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NaturesNinja
 
PostPosted: Sun, Jan 20 2013, 1:07 AM 

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I just need a clarification on what counts as armor as far as mythallable (sp?) objects are concerned, and what counts as equipable items. IE, is armor just the chest piece and the other parts are equipable, or do helms, boots, bracers count as armor and rings, belts, amulets, and cloaks are equipables?


 
      
Cerpin Taxt
 
PostPosted: Sun, Jan 20 2013, 1:21 AM 

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anything you can equip is able to be mythalled
armor is the thing that covers your torso and legs

two handed weapons have 5 slots
armor, gloves, and small-medium weaponry have 4 slots
everything else has 3 slots

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NaturesNinja
 
PostPosted: Sun, Jan 20 2013, 1:23 AM 

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Thank you for the clarification


 
      
Jes
 
PostPosted: Sun, Jan 20 2013, 3:20 AM 

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The MCS Page wrote:
Craft armor is used to craft shields, helmets, and armour.
Craft weapon is used to craft ammo and weaponry.
Spellcraft is used to craft other items.

The "armour" in the first line is referring only to the one-item armor/clothing you equip. Such as a suit of full plate or a dress. Anything that goes in that armor slot. The rest should be self-explanatory!

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NaturesNinja
 
PostPosted: Sun, Jan 20 2013, 23:40 PM 

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I just noticed that under melee weapons and greater mythals it says it can add elemental damage of +1d6 (+2d4 for twohanders). Was that meant to be +1d8 since intermediate mythals can do +1d6 or is it saying that only two handed weapons would gain any benefit by using a greater mythal for placing elemental damage?


 
      
Liz
 
PostPosted: Sun, Jan 20 2013, 23:52 PM 

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In my experience, you can only mythal +1d6 elemental damage onto a one-handed weapn, tops. There's no d8 level of mythal enchantment for one-handers, regardless of the size of the mythal crystal.

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exkilter
 
PostPosted: Tue, Feb 26 2013, 4:02 AM 



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i have a question regarding power limitations.
The MCS wrote:
    Armor, gloves, and small-medium weaponry may have a maximum of 4 benign (positive) powers. Large weaponry may have a maximum of 5 benign powers.
    Equippable items may have a maximum of 3 benign powers.
    Ammo may have a maximum of 2 benign powers.
suppose you start out w/a 'stock' item that you enhance using the mcs. are the power limits mentioned above inclusive of enhancements already on the item, or do they apply only to enhancements applied using the mcs?

if the former, this implies that a stock +5 sword, for example [ignoring for a moment that such a thing might not exist] could not be further modified using the mcs. correct?

thanks!


 
      
Anatida
 
PostPosted: Tue, Feb 26 2013, 5:41 AM 

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Powers that are already on the item count toward the total. You can strip unwanted powers & replace them if you want. However, be careful because a lot of items you find have more power than you can mythal onto an item. Just because you find it with 5 powers doesn't mean you can mythal 5 powers back onto it. I hope I didn't make that too convoluted!

Yes your example is correct.

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CouncilofAutumn
 
PostPosted: Tue, Feb 26 2013, 6:13 AM 

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I read a lot of these threads and people just blow by the "of course assuming you're not an idiot and fail to mythal your gear so it has +50 to spot, AC, saves, attack, elemental damage, and buggery, blah blahblahblahbllbglalbh!"

Can we see what an example of a "properly mythalled" set of gear would look like, for a few classes?

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Anatida
 
PostPosted: Tue, Feb 26 2013, 7:47 AM 

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I am by no means an expert, but this is a sample equipment plan for a Caster Cleric with skill focus on Spot and concentrating on Fortitude saves. Feel free to make comments or suggestions, and DMs, if this isn't appropriate pls delete with my profound apologies. I'm only trying to help, after all.

Each power is color coded based on the type of mythal required. Pink is for Intermediate, and Purple is for Greater. Ignore the gray blocks, they are also pink and purple base.

An > indicates a place holder for that power column because it is being used by the next listed power. IE Wis +2 is two powers so requires two columns.

The above listed cloak actually exists in game and that is why it has four powers listed. Otherwise you would only be able to craft three powers onto the cloak.

