Wild Mages
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Re: Wild Mages
Wishful thinking I know but I figured with epic cast levels, esf conjuration and the rarity of the monolith it would be on par with Dragon knight...or better for the investment.
Re: Wild Mages
Nope. After your Ancient Elemental scales to a certain point it's really no use bothering with the monolith unless you want the AOE from the fire elemental or something.Oshido wrote:Wishful thinking I know but I figured with epic cast levels, esf conjuration and the rarity of the monolith it would be on par with Dragon knight...or better for the investment.
They also only last turns/level (30 minutes max), which isn't a safe bet especially if you're soloing.
ActionReplay if you're looking into this I suggest making monoliths scale with epic levels in the same way ancients do, and making their duration hours/level (but only when -fated. A lucky surge for a level 7 wild mage shouldn't allow her or him to solo the spires).
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Re: Wild Mages
Sure I will think of something. I will make it scale properly. As for the duration I could swear I changed it to Hours / 2 Caster Levels ages ago but perhaps I didn't. Anyway have some new surge ideas anyway so I will give a small update within not too long.
Re: Wild Mages
Awesome! I'm so excited!
(Also, I could be wrong about the duration being turns; but it certainly feels like turns. Certainly doesn't feel like it lasts 9 hours on my level 18 wild mage.)
(Also, I could be wrong about the duration being turns; but it certainly feels like turns. Certainly doesn't feel like it lasts 9 hours on my level 18 wild mage.)
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Re: Wild Mages
ARP is right, its hours /2 CL, but its the default hour time. Ive got a level 28 whos been using all his surges each day and his perfect -fate to study several surgesWytchee wrote:
(Also, I could be wrong about the duration being turns; but it certainly feels like turns. Certainly doesn't feel like it lasts 9 hours on my level 18 wild mage.)
Re: Wild Mages
So 2 minutes (the NWN default) /2CL?Thron wrote:ARP is right, its hours /2 CL, but its the default hour time. Ive got a level 28 whos been using all his surges each day and his perfect -fate to study several surgesWytchee wrote:
(Also, I could be wrong about the duration being turns; but it certainly feels like turns. Certainly doesn't feel like it lasts 9 hours on my level 18 wild mage.)
Isn't that the same thing as 1 turn/level?
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Re: Wild Mages
Aren't hours 6 minutes long in Arelith? That's still 3 times longer than turns with /2CL
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Re: Wild Mages
Correct. Hour based calculations are based on Arelith's timescale, meaning 6 minutes/Hour. A lot of Hour based spells use the same behaviour.
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Re: Wild Mages
ActionReplay wrote:... Anyway have some new surge ideas anyway so I will give a small update within not too long.
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Re: Wild Mages
Wild Mages UNITE
Tbh, I'd dig it if wild mages had a constantly shifting surge list. Just like every once in a while, the list changes vastly.
Tbh, I'd dig it if wild mages had a constantly shifting surge list. Just like every once in a while, the list changes vastly.
Re: Wild Mages
+1 (With due acknowledgement that ActionReplay may need time to eat and sleep on occasion)susitsu wrote:Wild Mages UNITE
Tbh, I'd dig it if wild mages had a constantly shifting surge list. Just like every once in a while, the list changes vastly.
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Re: Wild Mages
Disregard sleep. Script surges.
Misc Changes, with the Feats and Skills sublinks.
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Take a look before asking your questions!
Available races
Spell Changes
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Take a look before asking your questions!