|
|
|
|
|
|
|
Are you an enforcer wanting to be a bit different?
Have you ever wondered if you really need all that stamina and strength in your
hulk-like murdermachine of a trox body? Well. Here's the answer - what you want
to get hold of is some Sinew armor. |
|
|
|
|
|
|
|
|
|
|
|
|
The very first thing you should know about this armor is that
there are only three pieces to it. Well. Four if you count both sleeves. It can
also be quite the pain to camp, because you will need to run around finding a
lot of Eye-mutants, killing them and then run back and grab some Bronto's while
you're at it. Its also one armor that is extremely hard to create at the higher
levels, so you might want to prepare to tip that poor tradeskilling Engineer a
bit extra for this one...
Like we said - you need to hunt Eye-mutants, and you need to hunt them in order
to get your filthy mittens on these...
|
|
|
|
Eyemutant Sinews
Long Eyemutant Sinews
Short Eyemutant Sinews |
|
|
Sinews come in three shapes, regular, short and long. The three different versions
are used in three different ways to produce their respective armor, and you might
want to get hold of a lot of them. For a complete, maxed out set you will need
12 Short ones, 12 regular ones and 24 Long ones. Crying yet?
Next, we need to visit the shop to pick up some bits and pieces for our tradeskill
processes. You will need a few BBI Tanning Acid jars (one per armor piece)
and a XXX-Plumbo Beer Can. In fact, go get a couple of more XXX-Plumbo
beers and don't drink them this time. You will need one can of Plumbo for every
piece of Sinew you have. You can pick up the BBI Tanning Acid in the Pharmaceutical
Components booth and the XXX-Plumbo Beer can from any well-supplied
alcohol-vendor, or just mug the local drunk, its all the same.
|
|
|
|
B.B.I. - Nano Enhanced B-12 Tanning Acid
|
|
|
|
|
|
|
XXX-Plumbo Beer Can
The strongest beer ever created. A real mouthful for those whose favorite past
time it
is trying to collect a hang-over for the next day. |
|
|
Now its back to hunting. What you need to hunt down now are brontos. You will
need to obtain three different pieces of Bronto hide. The lower the better really,
since the making of the Sinew armor has nothing to do with the originating QL
of these parts. They'll all end up the same. We recommend hunting for Bronto Mama's
in Andromeda.
|
|
|
|
Small patch of soft bronto hide |
|
|
|
Patch of hard bronto hide |
|
|
|
|
Patch of soft bronto hide
- One per sleeves |
|
|
|
|
|
|
|
Applying the BBI Tanning Acid gently on each piece of the bronto hides will make
them into their tanned counterparts.
|
|
|
+ |
|
= |
|
|
In our case, we've created a
Small Patch of soft bronto hide - Tanned
|
|
|
To tan a hide using the tanning acid, you need 4.5 times the QL in Chemistry
and 2.5 times the QL in Agility.
With the tanning of the Bronto-hide finished, we will now turn our attention to
the Sinews. For the sinews to not get stale, we will need to preserve them properly,
and the strongest beer just happens to be XXX-Plumbo with an alcohol-content of
almost 400% - it can preserve a cow from fourty yards away. Dip the sinews into
the beer and watch them soak it up and you will be left with some Preserved Eyemutant
Sinews.
|
|
|
+ |
|
= |
|
|
Eyemutant Sinews - Preserved
These preserved sinews are remarkably strong and flexible. They would fit well
as reinforcements in some natural hide armor. |
|
|
Once done with the preservation of the sinews, we are now going to combine them
with the correct piece of Tanned Bronto Hide and this is the part from where it
can become tricky skillswise. Here are the charts on what you need to combine
with what...
|
|
|
|
Tanned Small patch of soft bronto hide
- Used for Gloves
- Combine with Short Eyemutant Sinews |
|
|
|
Tanned Patch of hard bronto hide
- used for Boots
- Combine with Eyemutant Sinews |
|
|
|
|
Tanned Patch of soft bronto hide
- Used for Sleeves
- Combine with Long Eyemutant Sinews |
|
|
|
|
|
|
|
In our case, we decided to make a glove armor piece. Simply wrap the Sinew around
the piece of tanned Bronto hide and you will create the armor. Worth noting here
is that for every piece of sinew you add, the QL of the gloves will rise by 20.
It starts off with 1 bundle and ends with 12. Easy enough at first but as you
will see, the skill-requirement on combining them all might make your hired engineer
scream in pain.
|
|
|
+ |
|
= |
|
|
Eyemutant Sinew Gloves - 1 Bundle |
|
|
Every step of this process takes 6.25 times the
QL of the Sinews in Chemistry to achieve.
For every bundle there is a 20 QL-step, so for
instance an Eyemutant Sinew Gloves - 6 bundles
will take 20*6*6.25 skill in your Chemistry
skill (750 Chemistry) to upgrade to the next step.
The highest number of bundled Sinews are 12 and
that will require you to have 1500 Chemistry.
Once done with all the Sinews and Bronto Hide parts, you should have these items
in your inventory.
|
|
|
|
Eyemutant Sinew Gloves |
|
|
|
Eyemutant Sinew Sleeves |
|
|
|
Eyemutant Sinew Boots |
|
|
Lets take a look at the three highest versions of the Sinew armor. The numbers
below are all calculated as if you have two sleeves made.
|
|
Eyemutant Sinew 10 Bundles
Chemical AC 1200
Melee AC 1200
Radiation AC 1200
Projectile AC 1200
Energy AC 1200
Cold AC 200
Fire AC 200
Poison AC 1200
Requirements
Strength 600
Stamina 600
Enforcer
Effects
Cold Damage +40
Fire Damage +40 |
|
Eyemutant Sinew 11 Bundles
Chemical AC 1320
Melee AC 1320
Radiation AC 1320
Projectile AC 1320
Energy AC 1320
Cold AC 220
Fire AC 220
Poison AC 1320
Requirements
Strength 690
Stamina 690
Enforcer
Effects
Cold Damage +44
Fire Damage +44 |
|
Eyemutant Sinew 12 Bundles
Chemical AC 1440
Melee AC 1440
Radiation AC 1440
Projectile AC 1440
Energy AC 1440
Cold AC 240
Fire AC 240
Poison AC 1440
Requirements
Strength 780
Stamina 780
Enforcer
Effects
Cold Damage +48
Fire Damage +48 |
|
|
|
Final word
Well, as far as armors go this is definitely an odd one. The requirements are
skyhigh and if you look at it crassly, they do beat anything else hands-down when
it comes to AC, unless you take a look at the miserable Fire and Cold AC types.
It adding Cold and Fire damage might be nice at a lower level if you are wielding
the Frost Scythes, but higher up when you are using other weapons its not really
something you will need. The armor IS unusual however, and if you want something
different, this is definitely an option. We do however feel that both Omni-Armed
Forces armor as well as Clan Sentinel Armors are a better choice since they will
give more bonuses.
Last updated 02. May 2003
Contributors
Nycola, Atlantean
|
|
|
See what others have said about this article, or post your own comments regarding this in our forums. |
|
|
|
|
|
|
|
|
|
|
|
|
|