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Posted: Thu Apr 17, 2008 5:50 pm
Can spell specialization be 're-speced' to another spell if wanted ((After gaining dungeon CP as usual))?
Oh, and what happens if you have mirror damage, and agree to a scapegoat spell?
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Posted: Fri Apr 18, 2008 7:40 am
Just curious, is a pet able to have a summon?
Oh, and another question (not sure if it's been answered or not yet, so I'll just ask it again). A pet is considered to be in the same organization as the owner and is able to get the organization's abilities, correct? If this is true, would a pet be also subjected to the same things that the owner of the pet was subjected to, like angelic pact and angelic ties for the angelic choir, or will they not be subjected to the same things the owner would subjected to?
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Posted: Fri Apr 18, 2008 6:01 pm
Okay, from what I heared... Summons' heals will activate the owners' angelic regeneration without getting regen themselves... Thats because the summon is an extension of the player.
The pet, being a seperate entity {{Can survive without player}} means that not only would the pet gain the angelic regen, they would have the same 'pact and ties' rules.
Unless the player refuses to enroll them into that organization.
Atleast, thats what I think.
An angelic choir member can pass off the attacks as free will, smiting the evil to prevent future harm, and also protecting the player while simultaneously 'incapacitating' the said attackers.
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Posted: Sat Apr 19, 2008 12:54 pm
random mistakes Okay, from what I heared... Summons' heals will activate the owners' angelic regeneration without getting regen themselves... Thats because the summon is an extension of the player. The pet, being a seperate entity {{Can survive without player}} means that not only would the pet gain the angelic regen, they would have the same 'pact and ties' rules. Unless the player refuses to enroll them into that organization. Atleast, thats what I think. An angelic choir member can pass off the attacks as free will, smiting the evil to prevent future harm, and also protecting the player while simultaneously 'incapacitating' the said attackers. That's pretty much correct.
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Posted: Mon Apr 21, 2008 7:55 pm
For soul stealer... Does it have to be exactly the required damage? Or can it go over as long as you deal attack damage to finish it off.
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Posted: Mon Jun 16, 2008 4:27 pm
Quote: Release: if you deal damage equal to a targets remaining HP that target is killed without being able to recover (phoenix, endurance, statues undead, ext will not work), if multiple damage sources occur during the turn as long as the one with the Soul Stealer deals damage that could have finished off the target, it is considered to be the finishing damage and the effect works. As long as it deals damage, it counts as the finishing damage.
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Posted: Tue Jun 17, 2008 9:55 pm
Not really a question, but to avoid any further misunderstandings, the Admin should change the 'No more than six points may be spent on this abillity' sentence under the summon information to:
'No more than six points may be spent on this abillity at character creation'
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Posted: Thu Aug 21, 2008 9:13 am
Under organizations for Church of the Divine Mother:
What's the difference between these two? Buff Support: CP2, at the beginning of combat increase any stat (excluding life and equip) for any one other character by the number of points you have in this ability till end of combat.
Buff Stat: CP1, when you put a point in this ability select a stat (excluding life and equip, you may select different stats with each purchase of the skill) at the beginning of combat you may increase another characters respective stat by the amount of points you have invested in that stat for this skill.
They work out to be the same really... Buff Support for Defense for 2 points seems the same as two Buff Stats for Defense for 2 points as well.
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Posted: Wed Aug 27, 2008 10:49 am
Buff support, you can change the increased stat every combat
With buff stat, it has to be one you chose when taking the abillity
So a buff stat [8] in magic may be the same as buff support [16], but buff support can change to another stat in case the party mage is gone.
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Posted: Wed Aug 27, 2008 7:04 pm
I see, though the wording in buff support looks like it's for every point you have in it, rather than saying rank, so I'd assume, buff support 16 would add 16 to a stat of your choice, or multiple stats. The difference I did see was the time of choosing (for stats).
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Posted: Sun Dec 13, 2009 1:21 am
Just to clarify:
Skilled caster cannot bring down a spells MP cost to zero right?
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Posted: Sun Dec 13, 2009 3:59 pm
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Posted: Tue Dec 15, 2009 6:26 am
I don't see any rulings one way or another on these... Is a character allowed to dual-wield? Are there any restrictions for casting in armour? Are there any downsides to heavier armour whatsoever?
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Posted: Tue Dec 15, 2009 11:38 am
Amp Zaphrix I don't see any rulings one way or another on these... Is a character allowed to dual-wield? Are there any restrictions for casting in armour? Are there any downsides to heavier armour whatsoever? A character is able to have any many weapons, armor, etc, as he/she wants. The armor/weapons are there for just stat boosting, and they don't even have to be role-played as what their name is. Example: A person could role play a sword as a staff, etc. There is no downside to armor, it's just there for defense and doesn't even need to be role-played that the person has the armor if they don't want their character to have armor, but want the item of the armor for added defense.
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