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Well I thought I would kick it off.
Anyone tell me where you can get blank scrolls from?
Do skels still drop bones to craft wands?
the secret to a good Sorcerer?......well worth a try
craft some keen spell wands and sell them for millions :)
wyrmwrath
04-02-2005, 04:28
some skellies do in one area I can think of, but arent the metamagic feats disabled?
thought i read that somewhere
Metamagic might be disabled, but you can still craft wands. However it does cost alot.
The Metamagic feats (still spell, extend spelll, empower spell etc.) have been disabled but the magical crafting feats haven't been. There are skeletal bones dropped sometimes which can be crafterd into bone wands. Wand Crafting is expensive for some fairly obvious reasons - not least of which is all the rogues with UMD could be vary overpwoered by buying wands off Wizard crafters.
On the blank scroll front there aren't any in the game at the moment, but there will be at some point in the near future.
Something I really want to cover with our enrichment project.
I will be creating, in neutral areas, a merchant selling blank scrolls and trap crafting components. Their default price is 1gp, as itwas in UTT1. I will be inflating the price a little.
This will be a useful feature, as it provides characters with things to spend their money on, and prevents characters with so much gold that they dont know what to do with it.
Who are these characters with too much gold? I never seem to ever have any, at least not for any length of time.
Generally there aren't any :P
But we need to maintain this as characters gain levels :)
wyrmwrath
05-02-2005, 20:56
Whay about empty poion bottles...will they be included?
Hmm. Having someone who would consider potion brewing, I must ask - roughly how much gold would it cost to brew a potion? If it's the same order of magnitude as crafting wands, then the skill will be completely useless... I'm not entirely sure I see why doing it costs gold, anyway -- do you melt the gold and stir it into the potion? Make a gold-plated wand?
wyrmwrath
06-02-2005, 03:24
In the table top rule books it describes the gold expenditure as non magical, often common, but expensive ingredients; production devices that are not reusable; space rental for production; ect...
Same for the scroll and wand costs.
Only dwarven mead has gold melted in it...geesh , thought everyone knew that!
Just a quick note to ask about the nerfed spells for a sorcerer, I know that there was some posting somewhere regarding this, but can I find it?
I list of all the effected spells would be good, having problems with spells like flesh to stone and circle of death only working once etc.
Can someone at least point me in the right direction, instead of going blind trying to find it.
Cheers
Azmar
The threads dissapeared :O
I'll have to have it redone :(
Thanks for the reply Kev, no rush, I know you guys are busy!
I am having a good time getting to grips with this sorcerer lark anyways.
Cheers
Azmar
I will have the list drawn back up on thurs/fri when the MERP Dev machine is back up and running.
My best tip would be to consider all offensive spells of level 3 and above to be using our 'spam me not' system. (After casting spell, you cannot cast same spell for 30 seconds.)
Thanks for that Kev, I thought that might be the case, however the problem I have encountered is that the spell can be cast say after 30 secs, but the creatures make no save and the spell has no effect. Example is circle of death, cast once, everything dead...nice happy sorcerer!...Five mins later cast again and although the spell is cast and you see the nice graphics, checking the log, it just says Blah casts circle of death, then nothing, no saves...zip.
The server has been reset since I encountered this problem, so I will check again to see if it happens..
Cheers
Azmar
Just to add a quick note to the above post;
Circle of death spell does have a problem, if it is nerfed then it does not display the message that it is ready to cast again, also it seems not to work, no saves etc. Any chance someone could test this out for me and see if they get the same problem?
Mallick:
"I wish to cast this spell and see,
my enemies slain in front of me,
So is it me, do I not do well,
when I hold up my hands and cast this spell?
If there is a problem, I'll get Aule to look at it for us.
I will start that list of spells with the anti-spam system now. Took longer than I thought to get the machine up to speed again. But its fine now. Work on the Iron Prison is underway. I also took the opportunity to bung another gig of ram in the computer to take it up to 1.5gb :)
wyrmwrath
05-03-2005, 12:44
I understand the reason behind your no spam system, and support the idea to a degree. However in playing a mage I have come to the opinion that 30 second (as I have discovered it to be from the above post) is exessive. It makes it nearly impossible to use the same spell twice in any encounter.
I propose a test period where 10 seconds is shaved off the delay time and see how drastic the effect is on game play.
I would also like to state that the speed at wich the combat info flys by in the text boxe makes knowing if its safe to recast a spell guess work. Is there a way to "grey out" the spell hot key (like when you are out of casting of that spell)? That way when the delay timer runs its cource the button wil revert to normal making the mage aware it can be safely cast again.
Switching to a spell grey out system could take some time since we'd need to reverse the current system. However I do feel that the delay may be too long. This is also in the interests of NPCs too, who have been reported do be trying to cast a lot during the anti spam restriction.
What PRC are you talking about?
I don't agree with doing 10 hp damage per level. It's just too strong. All other spells do some amount of d6, i.e. a random number. Doing 150 damage always is surely far stronger (against non-draconic opponents) than taking half their health?
For the time being at least.. I think the current spell system is fine.
constnat changing would leave me wondering exactly where I stand with which spells..
I also think the current changes are quite elgent that the vast majority of nerfd spells have had the same aspect changed.. ie timelock. So you dont have to remebr a lot of different changes.
Anything more complex would certainly be a pain.... IMHO:)
Eddie's idea about Heal and Harm is quite good actually, seeing that would implement the 3.5 D&D rules. This is the Ham spell as it is in the most recent version of D&D:
Harm
Necromancy
Level: Clr 6, Destruction 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1.
