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Spell Point problems

Pyro
posted 12-31-2000 12:46 PM
If the spell points are figured from the stats of int or wis, shouldn't they go up when you equip items that increase those stats? Mine are not increasing, is this a bug, or a problem with my game?

Any help appreciated


Parser
posted 12-31-2000 06:02 PM
Your spell points are based on your Int and Wis, but your NATURAL values. Meaning, no modified by items.


Vorlin
posted 12-31-2000 10:54 PM
It's my opinion that spell points should go up as int/wis are increased. It would take some extra coding to handle loopholes and such, but I think the effort would be worth it. It's very hard in demise to run a 'pure' caster, you can use the tea room but it just takes too many trips (too much micromanagement) IMO. Letting casters up their mana would go a long ways towards making pure casters as playable as pure hitters are now.


Pyro
posted 12-31-2000 10:58 PM
then what is the point of items like Magicians helm, that increase int and wis. seems like a waste


Vorlin
posted 01-01-2001 01:57 PM
Each point of wis and/or int give +1 a/d (str and dex give +2). Also, perception and language ability are heavily int/wis based. When gold pinning was more of an issue people used to switch into int/wis gear before selling at the store so they could raise their ability to identify items. Some of the most powerful spells have high int/wis requirements that require some races to wear booster items in order to cast them. Int/wis also adds a small bonus to damage done by spells.


Tiburon
posted 01-02-2001 08:14 AM
Trap identification is also improved a fair bit; think disarms are helped some, but not much. The big thing is the damage boost.


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