View Full Version : Items duplicate spell effects, or cumulative?
rabelais
May 30th, 2004, 08:52 AM
I'm thinking specifically of Banner of the Northern Star
(No cast message ... can I cast Light of the northern star for a double bump?)
And Crystal Shield (Can I cast Power of the spheres on top? etc.)
I know Boots of Quickness does NOT stack with the quickness spell, ...but does this generalize to things other than ridiculous combat speed?
Thanks for all info,
Rabe the Booster Newb http://forum.shrapnelgames.com/images/icons/confused.gif
[ May 30, 2004, 07:55: Message edited by: rabelais ]
Cohen
May 30th, 2004, 08:56 AM
I add another item question ...
Does defaul items have same properties of the forged counterpart?
Some examples:
Virtue/Angels of the Host flambeau: *3 damage vs undead and daemons?
Some Devils have "hell sword" or "demon whip" or other similar weapons ... do they've the replenish hp and fatigue // fire additional damage, like the forged item?
atul
May 30th, 2004, 10:38 AM
Originally posted by rabelais:
I'm thinking specifically of Banner of the Northern Star
(No cast message ... can I cast Light of the northern star for a double bump?)
And Crystal Shield (Can I cast Power of the spheres on top? etc.) <font size="2" face="sans-serif, arial, verdana">At least when I once tried to have my Crystal Shield -wielding astral mage to cast Power of the Spheres, he cast some other spell instead (Doom on enemy main army - I can live with that decision). So I'd guess items duplicate spell effects and aren't cumulative. Also, in the beginning of the combat you can see appropriate spell visual effects on item-wielders (banner, shield, SoS, etc) even if there aren't any Messages displayed.
Yossar
May 30th, 2004, 10:45 AM
Originally posted by Cohen:
I add another item question ...
Does defaul items have same properties of the forged counterpart?
Some examples:
Virtue/Angels of the Host flambeau: *3 damage vs undead and daemons?
Some Devils have "hell sword" or "demon whip" or other similar weapons ... do they've the replenish hp and fatigue // fire additional damage, like the forged item? <font size="2" face="sans-serif, arial, verdana">Yes, it's exactly the same as having that item equipped. Except that you can't lose it or unequip it and you can equip something else instead if you want to.
HJ
May 30th, 2004, 10:56 AM
I don't think that e.g. virtue's flambeau gives her the ability to cast holy pyre, though I might be wrong. I think that the properties of the weapon are the same (Amaimon's whip behaves like a real demon whip; Gaap's hellsword enables him to go berserk, etc.), but AFAIK they don't gain the spells with them.
Molog
May 30th, 2004, 02:37 PM
Sometimes the same items are cumulative and sometimes not. Two brazen skulls add +2 blood magic, but two distle mazes don't add +2 nature.
Anyone know the mechanics behind this?
Stormbinder
May 30th, 2004, 10:32 PM
Originally posted by Molog:
Sometimes the same items are cumulative and sometimes not. Two brazen skulls add +2 blood magic, but two distle mazes don't add +2 nature.
Anyone know the mechanics behind this? <font size="2" face="sans-serif, arial, verdana">They do? Are you sure about it? I think they shouldn't.
Gateway103
May 30th, 2004, 11:28 PM
It is to my understanding that 2 identical items will not have double the effect, with the exception of gem producing items like clams.
For example, having 2 rings of wizardy will not give you +2 to all existing path, or having 2 Endless Bag of Wine will not give +50 supply. Same with 2 Thistle Mace. The fact that 2 Brazen Vessel gives 2 blood magic may actually be a bug, unless the developer decides that blood magic needed the boost?
-Gateway103
Graeme Dice
May 31st, 2004, 12:28 AM
Originally posted by Molog:
Two brazen skulls add +2 blood magic, but two distle mazes don't add +2 nature.<font size="2" face="sans-serif, arial, verdana">Having just tested this, 2 brazen vessels give you +1 blood, as is the case for all other path boosting items.
Molog
May 31st, 2004, 02:37 AM
Did some testing of my own. Seems there is some buggy behavior going on.
I have a blood fountain with 10 blood. The blood fountain has 4 misc. item slots.
If I give the blood fountain only two two brazen skulls, it gets level 11 blood magic. So far so good.
However if I put an item between the two brazen skulls, it gets level 12 blood magic. I used the pocket knight and pocket lich for this.
Having an empty misc. slot between the two brazen skuls gives you level 11 blood magic.
In conclusion, if there is an different misc. item between two similar misc. items they are probably cumulative. Might also work for creatures with more than 2 hands.
Could be nice with that ettin hero carion woods gets, give hime two dwarfen hammers for a 50%forge bonus.
Crone gets 3 misc slots, could be exploited.
[ May 31, 2004, 01:51: Message edited by: Molog ]
Stormbinder
May 31st, 2004, 05:09 AM
Originally posted by Graeme Dice:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Molog:
Two brazen skulls add +2 blood magic, but two distle mazes don't add +2 nature.<font size="2" face="sans-serif, arial, verdana">Having just tested this, 2 brazen vessels give you +1 blood, as is the case for all other path boosting items. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Good, thanks Grame.
Molog seem to have found a clear bug though, fortunately something that doesn't happen very often due to relatively rare pretender. Perhaps it should be added to the bug thread above, to let devs know.
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