Another contributor started a thread which vanished in the summer 2009 hole.
She had noticed that the new-in-LoA spells-built-into-items modifiers were getting better during a game (I think she had Of Ogre's Might up to +4 on Str) and was wondering how this worked and how high they might go.
LoA dark purple imbued items get better
- RSimpkinuk57
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- RSimpkinuk57
- Posts: 16
- Joined: Sun Jul 26, 2009 4:41 am
- Location: England
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Sussed it (I think)
I looked back at a series of saves made during the same game. Taking the Of Magic Armor equipment modifier as an example:
It has to be driven by each character's total experience level (uber level) at a rate of +1 armor per 1.5 experience. This level can only be estimated. The calculation from Str, Dex and Int gives a nominal result which may be spot on but may be 1 or 2 levels too low (if Str=12 is really 12.95 for example). I had three characters for whom Of Magic Armor had each got one better (from +3, +4 and +4 to +4, +5 and +5) while their nominal levels remained the same.
(In my original reply that has been lost I quoted their respective Strs, Dexs and Ints, plus further examples at higher levels.) My numbers proved that magic skill levels were irrelevant. The conclusion is that equipment with dark purple modifiers is good for fighters and archers as well as for mages of either school.
Of Magic Armor tops out at +11. Of Life Force's bonus value (to attack rather than to armor) is always 1 less than Of Magic Armor for the same character, but keeps going higher.
Of Ogre's Might is trickier because it has to be working in much smaller increments, maybe down to +0.05 per 1.5. Example:
Str=12, Of Ogre's Might adds 1, result=14!
Explanation: Str might really be 12.45 and Of Ogre's Might worth +1.60
I looked back at a series of saves made during the same game. Taking the Of Magic Armor equipment modifier as an example:
It has to be driven by each character's total experience level (uber level) at a rate of +1 armor per 1.5 experience. This level can only be estimated. The calculation from Str, Dex and Int gives a nominal result which may be spot on but may be 1 or 2 levels too low (if Str=12 is really 12.95 for example). I had three characters for whom Of Magic Armor had each got one better (from +3, +4 and +4 to +4, +5 and +5) while their nominal levels remained the same.
(In my original reply that has been lost I quoted their respective Strs, Dexs and Ints, plus further examples at higher levels.) My numbers proved that magic skill levels were irrelevant. The conclusion is that equipment with dark purple modifiers is good for fighters and archers as well as for mages of either school.
Of Magic Armor tops out at +11. Of Life Force's bonus value (to attack rather than to armor) is always 1 less than Of Magic Armor for the same character, but keeps going higher.
Of Ogre's Might is trickier because it has to be working in much smaller increments, maybe down to +0.05 per 1.5. Example:
Str=12, Of Ogre's Might adds 1, result=14!
Explanation: Str might really be 12.45 and Of Ogre's Might worth +1.60
- RSimpkinuk57
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- Lady Sophia
- Posts: 38
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Hi again.
Basically i was looking for a list of imbued attributes (of Ogres Strength, of Magic Armour, etc) as well as where these bonuses will be applied (Rings, Amulets, Helms, etc). Like how the suffix/prefix is layed out in the equipment section.
Also i was looking for formulae and ranges of items (Magic Armour 0-11, Ogres Strength 0-4, etc) and to see how they increased (by skill, by attribute, by level, etc).
I lost my saves since my laptop died (which is why i have been away) so i'll have to start again, which was what i was going to do anyway so no problems there.
That was pretty much my post last time, though i also stated i thought the values were attributed to skills, where a Nature Mage would have higher stats in items which were based on Nature Spells (example, Magic Armour) and Combat Mages would have higher stats in items which were based on Combat Spells (example, Ogres Strength).
I'm still going to test that on solo. 1 Nature Mage, 1 Combat Mage and 1 Melee Character, just to see if there is any difference. I'll report findings. Then i might try with a party, just to see if there is any relations between that way, example, average party level, skill, attribute, etc (there might be more factors involved).
~Lady Sophia
P.S.
Thank you for restarting this thread after the forum crash. I was a little occupied with finding a computer after my lappy died. Poor lappy.
Poor level 89 Character which i liked... :'( you will be missed.
Basically i was looking for a list of imbued attributes (of Ogres Strength, of Magic Armour, etc) as well as where these bonuses will be applied (Rings, Amulets, Helms, etc). Like how the suffix/prefix is layed out in the equipment section.
Also i was looking for formulae and ranges of items (Magic Armour 0-11, Ogres Strength 0-4, etc) and to see how they increased (by skill, by attribute, by level, etc).
