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Summoning Voids

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sersanah
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Summoning Voids

Post by sersanah »

Does anyone know what the odds are (and the factors upon which these odds are based) of a conjuring spell producing 0 creatures? I always succeed in summoning rats and undead, but wolves only appear about 50% of the time, Divine Intervention has only taken place 2 times out of 10 tries and I have yet to successfully call forth a Deathlord. All my attempts have taken place without interruptions, my Nether and Celestial skills are both at rank 7 and my character level is 10. Thanks for any info!
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sersanah
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Post by sersanah »

If anyone has any information, please share. I am about ready to give up since summoning was going to be my main focus with this character and I can't produce anything more powerful than a Skeleton or Wolf (and these are only created part of the time).
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Zed Zorander
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Post by Zed Zorander »

The summoning spells have a certain level attached. If you level is lower, the (summoning) spell fails most of the time. Even when equal there is a small failure chance.
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Frodo1
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Post by Frodo1 »

I'll add that this is probably a balancing issue. At level 10, you shouldn't be able to reliably use high level spells. No game allows you to do that. Of course, most games make it very clear what requirements are needed to cast a spell.

Also, I bet you haven't actually found the deathlord spell so that you would know the ingredients. This is a major oversight on the developers part. If you have played before or have access to a list of nether spells, then you can mix any spell in any quantity that doesn't require a homunculus head as soon as you reach Skuldoon. Talk about bad planning. Personally, I start using poison cloud as soon as I reach Fargrove.

On deathlords, I have successfully used them in Naga Temple with a character level of more or less 14 and very low nether skill, maybe 3-4.
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Asterik
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Post by Asterik »

In several occasions I've run into this with divine intervention, where if you're in a certain position facing a rock or a tree, or some small obstical.
No matter how many times you cast it, nothing will come of the cast.. what a waste of mana that was.. :(
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Frodo1
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Post by Frodo1 »

[QUOTE=Asterik]In several occasions I've run into this with divine intervention, where if you're in a certain position facing a rock or a tree, or some small obstical.
No matter how many times you cast it, nothing will come of the cast.. what a waste of mana that was.. :( [/QUOTE]

I once cast Divine Intervention in the Empyrium. Then I went to Skuldoon and the Forbidden Lands, etc, summoning the spirit several times. Next time I went back to the Empyreum, the spirit was still wandering around in there! This was many hours of gameplay later!
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Asterik
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Post by Asterik »

heheh.. that's because the game pretends that the only thing that changes when you leave a loadpoint (eg, world -> fargrove, fargrove -> world, world -> some building in arindale, etc..) is the sky the game script - the game timers are relative to the time spent in the area.

Sometimes there's item clean up or npc's repositioned by the script when you load... but that's really only applied on the outside world and in messy dungeons I believe...

Perhaps there's a way to use this to your advantage though..
By spawning one inside a dungeon, walking out, recharging, going back in, spawning another, etc, up to 500 bazillion creatures or so, and upon judging you have enough, swarming the dungeon and it's bosses with them. :D
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Zed Zorander
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Post by Zed Zorander »

Talking of summoning. Has anyone tried summoning a Deadlord and then killing him in order to get his armour?

I would be interested if that works. I would love a complete set of deadlord armour :)
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Fiko
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Post by Fiko »

the "deathlord" is actually a ninja that casts nether blast a good bit. Not exactly the armor wearing type. He's fast and has decent spell damage, pretty nice as far as summons go, but not exactly the type of death lord you're thinking of.

I have gotten full death lords armor from cycling through level 8 chests that have armor in them. Took forever, but 93 armor was really nice when I would kick on rune armor spell on top of that I would still get hit but rarely take damage from physical attacks.

I'm with Frodo1 on the poison cloud bit, one of the better spells in the game. Stops roving packs of creatures in thier tracks, and if they slowly get moved out of the cloud you can taunt them into jumping back in easily enough with a few wacks to thier head. Summon Guardian is also a pretty good one for single tough melee opponents, that minotaur is pretty meaty and has decent armor for a level 6 spell.

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avguru
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Post by avguru »

I am not sure I understand how you could have 7 skill in both of those magic skills by level 10, but maybe if you have not other skills and no stat improvements it is possible. But then, you might well be expected to be 2nd tier of your class to use those and that may have an impact on spell success as well.
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Soulshorne
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Post by Soulshorne »

My current character is a mage/celestial, and was having problems summoning a L7+ in Celestial... even with a level of 10 in that skill, and a level of 15 for my character. Trouble, heck; I just plain could not do so.

Oddly enough, when I raised my _NETHER_ (which had been at L6 skill) to L9+ then I could do Divine Intervention, etc.

Perhaps this might help someone.
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