Intelligence and the new spell system
Intelligence and the new spell system
First and foremost, sounds like A LOT of effort went into this system so thank you to all who contributed. Anyway, getting on with the question, the old system used intelligence to determine who much mana one would possess for spell casting and such, my question is: Will intelligence play a role in the new system in determining, to an extent, how many slots the character gets, or in some other way? I know a lot of players have spent a most of their stats on intelligence to be a better caster. Anyway, just curious. Thanks again to all who helped.
Tavik
Tavik
To answer, at least most of these questions:
The primary ability for a caster (that is, INT for wizards, WIS for clerics, druids, paladins and rangers) determines many things about a caster's casting ability:
Firstly, your primary stat determines the highest level spell you can cast. In order to cast a spell, your primary stat has to be 10+level of the spell. In other words, casting a fireball will require you to have a minimum 13 INT. If you want to cower somone with the awe of your meteor swarm, you better get your INT to 19.
Conversely, if your primary stat drops below 10 for any natural or magical reason you lose the ability to cast, period, until the stat once again raises above that level. (a really good reason to fear that opponent's feeblemind spell)
Secondly, the higher your primary stat is above 11, determines the number of bonus spell slots your character will have. For example an extra 1st level slot at 12, or one of each 1st thru 4th at 18.
As far as +mana items go, those are being converted in area code to +slot items. So a very small mana boost item may turn into an extra 1st level spell slot, etc.
+stat items will still be +stat items. As far as I know, any stat bonuses are applied accordingly.
The primary ability for a caster (that is, INT for wizards, WIS for clerics, druids, paladins and rangers) determines many things about a caster's casting ability:
Firstly, your primary stat determines the highest level spell you can cast. In order to cast a spell, your primary stat has to be 10+level of the spell. In other words, casting a fireball will require you to have a minimum 13 INT. If you want to cower somone with the awe of your meteor swarm, you better get your INT to 19.
Conversely, if your primary stat drops below 10 for any natural or magical reason you lose the ability to cast, period, until the stat once again raises above that level. (a really good reason to fear that opponent's feeblemind spell)
Secondly, the higher your primary stat is above 11, determines the number of bonus spell slots your character will have. For example an extra 1st level slot at 12, or one of each 1st thru 4th at 18.
As far as +mana items go, those are being converted in area code to +slot items. So a very small mana boost item may turn into an extra 1st level spell slot, etc.
+stat items will still be +stat items. As far as I know, any stat bonuses are applied accordingly.
"There is no safety for honest men except by believing all possible evil of evil men."
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
Kregor - Ranger of Tangled Trees
Rozor - Lady Luck's Duelist
Tygen - Ranger-Bard of Mielikki
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Trainers for higher stats will eventually come in, slowly. And then, you will not need anymore to be "in the know" and use a small quest bug to be able to train up Int past 18.
Some characters (I'm thinking mainly about rangers) might have to train up their Wis, since it was not a requirement before and is now, to cast higher level spells.
As for +mana items, they will be SLOWLY converted to give bonus spell slots. Slowly because (1) I will first take the time to observe the game and get a feeling of how powerful getting a bonus spell slot of level X is, then (2) I will update the files.
Same with the trainers for the new spells, they will come in slowly, so we can observe how they affect the balance of the mud and modify spells that are too strong (too weak?) before the consequences are too important.
Some characters (I'm thinking mainly about rangers) might have to train up their Wis, since it was not a requirement before and is now, to cast higher level spells.
As for +mana items, they will be SLOWLY converted to give bonus spell slots. Slowly because (1) I will first take the time to observe the game and get a feeling of how powerful getting a bonus spell slot of level X is, then (2) I will update the files.
Same with the trainers for the new spells, they will come in slowly, so we can observe how they affect the balance of the mud and modify spells that are too strong (too weak?) before the consequences are too important.
Another question I figured I ask regarding this new system...Would it be permissable to allow players to set more aliases? I know we are allowed to set a lot, but with this new system with even more spells that list is going to become full quickly. Just a thought, thanks again. It's even more impressive than I expected it to be (and I was expecting a LOT).
Tavik
Tavik