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Getting your stuff enchanted: 101 https://shatteredkingdoms.org/forums/viewtopic.php?f=21&t=18851 |
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Author: | laeZ1 [ Mon May 11, 2009 3:37 pm ] |
Post subject: | Getting your stuff enchanted: 101 |
I've tried asking IC, but the terms used confused me. I've tried making my own sorc, but I can never get high enough to learn through doing. Weapons are simple enough: they get enchanted, and the runes (rune=point, right?) go into damage, or accuracy (not speed?) Damage is how much it hurts to get hit with, while accuracy is hitting AND parrying, right? It'll hum after a few, and if you put any more on it, chances are that it explodes. Armor is much more confusing, I think. It can get all these things: Magical resistance (stops spells from working. People tell me this is bad because it stops healing) Magical protection (I thought this just reduced damage taken when people hit you... but I was told it doesn't) Reflex (Dodge/parry bonus?) Willpower (I thought THIS was antimagic...) Fortitude (stops poisons and stuff) Also, won't armor randomly evaporate? How come some times people have humming armor? Also, I asked for my armor to be enchanted, and the pieces were glowing. Is that a side affect? Or did the person cast the continual light spell? |
Author: | Zellidon [ Mon May 11, 2009 3:50 pm ] |
Post subject: | |
Quote: There are times when the game has to decide whether or not an offensive
ability 'worked'. The most common example of this is when an aggressive spell such as blindness is cast. To determine whether or not the target is indeed blinded, the character receives a saving throw. The term saving throw is a historical reference to tabletop roleplaying where the player performs a dice roll to determine the outcome. On SK, the game calculates all random chances for you. However there are still ways to improve the odds of succeeding on a saving throw. There are three types of saving throws - fortitude, reflex and willpower. -Fortitude is used against abilities that primarily attempt to impede or corrupt the body. Examples of spells of this type include blindness, deafness, energy drain, finger of death, petrification, plague, and slow. -Reflex is used against abilities where speed and coordination might allow you to escape the brunt of the attack. Examples of spells of this type include acid blast, call lightning, fireball, hellfire and magma spray. -Willpower is used against abilities that primarily attempt to influence the mind or its connection to the weave of magic. Examples of spells of this type include charm person, curse, dispel magic, sleep and summon. You can increase these three modifiers by increasing their related stats. Fortitude is linked to constitution, reflex is linked to dexterity and willpower is linked to wisdom. You can also increase them through the use of certain abilities like fury and by enchanting equipment. That helps you understand some of em, but I can't explain magical protection really I'm still a little confused about that. Orius explains em pretty well maybe he'll throw something up here. As far as humming armor, there are scrolls you can buy to make that happen. And glowing, whenever you see an enchant that 'looks' brilliant, that's a double enchant pretty much, and it also makes the item glow as a sort of side effect. Anyway some things enchant better than others, and can take more enchantments before it will evaporate. Not sure if there's a way to tell what takes more enchantments than others other than trial and error. |
Author: | suzie9fingers [ Mon May 11, 2009 3:55 pm ] |
Post subject: | |
Lol. Well. Damage is how much it hurts to get hit with, while accuracy is hitting AND parrying, right? It'll hum after a few, and if you put any more on it, chances are that it explodes. - yes. Magical resistance (stops spells from working. - negated by ART) Magical protection (reduces the impact of negative spell effects) Reflex (Dodge/parry bonus) Willpower (protects from charm/dominate/persuasion) Fortitude (stops poisons and stuff) Also, won't armor randomly evaporate? - yes. it's to do with the skill of the caster, and to do with the strength of the runes being currently placed on the piece versus the space left for said runes. How come some times people have humming armor? - no idea Also, I asked for my armor to be enchanted, and the pieces were glowing. Is that a side affect? Or did the person cast the continual light spell? - If you cast enchant armor, you run the chance of placing two "runes" on the armor at one time. It will say "GLOWS A BRILLIANT GOLD!" It will make it glow. Other things of interest - if you size a piece before it is enchanted, the sizing counts as a "rune." ALWAYS enchant before sizing if at all possible, so you can fit more spells onto a piece. |
Author: | mundufisen [ Mon May 11, 2009 4:03 pm ] |
Post subject: | |
Quote: Weapons are simple enough: they get enchanted, and the runes (rune=point, right?) go into damage, or accuracy (not speed?) Damage is how much it hurts to get hit with, while accuracy is hitting AND parrying, right? It'll hum after a few, and if you put any more on it, chances are that it explodes.
When you enchant a weapon once, 1 point goes into damage and 1 goes into accuracy. If its a 'brilliant' one, then its 2 each. |
Author: | WickedWitch [ Mon May 11, 2009 4:04 pm ] |
Post subject: | |
Oh my god. No wonder you people can't PK. No offense. MR is NOT affected by Art. MR will help you resist EVERYTHING except the magma spell. Pretty much the best defense, but it stops all helpful spells too. MP on your ARMOR PIECES -DOES- reduce damage when hit in that spot. That MP and MP on jewelry or from a shield spell reduces your damage from magic. Willpower is for "mental" spells. Charm/Sleep/Curse Reflex has absolutely nothing to do with melee combat, it is for "damage" spells(except FoD). Acid/Lightning/Magma Fortitude is for "maledictions". Blindness/Deafness/FoD. |
Author: | archaicsmurf [ Mon May 11, 2009 4:18 pm ] |
Post subject: | |
See the helpfile for Willpower |
Author: | ninja_ardith [ Mon May 11, 2009 4:21 pm ] |
Post subject: | |
Enchant weapon adds bonuses to your to-hit chance, not to accuracy. |
Author: | laeZ1 [ Mon May 11, 2009 4:29 pm ] |
Post subject: | |
WickedWitch wrote: Oh my god. No wonder you people can't PK. No offense.
Exactly. I'd like to remedy this for me. So enchanting your armor will not help in melee combat no matter what? Or is that MP? Enchanting armor is only for protection against magic? |
Author: | WickedWitch [ Mon May 11, 2009 4:32 pm ] |
Post subject: | |
laeZ1 wrote: WickedWitch wrote: Oh my god. No wonder you people can't PK. No offense. Exactly. I'd like to remedy this for me. So enchanting your armor will not help in melee combat no matter what? Or is that MP? Enchanting armor is only for protection against magic? MP on your ARMOR helps in melee. None of the other enchants matter in melee. |
Author: | JeanValjean [ Mon May 11, 2009 4:34 pm ] |
Post subject: | |
MP on armor will reduce the damage taken by melee hits to the body part covered by the armor piece with the MP enchantment. MP on jewellery will reduce damage from spells (except magma) and some people make a somewhat convincing case for the theory that total MP (IE. also the mp on your rings etc.) counts toward reducing the damage you take from magical weapon attacks, like deadly wrath etc. |
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