Shattered Kingdoms

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PostPosted: Tue Aug 21, 2007 2:04 am 
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Sinnoch wrote:
TheCannibal wrote:
I thought that the cause spells were negative energy but harm wasn't.

Cause like the only time I ever ever used cause crit was on an elf when they had reflex saves against hellfire.


maybe not though.


Fairly sure it's not. Cause lightning elves between combat rounds as a hellion never seemed to be any more effective than against humans.

That could also be because of their innate MP boost, though.


i wish my hellion had cause lightning.

Cause light though does so little damage that any amount of mp will soak it up.

You're probably right though, I can probably count the number of fights I cast cause crit on one hand and I never even trained cause serious so it's not like I tested it.


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PostPosted: Tue Aug 21, 2007 2:11 am 
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I've done a bit of testing with cause critical (to see the difference) and nope, doesn't seem to be negative energy at all. That's really odd. It should be a negative energy spell.

The spell seems to drop human, half-elf, and elf mobiles all roughly at the same time. I assume the lack of con with the elf is made up for with the MP though. However, unlike hellfire (which shreds elves really fast) it doesn't seem take them down in a swift, efficient manner especially w/ no saving throw.


Sidenote: I hate cannibal.


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PostPosted: Tue Aug 21, 2007 9:38 am 
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Logical enough for me.

Sidenote: Feeling is very mutual.


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PostPosted: Tue Aug 21, 2007 11:48 am 
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The cause spells don't have a type. They just inflict damage.


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PostPosted: Fri Aug 31, 2007 12:14 pm 
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Ok, seems I might have been wrong.

A look at the helpfile implies that the cause spells are indeed negative energy spells, as is harm.

Quote:
[Spells help] Damage Spells

Syntax: cast 'cause light' <victim>
cast 'cause serious' <victim>
cast 'cause critical' <victim>
cast 'harm' <victim>

These spells inflict damage on the victim. The higher-level spells do
more damage, especially when the caster is more practiced in them. The
negative energy with which these spells hurt people can actually be used
to renew the damaged flesh of the undead.

See also: blindness deafness plague poison


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PostPosted: Fri Aug 31, 2007 12:41 pm 
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If these damage spells were originally meant to be type negative then priests should definitely lose harm. However, I think it's just bad wording in the helpfile which could probably use an update.

As I've understood it, these spells just cause damage with no type attached to them.


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PostPosted: Fri Aug 31, 2007 12:57 pm 
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Sypher wrote:
I don't believe so, I believe only necromancers possess negative energy spells, such as energy drain, finger of death, vampiric touch, ans POSSIBLY hellions, with hellfire(I've heard that it's dual damage type, but I could be wrong).

Never had a necromancer or played an elf however, so I couldn't say for sure.


Hellfire is in fact dual: negative/fire.


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