If used on an undead creature, harm acts like heal.
As you can notice, the target is allowed a Will save to half the damage. In other words, a 15th level cleric could potentially Harm someone for 150 damage, but the target could save to only get 75 damage. Also the target can't die as a direct result of this damage.
Note also that Harm deals negative energy. A spell or effect which offers protection against this type of damage, should reduce or negate Harm's damage.
Originally posted by wyrmwrath
(...) I would also like to state that the speed at wich the combat info flys by in the text boxe makes knowing if its safe to recast a spell guess work. Is there a way to "grey out" the spell hot key (like when you are out of casting of that spell)? That way when the delay timer runs its cource the button wil revert to normal making the mage aware it can be safely cast again.
To the best of my belief, it is impossible for a server-side script to grey out a quickslot, since quick slots are handled completely on the client side -- the server doesn't need to (and hence doesn't) know what command you've assigned to your F12 key.
If you think it will help, I can add a "floating message" for the spell being usable again while I look at Circle of Death. Then you would see something along the lines of "The power to cast <Spell Name> has returned to you once more" in the same way that now you see "knockdown: hit", "concentration: failure" or "tumble: success", in white letters above your character for a short time.
Eddie the Elf: I'd be happy to change the spell effects in any way Kev instructs me to. He's the one who has the final word, and hence he's the one you have to convince. :P
NWN2 will be using 3.5 rules. I could consider their use now, but I dont want it to require extensive changes to the customisation we have already done, as this was long and quite complex.
Since my intention is to introduce our own brand of gaming system specific to Middle Earth, I don't feel hard pressed to match the criteria for an accurate D&D system.
DM_Olórin
05-03-2005, 17:28
Exactly... a lot of folks forget that this is not Forgotten Realms where all n sundry were fightermage superheroes. Watch Fist of the North Star and youll see what we are trying to avoid. Fine thats an exaggeration, but you get the point. :P
Originally posted by Azmar
Just to add a quick note to the above post;
Circle of death spell does have a problem, if it is nerfed then it does not display the message that it is ready to cast again, also it seems not to work, no saves etc. Any chance someone could test this out for me and see if they get the same problem?
I have now looked into this. Circle of death is not modified in any way -- no timelock, no nerfing. Hence it not appearing in the list of timelocked spells Kev posted in the announcements area.
I tried using Circle of death on two consecutive combat rounds, and it worked both times (making opponents do saves or die). I really don't know why you're experiencing this trouble. If there is a problem, it would be in Bioware's implementation of the spell.
Of course, we'd very much like to resolve this issue. Try to see if you really do have the problem you describe... if you can reproduce it, tell us where and how you are casting it.
Cheers. :)
It seems Mallick has finally lost it, do on his behalf Leva would like to say the following:
Master Mallick ventured out with the full compliment of Circle of death spells he could muster. He wandered off to a place he new that groups of smelly hobgoblins lived and let loose.
He was happy to see that all of his compliment of Circle of death spells worked fine, with 100% kill success.
Its seems that all is well and Mallick wishes to pass on his apologies for any wasted time
*kicks the side of Mallicks helm*
He acknowledges that it must have been some sort.....magi problem...he was not more specific.
*Mallick begins to gibber in corner*
Cheers
Azmar
DM_Kev: I think the server is indeed fine as it is. It wouldn't be possible to upgrade the current NWN system to 3.5, even though it would be much more balanced. It probably is indeed best to wait for NWN2.
DM_Aule: The timer messages (Your X spel is now available for use again) which appear in the combat dialogue window in yellow, what kind of messages are those? By right-clicking the top of each dialogue window (the small space between the lines with the arrow); you can specify which messages are to be shown on which window.
If for instance these spell timer messages are categorised as 'server info', you could let them be shown in your dialogue window as well (instead of only the combat window). That would make it much more easy for mages to keep track of which spell is available again. Each player can customise those settings himself, as soon as he knows what kind of messages they are.
The current messages are "Combat Messages", and would display in the window that displays these. Unfortunately, I think all the stuff that makes them scroll out of view so quickly is also combat messages.
Having the white floaty text is the best solution I can see at the moment...
wyrmwrath
06-03-2005, 04:24
Thanks for the consideration. Floaty would be easy to see, and retagging the message as server message(if possible) would prevent the text from whizzing by in the combat box. Either sounds usable. Which ever path you decide to take on the "spell ready again" messages im sure will fairly and fully address the concern.
You fellas are doing a monster job and doing it well. Keep the code monkeys wired on Jolt cola and pixie sticks.
stormbringerii
06-03-2005, 12:52
I think the esaiest way to solve the problem of you can now cast xp spell again messages is to jsut retag them so we can see them in our dialoge box. The floaty message thing while good would only serve to clutter up what can already be a very confusing mess of buffed allies and monsters (have you seen moria lately :D ). Just having us modify what messages are displayed where means no extra amount of work and modifying the script. But thats just my take on the matter. later
I briefly looked into this, and didn't find an obvious way to "retag" messages or send messages as different categories, like, e.g., server messages.
If we made them server messages and you redirected them to another window, you'd get all the "XXX signed in" or "XXX has left the game" etc. messages in the same window, which may or may not be what you want.
Regarding the floating text cluttering things up -- well, keep in mind that you would virtually never get more than one such floating message per combat round (as each timelock (with one exception) lasts 20 seconds, and you cast one spell per combat round).
If you really want a "retagging" solution, I can look around for a way to do it for some longer; in that case, it would help if you experimented with the different message categories and told me which one you think it would be most appropriate for. As it stands, I'm tempted to say the floating messages are the best solution.
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