Also while the Spectral Vision helm exists in game, it may well be "too powerful to craft", I haven't tried. So probably best to consider that a placeholder.

I think the real trick to equipment planning is knowing what is available already in the game (which I don't) and building around that. Also depending on what you want, you may well need more than one set of gear. My rogue for instance, needs three atm. *sigh*

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CouncilofAutumn
 
PostPosted: Tue, Feb 26 2013, 8:03 AM 

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That's exactly what I'm talking about. Thank you!

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IronAngel
 
PostPosted: Tue, Feb 26 2013, 9:18 AM 

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I've never actually bothered to mythal anything other than a 0ASF shield for my bladesinger bard. Apparently I should? None of the good gear has any free mythal slots though.

The build advice topic is nice, but even after 8 years of this game I would still need advice on itemization and spell slot use. :?

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Anatida
 
PostPosted: Tue, Feb 26 2013, 9:58 AM 

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That is true Iron. If its "good gear" it can't be mythaled. You just have to evaluate its attributes & replace something in the plan with it and then adjust your plan for the other items accordingly. I find using something like the above spreadsheet useful to help me know if something I find is worth using or keeping in the grand scheme. It tells me exactly what I'd need to move to another item or sacrifice. I know other players that can just look at a pile of gear & say "dump this item & replace it with kewlnameitem then mythal theses other things; removing X & Y and replace with A & B."

Not me. I have to draw myself a map! XD

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exkilter
 
PostPosted: Sun, Apr 07 2013, 16:30 PM 



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is it possible to replace and/or delete powers already on an item?
for example, suppose i have an item w/con+1 and a free slot. can i get rid of con+1 and add dex+2?


 
      
Jes
 
PostPosted: Sun, Apr 07 2013, 16:35 PM 

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Sure can! Just use the mythal on it and choose "Remove Item Property" first. You can strip whatever you want from an item - except malign properties (like -2 STR).

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GreatPigeon
 
PostPosted: Sun, Apr 07 2013, 16:43 PM 

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exkilter wrote:
is it possible to replace and/or delete powers already on an item?
for example, suppose i have an item w/con+1 and a free slot. can i get rid of con+1 and add dex+2?


As long as you adding 2 dex doesn't go over the power limit.

Also something a lot of people don't know. That if you have an item that has to many powers already and you remove one, you cannot add another power to it to replace the one you took off.

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Mobile_Svensk
 
PostPosted: Sun, Apr 07 2013, 16:51 PM 

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Yo.

Can we change +5 enchantment to cost the same as +5 ab. Because for real? The only difference is 1 damage and casters already have 63763 more advantages.

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Rigela
 
PostPosted: Sun, Apr 07 2013, 17:01 PM 

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Would mean an extra 5 damage. Plus, why would anyone ever choose +5ab ever again? It seems fine to me, costing more. With 5ab/+4 enchantment being the same (which is what I think it is)

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exkilter
 
PostPosted: Sun, Apr 07 2013, 17:03 PM 



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GreatPigeon wrote:
exkilter wrote:
is it possible to replace and/or delete powers already on an item?
for example, suppose i have an item w/con+1 and a free slot. can i get rid of con+1 and add dex+2?


As long as you adding 2 dex doesn't go over the power limit.
well that's exactly the thing, in fact. with the con+1 on the item, there's only 1 slot left. removing the con+1 would leave 2 slots, which would allow the dex+2 -- but only if the con+1 can actually be removed.

the reference page is very clear on what happens if you add an additional power of the same type [the old one gets overwritten] -- but it seems to me that dex and con would be different types, so the con would have to be removed first in order to make room for the dex. and you're sure this is possible?


 
      
Mobile_Svensk
 
PostPosted: Sun, Apr 07 2013, 17:05 PM 

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Rigela wrote:
Would mean an extra 5 damage. Plus, why would anyone ever choose +5ab ever again? It seems fine to me, costing more. With 5ab/+4 enchantment being the same (which is what I think it is)


I have +4 enchantment and +5ab. Thats 2 powers.
+5 enchantment is 4 powers.

Sense, i see none.