I lost my saves since my laptop died (which is why i have been away) so i'll have to start again, which was what i was going to do anyway so no problems there.
That was pretty much my post last time, though i also stated i thought the values were attributed to skills, where a Nature Mage would have higher stats in items which were based on Nature Spells (example, Magic Armour) and Combat Mages would have higher stats in items which were based on Combat Spells (example, Ogres Strength).
I'm still going to test that on solo. 1 Nature Mage, 1 Combat Mage and 1 Melee Character, just to see if there is any difference. I'll report findings. Then i might try with a party, just to see if there is any relations between that way, example, average party level, skill, attribute, etc (there might be more factors involved).
~Lady Sophia
P.S.
Thank you for restarting this thread after the forum crash. I was a little occupied with finding a computer after my lappy died. Poor lappy.
- Lady Sophia
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- Joined: Wed Mar 07, 2007 10:51 am
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Updates
So far, i'm just listing what spells go with what items. I haven't bothered with ranges yet, though i can easily find out the maximum values for them (though at what level they max out, will have to wait until a second play through).
======================================
Spell (Item Slot)
Magic Armour (Head, Body, Shoes, Gloves, Shield)
Life Force (Melee, Ranged)
Anchored Shot (Gloves, Ring, Ranged)
Range Boost (Ranged)
Ogres Might (Body, Shoes, Gloves, Ring, Amulet)
Mystic Aid (Body)
Spirit Armour (Body, Shield)
Clean Strike (Melee)
Battle Rally (Melee)
Charged Fist (Gloves)
======================================
Magic Armour (Nature) - Increases AC
Spirit Armour (Combat) - Increases AC
Charged Fist (Nature) - Increases Melee Damage
Life Force (Nature) - Increases Melee Damage vs Undead
Range Boost (Nature) - Increases Range of a Ranged Weapon
Ogres Might (Combat) - Increases Strength
Anchored Shot (Nature) - Raises Ranged Chance to Hit
Clean Strike (Nature) - Raises Melee Chance to Hit
Battle Rally (Combat) - Raises Melee Chance to Hit
Mystic Aid (Nature) - Raises Melee and Ranged Chance to Hit
======================================
Feel free to add to the list. In particular, if anyone knows the maximum values for the imbued spell list, then please add that as well.
Thank you.
P.S.
Found the lost piece of paper. Updated the list as necessary.
I think i might list updates below. Just to keep track of updates.
1st Update (Unknown)
- Added Battle Rally (Melee)
- Added Battle Rally (Combat) - Raises Melee Chance to Hit
2nd Update (21 November 09)
- Added Charged Fist (Gloves)
- Added Anchored Shot (Gloves, Ring)
- Added Charged Fist (Nature) - Increases Melee Damage
So far, i'm just listing what spells go with what items. I haven't bothered with ranges yet, though i can easily find out the maximum values for them (though at what level they max out, will have to wait until a second play through).
======================================
Spell (Item Slot)
Magic Armour (Head, Body, Shoes, Gloves, Shield)
Life Force (Melee, Ranged)
Anchored Shot (Gloves, Ring, Ranged)
Range Boost (Ranged)
Ogres Might (Body, Shoes, Gloves, Ring, Amulet)
Mystic Aid (Body)
Spirit Armour (Body, Shield)
Clean Strike (Melee)
Battle Rally (Melee)
Charged Fist (Gloves)
======================================
Magic Armour (Nature) - Increases AC
Spirit Armour (Combat) - Increases AC
Charged Fist (Nature) - Increases Melee Damage
Life Force (Nature) - Increases Melee Damage vs Undead
Range Boost (Nature) - Increases Range of a Ranged Weapon
Ogres Might (Combat) - Increases Strength
Anchored Shot (Nature) - Raises Ranged Chance to Hit
Clean Strike (Nature) - Raises Melee Chance to Hit
Battle Rally (Combat) - Raises Melee Chance to Hit
Mystic Aid (Nature) - Raises Melee and Ranged Chance to Hit
======================================
Feel free to add to the list. In particular, if anyone knows the maximum values for the imbued spell list, then please add that as well.
Thank you.
P.S.
Found the lost piece of paper. Updated the list as necessary.
I think i might list updates below. Just to keep track of updates.
1st Update (Unknown)
- Added Battle Rally (Melee)
- Added Battle Rally (Combat) - Raises Melee Chance to Hit
2nd Update (21 November 09)
- Added Charged Fist (Gloves)
- Added Anchored Shot (Gloves, Ring)
- Added Charged Fist (Nature) - Increases Melee Damage