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Question about spells in Torment

Posted: Thu Jul 14, 2005 12:32 am
by darkwolf
Hi, I wonder if anyone can help to answer. I'm curious about how certain spells work in Torment:

1. I was playing in the Modron Maze (hard) and I tried Horror & Ignus Terror on the High Threat Construct. I was supprised that it's possible to make them run in panic if they fail their saving throws. But isn't these constructs a sort of machine without emotion?

2. Anyone can give clear details of the spell Missile of Patience? I only notice that at caster level 8 onwards, the animation changes from a sling to bow which now does more damage. At caster level 12 or above, it's a catapult and it seems I can 'fire' it many times!

Thanks in advance :)

Posted: Thu Jul 14, 2005 1:27 am
by Ravager
1. I don't think the modron constructs fall under the standard idea for constructs. After all they seem to have some intelligence of their own and I think that's all they need to run scared as well.

2. I've never heard of this spell and I thought I knew most of them. Are you sure you have the name right?

Posted: Thu Jul 14, 2005 1:39 am
by darkwolf
Hi Ravager,

Your answer about the construct seems reasonable enough....thanks. Well, actually I don't mind them running scared :D

About the spell Missile of Patience, you can 'unlock' it by solving the 7th circle of Zerthimon. Then you'll get two copies of the spell scroll (presumably one for Dakkon to learn)

Posted: Thu Jul 14, 2005 2:45 am
by Ravager
[QUOTE=darkwolf]
About the spell Missile of Patience, you can 'unlock' it by solving the 7th circle of Zerthimon. Then you'll get two copies of the spell scroll (presumably one for Dakkon to learn)[/QUOTE]

It's one of those, is it?
I think I managed to get all of those spells, presumably it'll say that it gets more powerful at higher levels like many other spells, but I'll see if I can find and understand the spell description later.

Posted: Thu Jul 14, 2005 3:04 am
by darkwolf
The in-game description for Missile of Patience is:

Missile of Patience
Range: ?
Duration: ?
Speed: ?
Area of Effect: ?
Saving Throw: Special

"Could this spell be any more useless??!" cried Eelnek, mage of Amnar. The bane
of mages everywhere, could this be the practical joke of an arch-mage, or
living dis-proof of the old Prime Material axiom that "good things come to
those who wait"?

:confused:

No intention to spam here...it's just as I progress more into the game & try more spells, I'd like to ask a few things that I don't understand or curious about. Thanks...

Posted: Thu Jul 14, 2005 5:53 am
by fable
The MoP looks grand but delivers very little punch when you first get it. But after a cleric rises considerably in level, the spell picks up:

1) It has a range of 80 feet (plus 30 ft per level)

2) It never misses, and there's no saving throw.

3) The effect is instant.

4) It does 2-5 points damage, but you gain an extra missile for every two levels for a total of 5 missiles at level 9.

This makes it very useful if you're playing a mage. While your melee types are pounding away at someone or something, you have a spell that cannot fail to chip away from 10-25 points per use.

Posted: Sun Jul 17, 2005 7:17 pm
by darkwolf
Hi fable,

I am currently playing as a Mage (11)/Fighter (5)/Thief (4) and I'm really enjoying it. The spell effects are very cool...and have to appreciate the efforts to make spells in Torment unique compared with BG or IWD! :)

I *think* MoP has more than 5 missiles, but if your description is correct then that would put Reign of Anger as the better spell compare with Magic Missile & MoP...

Posted: Sun Jul 17, 2005 7:36 pm
by fable
If it's more than five, I'd be surprised; but that's the official description. You're welcome to check it and let us know. I haven't got the game installed at the moment, so I can't check.

In any case, it's not a matter of being better than other spells; it's a matter of different spells for different purposes.

Read again #2 in my post.

MoP can take out things that otherwise are very, very hard to touch.

