Placeable
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 24
DMG: 1 Dmg Bonus: 33
Fire DMG: 4
Bane DMG: Undead +9
This item is placeable in yards, guild yards, houses and guild halls.
WT: 0.5 Size: SMALL
Class: ALL except BER
Race: ALL
Slot 1, Type 4 (Weapon: General) Slot 2, Type 20 (Ornamentation)
Phosphorous Torch
Placeable
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 24
DMG: 1 Dmg Bonus: 33
Fire DMG: 4
Bane DMG: Undead +9
This item is placeable in yards, guild yards, houses and guild halls.
WT: 0.5 Size: SMALL
Class: ALL except BER
Race: ALL
Slot 1, Type 4 (Weapon: General) Slot 2, Type 20 (Ornamentation)
I did a quest that starts in Katta Castelium to get this weapon. To do this quest I went to the Netherbian Lair and killed just the Netherbians. I killed 158 various types of Netherbians, got 175pp, 8 Acrylia Phosphate and lots of loot.
Then I went to Katta Castelium and looked for Triblix Tikbok. He was kind of a pain to locate.
Triblix Tikbok is a gnome in the sublevels of Katta Castellum. He can be found in a building in the southwest corner of the city. His location is -763, -192, -265.
I gave him four (4) Acrylia Phosphate (one in each inventory slot) and he gave me some experience, a "Phosphorous Torch" and the following faction hits: + Katta Castellum Citizens, + Magus Conlegium, + Validus Custodus; - Citizens of Seru, - Seru and - Shoulders of Seru.
This weapon can be found in the bazaar for sale. I've seen it sell for 50-500pp.
For those of you who don't understand bane damage let me confirm once and for all that bane damage is indeed added to the base damage of the weapon. I am a rogue with Johanius' Stake of Slaying (4/21 +12 vs vamps making a 16/21 vs vamps weap), and I can assure everyone who don't know what to think that bane damage is added to base damage. That piercer I got frankly KICKS BUTT against vamps. I put epic in offhand, and it's all over for em, heheh. Bane damage rules, just hope they add more like the stake.
My monk uses 2 of these when fighting the coterie in Tenebrous Mountains... they indded do hit just like 14/24 weapons when used against the coterie.. of course the +4 fire damage can be resisted ..
As already posted by the rogue above BANE damage is added to the base damage of the weapon, but only for the creature type described.
This weapon will be a 1/24 weapon and potentially 5/24 if fire damage isn't saved against normal opposition.
Against a Vampire however it inflates to 10/24 with the possibility of 14/24 if fire damage isn't saved.
In practicality the fire damage is usually saved. And as far as I'm aware it only works on the Vampyres up on luclin, not any of our older friends back on Norath.
The damage does not work like that. The bane damage and fire damage are actual damage, regardless of strength or skill. The damage on a weapon is completely different. A 1/25 weapon will hit for 2 points. A 1/25 weapon with 4 fire damage will hit for 6 points. A 5/25 damage weapon will hit for about 10 points.
The fire damage is an added bonus after the weapon damage is taken into consideration. Hope this clears things up for some. For those who it doesn't, I heard Escape From Monkey Island has an online game now. Heh, just kidding. Good luck all!
You are right, but you're missing one aspect. This weapon adds 9 bane dmg against vamps. Bane works like base dmg when used against the appropriate mobs. So this would really be like a 10/24 weapon against vamps, with the fire dmg bonus added on top. (according to my experience, anyway) I may be wrong, I offer that to save myself the annoying flames.
Of course, we could go back to Feb 14th when bane dmg was all screwed up... when my rogue was hitting like a lvl 60 (dmg-wise) at lvl 29! But I digress.....
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----------------------- Hiddo Von'Skittles (Profile is so out of date... not sure I have the strength to update it.) http://www.magelo.com/eq_view_profile.html?num=360180&resize=true
Bane and elemental damages are different, but they are not damages added to the weapon's hit after the fact as the damage bonus is.
Bane damage (such as Bane : Vampyre) add the bane damage to the weapon's base damage. The 1 24 1hb torch is always going to act like a 10 24 against vampyre mobs. No resist check.
Elemental Damage (such as Magic or Fire) is added to the base weapon damage, on each swing, IF AND ONLY IF the mob fails its resist check. This weapon MAY be a 5 24 abainst any (non vampyre) mob. It may not be, its determined each swing. Against vampyres, it can be a 10 24 or a 14 24, depending on if the vampyres fail the fire resist check.
Accoirding to a number of boards, the game takes a random number from 1 to x where x is the maximum elemental damage done. So, against a non vampyre mob, this torch can be a 1 24, a 2 24, a 3 24, a 4 24, or a 5 24, depending on your luck. Remember, elemental damage is added only if the mob fails the resist check for that swing.
Someone in this page has said that his LSEE does not hit like a 21 29 . . . dunno why not, mine does :) I've hit (level 51 str 148) for 97 damage with it once, and I've hit for over 100 when buffed by a shaman instead of being self buffed. No way that the LSEE could do that much if it didn't hit like a 21 29. I was suprised, as I'd thought that 94 was the hardest I could hit with it, but I was not dismayed to see that 97 . . .
Being that these are non lore I think they might be pretty nice as pet weapons. If it is a simple quest, it could be worth it to stock up on a few to give to a skellie pet before vampire hunting.
got this by killing one of the guards outside katta.my best friend is a necro and the coterie love him-so i was feeling left out.anyway the coterie give much better quests than katta if you are the right race/class-last night we got a nec/sk mask that has Clickable feign death-beat that katta quest npcs!
How's about a 10-slot 85% weight reduction bag for starters?
If you want to be able to enter Katta, killing the guards isn't exactly a good idea. If you're already KoS, then yes the guards drop this 100% of the time.
Even tho... that is a pretty sweet mask if ya ax me. Will have to send in my nexx I guess.
if this works against the Vampire-type mobs in Mistmoore as well? I'd love to hear "yes", since I have to go there alot for the Essences of Moonlight for High Elven cultural Smithing.
When SoL came out everything against vampys were unknown bane dmg, checked out last week-end and now all the weaps that were "unknown body types" are now "Vampyre body type"
So that clears out what kind of beasties you can hunt :) (saw in another weap report for another weap someone posting as if the unknown bane dmg was for the people in wolf form..:)no no no:))
Anyone remember the Gnollslayer? The idea was this whole Bane dmg thing here, but against Gnolls. Maybe they took it out of EQ before it was complete because they wanted to roll out with a series of Bane weaps but after a billion problems were fixed and little 'AFK' titles were added next to our names when we weren't at the keys. :)
Anywho, it's been very convenient for me, as I hunt vamps all the time and trying to find which weaps I have work best has been a pain. Now I got vamp weaps customized to give the propper *** whoopin. I can't believe I'm sayin this, but nice work VI. :)
This seems to be a very specialized weapon. Ranging from a 1/24 weapon to a 14/24 weapon against "unknown bodytype" mobs that fail to resist the extra fire damage. Not as bad as it appears at first.
Pretty sure that "unknown body type" is Vampyre. Vampyres have a weakness to fire, and this is a torch. One of the things they wanted with Luclin was to make weapons a little more specialized in their applications. Looks like they did that pretty well.
The one I have also lists that it has 8 bane damage vs Vampyre's. If memory's playing tricks and it's not '8' I"ll edit this later, but I think it's 8.