypass all dr on the shadow crypt end boss. You can get it either from a silver base item or a mabar augment. Silver bypasses vampire DR which is nice for necro4. The light effect also does extra damage to vampires. This comes just in time to use there while still getting elite bravery bonus.

Official crafting dead recipes full#

Level 8 quests include necro2, which is chock full of shadows that are extra vulnerable to light. (Use the ML4 weapon for all of Delera's, including the final level 8 quest.) If you don't have a cloak of invisibility, slotting a ghostbane augment is your best option. The thinking here is that you already have a Cloak of Invisibility to grant ghost touch on all attacks, and you're past Delera's so you no longer need good bypass. ML10 +4 1.5 Light 3d6 (Bludgeon) of Unnatural Bane 3d10 w/Ins. ML10 +4 1.5 Light 3d6 (Bludgeon) Silver of Unnatural Bane 3d10 w/Ins. It's ML4 so that it's available in time for all the early level wraiths in Catacombs, Delera's, Necro1 and the Depths chain in House Deneith. The bludgeon works for skeletons, good bypasses ghostly skeleton dr in delera's, and the ghostbane augment handles wraiths and specters. In a perfect world this weapon would also be silver for the vampire boss at the end of Necro1, but that's really a trivial quibble. If you don't have one you'll need a separate weapon to deal with incorporeals. The key for this weapon is the ghostbane augment from Mabar. ML4 +2 Good 2d6 (Bludgeon) of Undead Bane 2d10 (Ghostbane) Also piggyback incorporeal into the undead beater for versatility. The only reason to make an undead beater is to have a bludgeoning weapon for skeletons, and only because some quests are all skeleton, all the time. Unless, of course, there's a good named weapon you're using instead. If you don't have tier 0 thunderforged, go get one! They only cost 20 ingots, which can be farmed in the wilderness area. If you have tier 0 thunderforged (ML22) I would probably just skip this one entirely and stick with the ML10 version until 22. The silver is really just for Harry, Suulomades, and werewolves, though, and they aren't really common enough to worry about. Unlike the ML10 version, both cold iron and silver augments are lower ML than the weapon, so you can make the "perfect" version with either metal type and a red slot for the other. In a perfect world this would also have a red slot for silver bypass. You could wait until 21, when the prefix bumps from 4d6 to 5d6, but I prefer switching out as soon as I hit 20. Just simply an ML20 version of the ML10 weapon with all the same advantages and reasoning, except you don't need byeshk bypass (red slot) on an epic weapon. ML20 +6 2 Force (or Light) 4d6 Cold Iron of Aligned w/Ins. And I particularly enjoyed breaking thaarak hound and eladrin DR natively with my trash weapon. I have used this weapon from 10 to 20 and never thought it felt weak or underpowered. The byeshk augment is ML8 so it won't mess with the ML, and it lets the weapon also bypass all dr in the xoriat chains. The absolute perfect version would also have a red slot (cold iron + red slot is a very rare find) for slotting byeshk bypass. Devils (all except Harry and Suulomades).Otherwise it's just a matter of personal preference, which for me is Force.Ĭold Iron + Aligned makes this quite a versatile DR breaker. Make whichever one you have more collectables of. Insightful Deadly isn't needed if you don't have the collectables or want to save them for something more important.īoth Force and Light are cheap and easy to craft. ML10 is the earliest level for both the 1.5 paragon bonus and extra effects (Insightful Deadly), so this is the most logical level for crafting. This is a solid all-around weapon for trash. ML10 +4 1.5 Force (or Light) 3d6 Cold Iron of Aligned w/Ins. Named weapons will likely be better depending on your build, but in case you end up not having a good named weapon to use, here's a solid crafted option:








Official crafting dead recipes