I'm playing a pure mage.
Does a mage when never using a weapon has advantages from items with "+3 ToHit" or "+1 Damage"?
Or are these type of items only made for physical combat?
Mages, item bonuses
- Painted Lady
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Re: Mages, item bonuses
I'm not an expert on this, but it is my impression that Hit and Damage points only apply to actual weapons (this includes Unarmed Combat).
I was told that spells which are cast always "strike" everything in their path. The amount of damage done is determined by the target's ability to resist that magic.
I was told that spells which are cast always "strike" everything in their path. The amount of damage done is determined by the target's ability to resist that magic.
- JoeSlow
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Re: Mages, item bonuses
Yes, that's how I thought it would be.
Another thing that seems also to be rather useless for a non combat mage is the spell "bless":
Another thing that seems also to be rather useless for a non combat mage is the spell "bless":
Bless:
You have been blessed by divinity and temporarily possess heighten combative skills
Re: Mages, item bonuses
Yeah, Bless is pretty much a melee-only modifier, so it doesn't help magic-users.JoeSlow wrote:Yes, that's how I thought it would be.
Another thing that seems also to be rather useless for a non combat mage is the spell "bless":Bless:
You have been blessed by divinity and temporarily possess heighten combative skills
And that does bring up one issue I had with Book I - that spells always hit. That's one big difference between Eschalon and, say, Avernum (where spells have to make a ToHit roll first, before even getting to the Save-vs-Magic/Elements roll). I think it might be better if Eschalon did what Avernum does re: offensive spells. Then casting something like Bless would actually aid spellcasters as well as melee-fighters.
It'll be interesting to see if this is handled in any way differently in Book II...
- MyGameCompany
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Re: Mages, item bonuses
If they do that, then they would definitely need to make the mana points go further than they do now, since you now have the possibility of wasted shots.IJBall wrote:JoeSlow wrote:And that does bring up one issue I had with Book I - that spells always hit. That's one big difference between Eschalon and, say, Avernum (where spells have to make a ToHit roll first, before even getting to the Save-vs-Magic/Elements roll). I think it might be better if Eschalon did what Avernum does re: offensive spells.
Troy
Former indie game developer
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Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
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- Captain Magnate
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Re: Mages, item bonuses
You get wasted shots with monster resistances to the spell type. After watching something shrug off 6 fire darts in a row before taking damage.
Re: Mages, item bonuses
This is a good point I hadn't considered, now that you mention it...MyGameCompany wrote:If they do that, then they would definitely need to make the mana points go further than they do now, since you now have the possibility of wasted shots.IJBall wrote:And that does bring up one issue I had with Book I - that spells always hit. That's one big difference between Eschalon and, say, Avernum (where spells have to make a ToHit roll first, before even getting to the Save-vs-Magic/Elements roll). I think it might be better if Eschalon did what Avernum does re: offensive spells.
(Though, I always figured that the ToHit for spells could be something relatively large, like >90% chance ToHit, so I never imagined that you'd miss all that often, even if such a system was implemented.)
Yes, true. (Though aren't there 'saving throw' rolls like this in Avernum too?)Randomizer wrote:You get wasted shots with monster resistances to the spell type. After watching something shrug off 6 fire darts in a row before taking damage.
Anyway, I think my main issue is really that spells "always hit" even in the dark! With Fire Dart, that might be somewhat forgivable. But having having Fleshboil hit even in the dark has always bothered me. So I kind of think that casting offensive spells in the dark should really have some kind of 'chance of missing' penalty assessed on them.
But, really, this is not that big an issue for me, if it stays the same as it is in Book I - I'm sure I'll be OK with it.

- CrazyBernie
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Re: Mages, item bonuses
Ok, say it with me people...
"It's magick."
It's a fantastical, mystical energy. It doesn't have to obey any laws of physics, light/dark, time of day, the weather, the color of your knickers, etc. Why? Because it's magick!
"It's magick."

It's a fantastical, mystical energy. It doesn't have to obey any laws of physics, light/dark, time of day, the weather, the color of your knickers, etc. Why? Because it's magick!

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Re: Mages, item bonuses
Re: Spells always hit.. this is a Dungeons & Dragons concept. Magic Missiles were a guaranteed hit. Always. The target can make a save against magic to reduce damage, but the magic of Magic Missiles could not be evaded.
In Eschalon, magick targets by way of "conscious will". Just by thinking of a target, magick will reach it's intended destination without further effort from the caster. However, as many have seen, the target may be resistant to the effects of the spell.
In Eschalon, magick targets by way of "conscious will". Just by thinking of a target, magick will reach it's intended destination without further effort from the caster. However, as many have seen, the target may be resistant to the effects of the spell.