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[Fixed for V0.37] Level required to fuse
Posted: Mon Apr 03, 2006 9:36 pm
by PaulH
What level do you require to use 'fuse' with the firestaff? I am (with staff) Artisan priest and Wizard and can't fuse!
Posted: Tue Apr 04, 2006 5:11 am
by Ameena
Could you test that yourself by creating a dungeon with characters of different levels of Wizadry - Artisan, Adept, Expert, say (since presumably the Firestaff works on Wizard levels since the holder is granted two levels...), and also provide a complete Firestaff (or three) and just see which of the levels is the first one with Fuse?
Of course, by the time you'd be done faffing around with all that, someone will probably have provided a slightly more helpful response on here...

Posted: Tue Apr 04, 2006 5:30 am
by TheMormegil
In the editor it says that you must be wizard level 5.0 to fuse, i.e Craftsman.
It is obviously using your unenhanced level to decide wether you can fuse.
Bug or feature? You decide!
Posted: Tue Apr 04, 2006 12:55 pm
by George Gilbert
Bug!
Both of these issues (fuse should be level 0, and item bonuses should be taken into account) are now fixed for V0.37
Posted: Wed Apr 05, 2006 2:02 am
by Mac Addict
Hmm... I kind of feel that this feature should have been left in... Does it make sense that any mere novice adventurer off the street should be able to vanquish the Lord of Chaos from the earth simply by possessing the Firestaff... Surely some level magical understanding would be needed...
Come to think of it, does the editor allow you to specify the level of the castor for special magical items and wands with certain attack methods/spells? If not, I nominate this as a new feature for V0.37.
Posted: Wed Apr 05, 2006 4:52 am
by TheMormegil
You can't change the level required for existing attack methods but you can specify the level needed for new attack methods that you create.
So you can achieve what you want by making new attack methods for your special magic item.