Master_Hugian
Warlord
- Joined
- Oct 27, 2006
- Messages
- 176
The purpose this guide is to take a very close, mechanical look at Flesh Golems and find out how powerful they can become and what the best way of doing so is. Before I start on how to do, I need to find out what the theoretical best a flesh golem can become, a task which is alot bigger than I first imagined. The mod used is Orbis.
So far I have combed through to find out all the ways to increase strength, both raw and percentage wise. Anything I missed please point out
Next Planned
Movement and First Strikes
Notes
* Temporary bonuses have not been included
* Totems have not been included (as even with grafts, there can be only one)
* Affinities have also not been included
* Feral Strength has been taken over metal weapons
* Fort Commanders can be grafted but are highly not recommended and thus has not been included.
Raw Strength
Kraken (Base): 17 Strength
Godslayer: +3 Strength
Dextrous: +1 Strength
Feral Strength: +1 Strength
Strong: +1 Strength
Champion: +1 Strength
Heroic Attack II: +2 Attack Strength
Golden Hammer: +1 Attack Strength
Sinister: +1 Attack Strength
Mounted: +1 Attack Strength
Hardy III: +5 Defence Strength
Empty Bier: +2 Defense Strength¨
Heroic Defence II: +2 Defence Strength
War: +3 Unholy Strength
Aeron's Chosen: +2 Unholy Strength
Gela: +2 Unholy Strength
Mokka's Cauldron: +1 Unholy Strength
Black Knight: +1 Unholy Strength
Sol: +2 Holy Strength
Justicar: +1 Holy Strength
Athame: +3 Poison Strength
Shadow Knight: +1 Poison Strength
Staff of Souls: +3 Death Strength
Nether Blade: +2 Death Strength
Orthus' Axe: +1 Fire Strength
Dragon Knight: +1 Fire Strength
Champion: +1 Fire Strength
Total 29/33 + 9 Unholy + 3 Holy + 4 Poison + 5 Death
= 50/53
+X% Strength
Combat V: +100% Strength
Empower V: +50% Strength
Stigmata: +50% Strength
Feral Strength: +50% Strength
Pack Leader: +40% Strength
Heavy: +30% Strength
Academy Training: +20% Strength
Enchanted Blade: +20% Strength
Runic Shield: +10% Strength
Vampirism: +10% Strength
Menacing Helm: +10% Strength
Corned Powder: +10% Strength
Homeland: +10% Strength (within borders)
Light: -20% Strength
Total +380% Strength (+390% within borders)
So far I have combed through to find out all the ways to increase strength, both raw and percentage wise. Anything I missed please point out
Next Planned
Movement and First Strikes
Notes
* Temporary bonuses have not been included
* Totems have not been included (as even with grafts, there can be only one)
* Affinities have also not been included
* Feral Strength has been taken over metal weapons
* Fort Commanders can be grafted but are highly not recommended and thus has not been included.
Raw Strength
Kraken (Base): 17 Strength
Godslayer: +3 Strength
Dextrous: +1 Strength
Feral Strength: +1 Strength
Strong: +1 Strength
Champion: +1 Strength
Heroic Attack II: +2 Attack Strength
Golden Hammer: +1 Attack Strength
Sinister: +1 Attack Strength
Mounted: +1 Attack Strength
Hardy III: +5 Defence Strength
Empty Bier: +2 Defense Strength¨
Heroic Defence II: +2 Defence Strength
War: +3 Unholy Strength
Aeron's Chosen: +2 Unholy Strength
Gela: +2 Unholy Strength
Mokka's Cauldron: +1 Unholy Strength
Black Knight: +1 Unholy Strength
Sol: +2 Holy Strength
Justicar: +1 Holy Strength
Athame: +3 Poison Strength
Shadow Knight: +1 Poison Strength
Staff of Souls: +3 Death Strength
Nether Blade: +2 Death Strength
Orthus' Axe: +1 Fire Strength
Dragon Knight: +1 Fire Strength
Champion: +1 Fire Strength
Total 29/33 + 9 Unholy + 3 Holy + 4 Poison + 5 Death
= 50/53
+X% Strength
Combat V: +100% Strength
Empower V: +50% Strength
Stigmata: +50% Strength
Feral Strength: +50% Strength
Pack Leader: +40% Strength
Heavy: +30% Strength
Academy Training: +20% Strength
Enchanted Blade: +20% Strength
Runic Shield: +10% Strength
Vampirism: +10% Strength
Menacing Helm: +10% Strength
Corned Powder: +10% Strength
Homeland: +10% Strength (within borders)
Light: -20% Strength
Total +380% Strength (+390% within borders)