Did they get rid of essence? I see none on the map when placing settlements. Further confirmed by the fact I cant cast city enchants without a scrying pool first.
Nerhesi
Excellent work thus far. Can't wait to dive in - installing now. We are still very very very shallow on damaging spells however. We are currently limited to shadowbolt and flame dart. Shadowbolt being a near useless second place when compared to flame dart (because shadow bolt doesn't benefit from %age increases?) Please add 5 or so more single target damage spells with a side benefit. Make shadowbolt hit magic immune. Make an earth bolt that roots.
The below is a from a previous post of mine: Flamedart - Double casters level. Shadowbolt - 4 +1 per caster level. Also Shadowbolt was programmed not to benefit from the evocation traits and so on. flamedart should easily hit for more than double damage and not be resisted (due to super
To be exact, my flame dart hits for 198, while my shadowbolt hits for 96. Lowest I've seen my flame-dart for is 174.
Flamedart - Double casters level. Shadowbolt - 4 +1 per caster level. Also Shadowbolt was programmed not to benefit from the bonus evocation traits and so on. flamedart should easily hit for more than double damage and not be resisted (due to super high spell mastery levels) if cast by wizards/warlocks. Just loaded up my saved game and check, still no reason to use shadowbolt or any other single target nuke apart from dealing with immunity to fire. For multi-target, ho
Is flame-dart still king for the dedicated warlock/path of the mage? Does it still, on average, do double or more than any other single target spell? When I was last playing there was no reason to cast anything except either flame dart or horrific wail in 99% of my fights. I was hoping that other spells would do comparable damage but with an added effect or so. Is shadowbolt still very lacklustre? Are there spells that are still only available via random quests? Like mana or s
Actually - the same is true exactly of Melee. Your traits are what make you ridiculous. You buy armor just like a casting-sovereign, and you don't need to find ridiculous weapons when you consider what you can shop for. Not that finding great weapons is hard anyways, when you consider there are around two dozen of them vs the.. 2 that exist in game that actually aid spell-casting damage? One of which you have to purchase in your Sovereign creation?
[quote who="rvgr" reply="2" id="3262763"]Ophidians died miserably to Flame Dart. Never met an Obsidian Golem. As for Ashwake Dragons, I had three of my own, and I can tell they would have been more difficult to handle as I would have to rely on spells like Storm to kill them. One nice thing about Air magic is that it allows you incredible mobility on the battlefield: the dragon would have taken longer to kill, but it would have had a hard time catching my sovereign. Oh, and with 75% Fire resi
As per the title. I have cast it successive times - no affect. Can someone explain?
I'm almost done playing this massive (Large) game, and I've created a custom race with the Decalon trait. So here I am running around with a Sovereign who is Archmage of Death, Fire, and Master of Air, Water, Earth, Evoker III, etc etc... Level 20 Phenomenal Cosmic Power... itty, bitty, little Flame-Dart. That hits for up to 120 something. (Fire power = 3). Ever since starting out, I was using Shadowbolt - (I didn't have fire magic yet). So here I was
Can I get a link to 1.01 changelog? Also, to clarify, after the 1.01 patch, I will not need "Enchanters" , only "The Decalon" to be able to purchase and use the elemental magic books? Correct?
[quote who="GFireflyE" reply="5" id="3259558"] Doesn't Pariden only get access to them?[/quote] I made a custom Race.
Where exactly is "spell books"? I dont' seem to have it on the magic tree. Is that the heading title for a research topic?
I cannot seem to find out how to purchase those books - in beta, these books were available from the shop so that your champions/hero could learn fire/earth/air/water. I can't seem to find them in the shop now, is there a pre-requisite for them to be visible? Can't seem to find any info on this
I rather disagree in that spell damage starts being completely garbage and continues to close the gap until it is only, a big under-par. With pretty much half the large map, I'm doing over 200 a cast with a level 32 path of mage champion, using soul burn. That has a 1 turn cast time. With a 2 turn cast time, I can do wail of the banshee for up to 64 damage to all units. Impressive? No, Laughable. He is traveling with 4 heroes that are literally half is level. T
I have a Path of mage champion, level 31, with 28 Initiatve (30 and -2 from two items, Champion's I think it's greaves and vambraces or so). He was always going first up until I recently bought him those two items. Now he is dead last all the time, behind the 4 other champions with 22-25 initiative (and those items as well), and even behind regular city militia when I attack enemy towns!!! He is always the very very last to act. Something is afoot and I do not know wha
I've played 2 games so far. One medium, one large - and I've quest uhm.. "whored" like a mother! While I have several copies of some very powerful item I have not gotten a single quest-spell as a reward in approximately 3 dozen+quests. I assume I'm just unlucky and this hasn't changed correct? I don't like "random" spells, and I do believe it'd be nice to have some method of gauranteeing their exposure. Heck if the spell of unmaking is gauranteed given
And what is effective damage based on?
I'm not sure if certain spells are benefiting correctly from certain bonuses: Focus doesn't affect multi-turn cast spells. If that is by design please update tool tip to say it only lasts one turn. Currently it states that it affects next action. Certain +% damage to spells aren't stack or stacking only for certain spells? example: I have evoker III (+150%), I'm a warlock(+50%), and I have an item that adds +25% damage. That means I
Manablast is underpowered as it not comparable to high end late game melee damage. It takes a considerable amount of mana to do damage that is roughly equivalent to high end regular hits (not criticals which can do mind boggling amounts). After a few uses, it becomes sub-par as your mana drops rather fast by using it. Not to mention that is a quest spell that needs to be found... We need a spell that is generally more powerful (like the previous arcane arrow or blast or what n
Hey guys. It's going to be tight from an IT prespective, and regarding release dates, means that it may be very difficult to release as promised. It does not mean there are problems with the game from an overall view, just that the release of beta 3 may be delayed by a little bit. I stress little, because I've never used/seen the term used when we're talking about anymore than 1-2 delay. Ciao!
[quote who="Ensais" reply="3" id="3126404"] Not to come across as too critical of your creative thinking, but wouldn't most people playing this be doing so to have a fantasy war of magic? I mean the name, the MoM background... all these things make this different than Stronghold or Total War... maybe a mod for your idea would appeal to people, but for the main game, I prefer magic to be magical. Part of the goal is to get them shards so my tactical m
Possibly to enhance the effect of defence, a secondary value (on armor, buff spells, items, etc) that reduces physical damage needs to be added? Reduction or whatever you may wish to call it.
No weapon should make you increase your casting speed - as people have said before. No weapon should allow you to act faster than your barehands. Casting spells, should always be quicker thany any weapon. (And still, as per most posts, spells are underpowered at everything except the very earliest levels when compared to melee/ranged heroes). I fully support the high initiative, and weapons only reduce/lower initiative format.
How do you unlock/learn these spells? Such as Manablast and so on. I do not see it as a basic spell. Thanks