Posted: Sun Oct 17, 2010 7:54 pm
I did warn you!I'm amazed at how incredibly strong mages are!
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I did warn you!I'm amazed at how incredibly strong mages are!
It would have a normal cost. The penalty only affects Dwarves, and is meant to reflect how utterly nonmagical they are as a race.Crenshinibon wrote:So if I had a technologist half-elf at 100% Technological Aptitude, the Hasten spell would have a normal cost (3/10)? Or would it still be doubled due high technological aptitude?
In a sense. You max out a magickal item's potential when your MA meets or exceeds that of the item. That means only Arcane items require a MA of 100% to realize their full ability; and even there, a MA of zero starts you out at half power. (So for example, for an item with 75% MA, you'd have to be at or above 75% TA to lose out on all of their additional magickal bonuses.)Crenshinibon wrote:Also, I assume that the numbers in parenthesis are the maximum attributes of the item which I can only get at 100% magickal aptitude?
Thanks! Now I may just have to try Nature myself, next playthrough.Crenshinibon wrote:In any case, as per TwoHandedSword's request, I have attached a screenshot.
This little guy has Mastery in Melee and knows two spells: Shield of Protection and Jolt. The floating numbers read around seventy damage a hit.
I assume you mean the Lethe Wyvern bridge, not the Gate to the Wastes. The latter shows up on your map if you get close enough, the former, in my experience doesn't, The only way I found was to 'fast travel' to a point slightly upriver then follow the river until I found the bridge. It's very tedious work, it can seem like an age before you find it. If you persevere you will find it though.Any advice?
(Puts on best pantomime voice) Oh yes they can.Crenshinibon wrote:It's ridiculous that Mages can even make schematics and use Fatigue Restorers/Salves while Technologist can't even use potions!
Never used the latter, the former is powerful if you don't mind becoming evil.Crenshinibon wrote:Do you have any comments on The Bangellian Scourge or the Staff of K'an T'au as melee weapons?
It doesn't wrap around, but I don't think there's any point in going above 25, I don't think anything higher than that makes any difference at all.Crenshinibon wrote:Is there a maximum speed cap where after a certain amount of speed, your attacks no longer get faster or a point where your speed loops around and actually makes your attacks slower?
Charged rings and arcane rings will give 50% of their power if you're between +/- about 15% I think but I haven't bothered checking that much. Certainly the charged rings do add 1 dex each if your slightly magical but I can't remember what the cut-off point is. The Jewel of Hebe seemed to add something no matter how technological you go as I recall.Crenshinibon wrote:Would you recommend technological or magickal equipment for aptitude-neutral characters? As far as I understand, the character won't receive benefits from Charged and Arcane rings.
For real time, sure. In turn-based, you get every single attack your action points entitle you to. At a speed of 35, I can launch Azram's star at least a dozen times before anyone else even moves, taking down that fire elemental before it even so much has a chance to singe my pretty Arcane leather armour.galraen wrote:I don't think there's any point in going above 25, I don't think anything higher than that makes any difference at all.
You may want to quick-save (if possible) before using potions on highly-tech characters. I know that I've used potions of intellect on technologists right before purchasing tech manuals, in order to reduce the number of such manuals I needed to buy.Crenshinibon wrote:Are you sure about the potions? When my dwarf drank a potion, it just dissipated in a puff of grey smoke, without healing him at all.
It randomly attempts to kill followers (5% chance of casting Quench Life on an NPC). Other than that, in terms of damage per strike it's easily the best melee weapon this side of the Void. If you've gone to the trouble of killing Stringy Pete for his boat rather than taking on his quests, then keeping and using the sword is the least you can do.Crenshinibon wrote:Aside from becoming evil, are there any disadvantages to using this sword? Does having more magical aptitude do anything for the blade?
Since the rings have a TA of 25, I'm pretty sure that an MA of over 25 renders them moot.Crenshinibon wrote:But would these rings do anything at 0 aptitude?
It only takes one disintegrate though, who needs weapons?taking down that fire elemental before it even so much has a chance to singe my pretty Arcane leather armour.
Wow, learn something new everyday, never had that happen to me, but it's possible I never had any followers with me, too long ago since I played Son of Stringy Pete to remember!It randomly attempts to kill followers (5% chance of casting Quench Life on an NPC).
It's also possible I never tried healing potions either, probable actually, as I always either am a herbalist myself or have Jayna with me if I'm Tech; usually the former. I've certainly used boosters when 100% MA and they've worked, and haste potions work when 100% TA, maybe I'm just lucky.But the rules may well be a bit different for healing potions anyway