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Melissa27 08-22-2008 03:28 PM

Licenses
 
can someone PLEASE tell me how they work? and WHY would i want to put one on my weapon?

Spirit 08-22-2008 03:36 PM

Licenses
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Licenses are items that can enhance your weapons. They must be inscribed onto the weapon by either Weapon Title Merchant Zach in Roumen, or Bran in Elderine. Once used in this way, they are bound to the weapon and cannot be removed. Each weapon can have up to 3 Licenses on it. The name of the character who placed the first License on the weapon will also be permanently bound to it, in the form of 'Creator<Character>'. Some of the higher level Licenses, when sufficiently progressed, will add critical% bonus to the weapon. The weapon title suffixes will also change accordingly.

A very limited selection of Licenses are available from the Weapon Title Merchants themselves. Many can be obtained from the monsters themselves. Some monsters do not drop their own Licenses, but that of another monster instead. Some monsters drop more than one kind of Licenses. Quest rewards can also given Licenses.

[edit]List
The following is a list of license information on the monsters they are available for. Kills Required denotes the number of that monster that needs to be defeated to attain the maximum damage bonus and crit% for that license. Each stage of a license requires more or less the same number of kills, so you can find out the number per % by simple division.

The titles obtainable through licenses are (in order): [Monster] Killer, Executioner, Eliminator, Assassin, Dominator, Destroyer, Slayer, Terminator, Annihilator, and Conqueror

Note that:

The weapon with the license must and only needs to deal the final blow
You must be less than 20 levels below the licensed monster (when its name turns grey, you will not make progress on the license either)
The +%damage is only applied to the base damage of the weapon
With multiple licenses, the highest +crit% is taken; in other words, +crit% does not stack
Titles linked to licenses on a weapon are only available while the weapon is equipped
Only the current stage of the license will be available as a title
The stages (and titles) obtainable through licenses are (in order): [Monster] Killer, Executioner, Eliminator, Assassin, Dominator, Destroyer (+1% crit), Slayer (+2% crit), Terminator (+3% crit), Annihilator (+4% crit), and Conqueror (+5% crit)

Ivramire 08-22-2008 03:39 PM

Wiki's always useful.


Basically, it increases the amount of damage you do to a specific mob-type by a % that increases the more of that mob you kill.


Licences you obtain for higher-level mobs later in the game give you an increased static critical % against all mobs.

Melissa27 08-22-2008 03:46 PM

thanks so much. i guess i should add some to my weapon :P

Icy 08-22-2008 09:19 PM

You probably already know, but since this isn't on the wiki page: you can now remove licenses using a cash-shop item.

Doylen 08-25-2008 07:20 PM

Licenses are a good thing if you have the correct ones for your level. Before level 20 they do only a little good because you will level out of them quickly. On the other hand because there is little value in enhancing a level 15 or lower weapon for the same reason placing licenses on it can be helpful. Also you should try and place licenses that cover the beasts to be found in the same general area where you will be working. For instance you would not want Boars and Mara Pirates on the same weapon because there are no Pirates on FoM and no Boars in SoG.

Good licenses for level 15 are Boogies, Mara Pirates, and Miny-Pinkys.

At level 20 there are four ways to go.
Speedy Boogies, Mara Sailors, Mara Elite (low 20’s)
Smart Phinos, Keblings, Joker Keblings (low mid 20’s)
Grave Diggers, Little Lizard Men, Prock Zones (high mid 20’s)
Gold Slime, Glow Wolf, Baby Bat (high 20’s)

At level 30 it starts to get interesting because now a completed license will start to add crit.
Wild Imps, Bats, Spiders (low, not recommended could put these on a level 20)
Zombies, Flying Staff, Magic Staff (low mid)
Hobs, Bone Imps, Procks (high end recommended)

For level 40
Werebears, Goblin Swordsmen, Goblin Captains (low & mid, recommended)
King Coll, Harkin, Weak Orge (high end)

There are many quests for Werebears during your low 40’s. Taking the time to complete the license for them will give you a 2% increase in crit that will serve you well as you progress. Completing Goblin Captains will make that 3%. My Hammer has an 8+3% crit.

At level 50
Prisoners, Tortures, Vampire Bats (low)
Orc, Orge (high)

That is as far as I have made it to date (52) and is based on my experience as a cleric. A fighter may want to drop everything a notch. I would love to hear from someone recommendations for 60 and above. I have seen some licenses for sale in Eldy for as much as 200s. That seems very high for a license buy I don’t know.


Doylen


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