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Jes
 
PostPosted: Sun, Apr 07 2013, 17:37 PM 

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exkilter wrote:
the reference page is very clear on what happens if you add an additional power of the same type [the old one gets overwritten] -- but it seems to me that dex and con would be different types, so the con would have to be removed first in order to make room for the dex. and you're sure this is possible?



Jes wrote:
Sure can! Just use the mythal on it and choose "Remove Item Property" first. You can strip whatever you want from an item - except malign properties (like -2 STR).


:wink:

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exkilter
 
PostPosted: Sun, Apr 07 2013, 22:57 PM 



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oops, sorry, i missed your post the first time, for some reason saw greatpigeon's right after mine. :shock:
thanks for the conclusive answer! :)


 
      
Jes
 
PostPosted: Sun, Apr 07 2013, 23:37 PM 

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Not a problem at all! And more good news: You don't even waste a mythal when you remove something. You can remove as much as you want with one mythal, then use that same mythal to add something. :)

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Q't'ulu
 
PostPosted: Tue, Sep 17 2013, 11:39 AM 

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(act of viliest necromancy...)

According to FAQ, Intermediate and Greater mythals both give same 1d8 elemental damage, but 1d6 and 1d8 of massive criticals. Is this a typo or "Sense, i see none." (Very_Svensk) ? (I don't want to waste 1GM to check this out) Else, are those powers different?

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Amarice-Elaraliel
 
PostPosted: Tue, Sep 17 2013, 11:46 AM 

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Intermediate and greater both give 1d6 (not 1d8) elemental damage unless you have a 2handed weapon. Intermediate does 1d6 and greater 1d8 mass crit

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bobofwestoregonusa
 
PostPosted: Tue, Sep 17 2013, 18:12 PM 

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I always found getting the mythals to be the harder part of doing all of this, lol. The mythalling itself was never that difficult for me since I'd just mythal up whatever stuff I needed at the time (+reflex on my build actually).

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Lord-Hadeis
 
PostPosted: Tue, Sep 17 2013, 18:19 PM 

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Yes the mythals have become the main problem, especially since a certain quest in Kholingen has been removed...


 
      
666WaysToHell
 
PostPosted: Tue, Sep 17 2013, 18:24 PM 

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Look harder, take a warm jacket. :wink:

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Last edited by 666WaysToHell on Tue, Sep 17 2013, 19:55 PM, edited 1 time in total.

 
      
bobofwestoregonusa
 
PostPosted: Tue, Sep 17 2013, 18:24 PM 

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Well I know that Perfect Mythalls were pretty much removed from the game, but Greater Mythalls work just fine. I don't particularly like having to grind for them since they're the only way to fuel portal rods, but I have no issue doing so since I need the gold for other things. In the end my character has fighter levels not "stand around and eat potatos" levels.

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Lord-Hadeis
 
PostPosted: Tue, Sep 17 2013, 19:03 PM 

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I usually end up needing 20 to 30 per character for finetuning equipment. Still by the time I got that my money worries are over forever


 
      
Kamina
 
PostPosted: Tue, Sep 17 2013, 19:06 PM 

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bobofwestoregonusa wrote:
Well I know that Perfect Mythalls were pretty much removed from the game,


They're not, a quest for one is still IG!

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Q't'ulu
 
PostPosted: Tue, Sep 17 2013, 19:25 PM 

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Amarice-Elaraliel wrote:
Intermediate and greater both give 1d6 (not 1d8) elemental damage unless you have a 2handed weapon. Intermediate does 1d6 and greater 1d8 mass crit


Yes, as I was afraid, no logic at all, only nerf. :( Anyway, thank you for the confirmation.

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bobofwestoregonusa
 
PostPosted: Tue, Sep 17 2013, 19:49 PM 

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Yaster Galer wrote:
They're not, a quest for one is still IG!


I thought they removed that, and the only way to get them was through a DM reward or something.

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Kamina
 
PostPosted: Tue, Sep 17 2013, 19:51 PM 

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bobofwestoregonusa wrote:
Yaster Galer wrote:
They're not, a quest for one is still IG!


I thought they removed that, and the only way to get them was through a DM reward or something.

Nope!

It's hidden in plain sight!

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666WaysToHell
 
PostPosted: Tue, Sep 17 2013, 19:56 PM 

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Quote:
Look harder, take a warm jacket. :wink:

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