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Wild Mage : Really Helpful Tip

Posted: Fri Jun 15, 2007 10:50 pm
by limitedwhole
Thought I'd post this here. Was searching for info on wildmages and had a hard time finding any here...which is odd as it turns out they are ABSOLUTELY BROKEN. Elsewhere I found the following info from a reputable source at the sorcerors net site.

Chaos shields do not stack normally...but they do if you sequence them.

Using the Level 1 wild spell to get a sequencer spell never fails.

This means that you can always, use a level 1 spell to get the 9th level sequencer in order to put up 3 improved chaos shields. This gives you a +75 to your roll on the wild table. This means that you will always cast a wild surge spell if you are level 24 or above (barring random level reduction). This means that a wildmage (because he can wish for as many level 1 wild spells as he wants) has infinitely many level 10, level 9, etc. spells and that they never fail.

It is still possible to have a random wild surge. This occurs at 5% of the time. However, due to the +75 from the shields, this is usually good.

The duration on the shields doesn't matter either as you can just wish to get them back before they run out.

Make sure you run one hard wish in case your shields get dispelled, or better yet, just use projected images and simulcrums. They can cast level 10's all day long with a wild mage.

Best class period.
Nuts huh.

Posted: Sun Jun 17, 2007 7:10 am
by Klorox
That's pretty neat. How early in you adventure can you aquire the 9th level spell sequencer (or the other ones for that matter)?

Posted: Sun Jun 17, 2007 5:44 pm
by Crenshinibon
Without using the bug I often speak of this one is the best alternative. You can use minor spell sequencer as soon as you start the game (SoA) to sequence two shields. The bug though it automatically sets your surge chance to 5% and while surges do happen it lets you cast spells without limit as in you can recast Tenser's Transformation to give yourself -86 THAC0 if need be so, you can recast Improved Chaos Shield as much as you want.

Posted: Mon Jun 18, 2007 1:34 am
by Saros
limitedwhole, it will be nice to give the names of mods and patches you're using, since this bug you described might be fixed in some of the fixpacks&tweakpaks. For instance, I know that a CC with 3 PI gives 3 PI with the Baldurdash, while with the G3 fixpack it produces only one PI(i.e. bug that has been fixed with the G3 fixpack mod)

Posted: Mon Jun 18, 2007 9:09 pm
by Crenshinibon
I am using the latest patch and no mods.

Posted: Tue Jun 19, 2007 1:36 am
by Saros
This explains a lot. The original patches still leave the game full with bugs. You need a mod for a decent bug-less game. Thanx for clarifying.

Posted: Wed Jun 20, 2007 6:52 am
by Crenshinibon
From what I know, all versions of Baldurdash leave it open as well.

Posted: Wed Jun 20, 2007 12:01 pm
by Saros
Baldurdash isn't the greatest fixer.

For instance. A player using Baldurdash posted on succeeding the Ascension Solo challenge with a sorcerer. By...summoning a Simulacrum, Projected Image and thus spawning 3 other PIs which were loaded into a Chain contingency. With 5 powerful sorcerers...well it is clear.

I tried the PI trick. Unsuccessfully. I am using G3 fixpack which fixes the bug of spawning multiple PI from a CC. 1 additional PI appeared, the other two didn't spawn. That's all - 2 PI total and a simulacrum - 3 mages.

So I think that G3 may also fix any kind of multiple casting via trigger/contingency of spells which aren't allowed more than one at a time. Like Simulacrum or PI, or Chaos Shield.

Posted: Wed Jun 20, 2007 1:06 pm
by Crenshinibon
That's not the bug itself though. What it does is basically let you cast limitless spells without delay. That's about it. Also, I'm pretty sure that this bug isn't that widely known so I still believe that it's not fixed yet.