Posted: Mon Jul 18, 2005 2:52 am
by Ravager
MoP sounds very good. If only I had a save game from when I had the high WIS to get the spell from Dak'kon. :(

Posted: Mon Jul 18, 2005 12:24 pm
by sologdin
MoP is might favorite late-game spell. i'm not sure if there's an "ammo" limit or a time limit on each casting--haven't bothered to track it. but late-game, the ammo lasts a long time--enough to kill two super shadows, usually. perhaps it's ammo is a function of TNO's level? not sure.

and it's damage always ranged for me between 1 and (IIRC) 17 or so. maybe.

Posted: Mon Jul 18, 2005 7:10 pm
by darkwolf
Originally posted by fable

In any case, it's not a matter of being better than other spells; it's a matter of different spells for different purposes


Sorry, I should have added 'in terms of damage' since all three spells have no saving throws. But I went back and played my last saved game in the Modron Maze and I have to say I was wrong...

To add to what sologdin has posted, even at Lvl 11 mage my NO was dishing out 4-11 damage per missile, up to 7, 8 missiles every time...

Ravager, Dak'kon is not in your party anymore?

Posted: Tue Jul 19, 2005 1:56 am
by Ravager
Ravager, Dak'kon is not in your party anymore?


I've played through Planescape a few times, and I thought I had a save from near the end of the game, when I had unlocked all of Dak'kons spells. As it turned out, I had a save game where the Nameless One has around 15 WIS (including the Tatoo that increases WIS by 2) so I would probably have to play for a while and increase my WIS to get MoP.

I had around the same amount of INT too.

Posted: Tue Jul 19, 2005 7:46 pm
by darkwolf
I see...I read Dan Simpson's excellent walkthrough and min 19 WIS & 18 INT is needed to unlock all the circles.

..oh, I think u can use the Cranium Rat charm (?) to temporarily increase your INT, and also buy Tattoo of Saving Grace (+1 WIS) & another tattoo of the Soul to try complete the Circle of Zerthimon...

Posted: Thu Jul 28, 2005 2:44 am
by darkwolf
Err, I got myself into another strange situation after trying the spell 1st lvl Pacify. I'm not sure if I should ask this in a 'new bug' thread, but here it is...

Remember the first thing to do to convince Hargrimm to speak on your behalf to the Silent King? That gives you a new quest, which is to kill any cranium rats that you can find in the Dead Nation. So, I thought that's a good place try Pacify (Sleep, anyone?)...

So I managed to get most of them 'pacified' & killed them. But I can't get the dialog option afterwards to tell Hargrimm that I've killed them all....yes, I've kill all 6!

Huh, well I also think I'm just too crazy to tried it this way :(

Posted: Thu Jul 28, 2005 2:56 am
by Ravager
..oh, I think u can use the Cranium Rat charm (?) to temporarily increase your INT, and also buy Tattoo of Saving Grace (+1 WIS) & another tattoo of the Soul to try complete the Circle of Zerthimon...


I have gained all of Dak'kon's spells in the past and I'm sure I could get them again, but I'll probably need to play more of it. I've played through the game too many times now, so I'll probably leave it a while.

Have you got any older saves, Darkwolf (from before your problem)?

Posted: Thu Jul 28, 2005 7:57 pm
by darkwolf
Have you got any older saves, Darkwolf (from before your problem)?


Yes I do. I saved just after the cut-scenes when the party entered the Dead Nation. Other earlier places where i have saved games is after exiting the Mortuary, and at Mebbeth's where I switch from Lvl 6 Fighter to a mage. I try to keep at least one 'permanent' saved game per day playing...just in case! :)

I've played through the game too many times now, so I'll probably leave it a while


Yup, I think that's best...didn't realise it was more than 4 yrs ago when I last played...

Posted: Fri Jul 29, 2005 2:14 am
by Ravager
You should have saved before entering the Dead Nations, so you still have the choice for which side to go. In any case, just reload from there, you won't have missed much anyway. And avoid the Pacify spell :D .

Posted: Fri Jul 29, 2005 8:18 pm
by darkwolf
And avoid the Pacify spell .


Thanks. Yup, no more Pacify....but perhaps Blindness? :cool: