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Paralysis/Critical Immunities.. PM Broken?

Posted: Fri Feb 15, 2008 3:51 am
by themaelstorm
Hey guys. Palemaster guy again. Got the exp and installed (no patches on both, I thought the expansion installation would cover patches <.<) and made a wizard/palemaster/EK. I had full ten levels of PM so I am supposed to be immune to criticals, paralysis, stuns etc. However, in Shadow Veil, in the fight against Safiya'a antogonistic red wizard guy, I was paralysed and I suffered critical hits. I was thinking "if someone disables others, I'll be here and I'll dispel their debuffs, yay!" but I turned to "wait wait whoa STOP HITTING!" and the enemies pawned my undead ass.

Is there something I should know about Palemaster? Is it like.. only immune to necromancy-paralysis effects (e.g. ghoul touch) or.. immune to criticals (actually not) or something? I mean.. I'm about to release RDD-PM-Sorc-EK hybrids for a wonderful tank/dps build but PM abilities doesn't work?

I was disappointed once when the text was wrong at PM in OC, saying he gains 3 hp per level, where he actually gains +4 fortitude save. Don't wanna do the same dance again :/

Posted: Fri Feb 15, 2008 9:27 am
by Krwawy Zarddin
I know that RDD and Duegar immune paralys don't work :/

Posted: Sat Feb 16, 2008 12:04 am
by Scottg
Yup, this late in the game's life cycle and it still has some serious "quirks". :rolleyes:

After I installed MOTB (from a 1.10 OC), my high saves were clearly "saving" me as "rolled", but I was still taking damage (classic ex. Traps).

On the other hand I don't think I ever was critically hit with that immunity tagged to my armor (..though of course the "translation" to class immunity may not apply).

Posted: Sun Feb 17, 2008 8:20 am
by Krwawy Zarddin
How you get critical immunity in armor ;>?

Posted: Sun Feb 17, 2008 2:58 pm
by Scottg
Krwawy Zarddin wrote:How you get critical immunity in armor ;>?
I believe there is an in-game crafting recipe that gives immunity to critical and sneak attacks. Search for it.

That however is not what I did. Instead at the end of the OC I saved my character for export for the MOTB expansion. Then I closed down the game and opened up the tool set and made my own custom equipment. I was careful not to overpower it, though as it turned out it most of my own equipment was actually *underpowered* when compared to some of the stuff in MOTB, more importantly though - it was tailored to my character's needs unlike anything in MOTB.

Example: Armor with the Warlock Plate look, black. Set at clothing level without an AC or Dex./spell limitations. Properties were: Immunity to Criticals, Immunity to Sneak Attack, +6 Bonus to AC.

Of course then I placed that equipment in a very little "starter world" and then imported my saved character and picked it up, then saving my character again for the start of MOTB. Note that MOTB strips everything from you *but* what you are wearing - including weapons.


sko's toolset guide

Posted: Sun Feb 17, 2008 7:35 pm
by Loki[D.d.G]
I think the armor you are referring to is bugged. Not sure if they fixed it yet. If not, then it won't give the specified crit immunity.

Posted: Sun Feb 17, 2008 9:58 pm
by Scottg
Loki[D.d.G] wrote:I think the armor you are referring to is bugged. Not sure if they fixed it yet. If not, then it won't give the specified crit immunity.

Fortified Armor: Immunity to Critical Hits and Sneak Attack
Requires: Caster Level 13, Craft Magic Arms and Armor feat
Ingredients: Glowing Power Essence + Radiant Earth Essence + Blue Diamond
Spell: Banishment

Different armor.

*BUGGED* Invulnerable Armor: Damage Reduction 10/Magic
Requires: Caster Level 18, Craft Magic Arms and Armor feat
Ingredients: Radiant Power Essence + Blue Diamond
Spell: Stoneskin