Anti Magic / Anti Fire- question
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I never figured why there is a potion variant of this spell.
too much hazzle to cast it into a flask, sure can be used later, but only with a bit of a fiddling *(open inventory and drink flask, maybe search for the thing in the first place).
Another negative aspect about the flask version is that it does only work on one champion. No real benefit mana ratio or duration wise compared to the shield party / shield all spell...
just checked :
according to the ency, both spells got the same casting difficulty but party shielding last longer 30 compared to 25!Same mana costs
http://dmweb.free.fr/?q=node/195
The only way to put it to some use (flask version) is to provide it
as a bonus to an empty flask , somewhere in the beginning of a custom dungeon to help the party...
I cannot stress enough that the "spellshield" is something different.
It is also highly limited in DM, being only available via the Theowand or, with some of the wands.. so you can cast it only 4 or 5 times in total.
protects against ghost-attacks, but how much you'll never know
too much hazzle to cast it into a flask, sure can be used later, but only with a bit of a fiddling *(open inventory and drink flask, maybe search for the thing in the first place).
Another negative aspect about the flask version is that it does only work on one champion. No real benefit mana ratio or duration wise compared to the shield party / shield all spell...
just checked :
according to the ency, both spells got the same casting difficulty but party shielding last longer 30 compared to 25!Same mana costs
http://dmweb.free.fr/?q=node/195
The only way to put it to some use (flask version) is to provide it
as a bonus to an empty flask , somewhere in the beginning of a custom dungeon to help the party...
I cannot stress enough that the "spellshield" is something different.
It is also highly limited in DM, being only available via the Theowand or, with some of the wands.. so you can cast it only 4 or 5 times in total.
protects against ghost-attacks, but how much you'll never know
The party shield you cast is the fireball/fireshield you cannot cast, and usually you don't care about physical damage for the back row. There is probably some balance issue where the potion is lacking, but it is still useful to be able to sleep to full mana, then fully shield your front row fighters (or the whole party).
Say what? I don't understand thisbeowuuf wrote:The party shield you cast is the fireball/fireshield you cannot cast, and usually you don't care about physical damage for the back row. There is probably some balance issue where the potion is lacking, but it is still useful to be able to sleep to full mana, then fully shield your front row fighters (or the whole party).

If you have spare flasks, it's probably a good use of mana to create party shields in potionform. It gives you more mana
during a fight for fireshields to protect your weaker back members from missiles, and of course the ability to cast more fireballs.
You only really care about the front fighters taking physical damage, so the full party shield in potion form to only two people is not such a bad idea
during a fight for fireshields to protect your weaker back members from missiles, and of course the ability to cast more fireballs.
You only really care about the front fighters taking physical damage, so the full party shield in potion form to only two people is not such a bad idea
Beowuuf wrote:
I just made a super strenght shield (shield factor = 255, piercing resistance= 7), and it seems that there were literally no difference in harms when fighting with the monster when character was wearing the shield in the left hand and when he wasn`t. Either in left or right hand. But I might be wrong!
Can anybody confirm or deny it? Does the shield work (gives you defence) when equippped in left hand? In right hand? Does it work when you use a "block" option when wearing in right hand? Is that bug reparable? If it`s a bug, was it repaired in later game versions?
If it`s thrue, that would make a lot of game items (shields) completely useless.
so you say the shield is useless (= it doesn`t increase your armor factor) when holded in left hand because of internal game bug?There is certainly an armour factor associated and also an 'equiped in left hand' flag seen in ADGE, but i have a funny feelign a bug in the code made this useless...
I just made a super strenght shield (shield factor = 255, piercing resistance= 7), and it seems that there were literally no difference in harms when fighting with the monster when character was wearing the shield in the left hand and when he wasn`t. Either in left or right hand. But I might be wrong!
Can anybody confirm or deny it? Does the shield work (gives you defence) when equippped in left hand? In right hand? Does it work when you use a "block" option when wearing in right hand? Is that bug reparable? If it`s a bug, was it repaired in later game versions?
If it`s thrue, that would make a lot of game items (shields) completely useless.
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The description of items is rather poor anyway - when you inspect a shield it says it's a shield (whoa, no shit sherlock
) and how much it weights.
I remember back then when I first started to play DM, I was absolutely confused and there was no way to determine what to use or not, because you couldn't tell a difference. Common sense doesn't work all that well in such cases... I even remember wearing that cursed armor because I couldn't see any difference, lol.
edit: I wear shield because... well because it looks natural.
I use them only to train fighter and ninja (actually no ninja anymore) levels

I remember back then when I first started to play DM, I was absolutely confused and there was no way to determine what to use or not, because you couldn't tell a difference. Common sense doesn't work all that well in such cases... I even remember wearing that cursed armor because I couldn't see any difference, lol.
edit: I wear shield because... well because it looks natural.
I use them only to train fighter and ninja (actually no ninja anymore) levels

It is good that you do not know exactly what each item does.
Kept people awake for several years(hidden skills etc)
with csbuild you can add some description to items, so
it is possible to get more info in custom dungeons.
I just don't know whether in dm rules cursed armour is effective
or not(csb rules affects incarnation and curesed armor works)
Kept people awake for several years(hidden skills etc)
with csbuild you can add some description to items, so
it is possible to get more info in custom dungeons.
I just don't know whether in dm rules cursed armour is effective
or not(csb rules affects incarnation and curesed armor works)
- Christopher
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Sophia wrote:
well, at least Anti-magic and Anti-fire values aren`t THAT useless.. they`re usefull when a certain monster attacks you on a short distance either in second or fifht way.
Anti-magic and anti-fire should theoretically have protected you against fireballs/magic attacks, but a bug in the DM engine (at least the version used in CSBwin) makes them almost worthless for this purpose.
Code: Select all
A (Attack type): SHORT DISTANCE ATTACKS. This value dictates what kind of attack the monster uses. Here is a compiled list of what each value represents, but is not 100% perfect nor tested:
1: Damage is modified by victim's anti-fire value,
2: The armor of the victim is halved when calculating damage (never used in original game, however can be used in custom games),
3: "Ordinary" attack,
4: Deals piercing damage (see armor editor),
5: Damage is modified by victim's anti-magic value,
6: Damage is modified by victim's wisdom value.
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