Spell Info

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An elementalist starts with burning hands and frost bolt. 55 charges?
in burning hands, 17 in frost bolt. I cast burning hands twice, and the
charges? decrase to 53, I cast again, then the charges are 50. By how
many will they decrease? How many charges? will an elementalist get
when he/she levels up?
 
Archived from groups: rec.games.roguelike.adom (More info?)

The Programdude wrote:
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> An elementalist starts with burning hands and frost bolt. 55 charges?
> in burning hands, 17 in frost bolt. I cast burning hands twice, and the
> charges? decrase to 53, I cast again, then the charges are 50. By how
> many will they decrease? How many charges? will an elementalist get
> when he/she levels up?

They're not "charges" per se. It's a sketchy value that gives you a
rough idea, I suppose, how many times you can cast the spell; the number
can go down from one to five I think, possibly more. I don't
particularly understand it myself, so I'll let someone more
knowledgeable pick up from here.

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Archived from groups: rec.games.roguelike.adom (More info?)

Josh Singh wrote:
> The Programdude wrote:
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>> An elementalist starts with burning hands and frost bolt. 55 charges?
>> in burning hands, 17 in frost bolt. I cast burning hands twice, and the
>> charges? decrase to 53, I cast again, then the charges are 50. By how
>> many will they decrease? How many charges? will an elementalist get
>> when he/she levels up?
>
>
> They're not "charges" per se. It's a sketchy value that gives you a
> rough idea, I suppose, how many times you can cast the spell; the number
> can go down from one to five I think, possibly more. I don't
> particularly understand it myself, so I'll let someone more
> knowledgeable pick up from here.

It appears moderately complicated... the minimum 'charges' lost is 1 and
the maximum is at least 6 for everything but can be higher.

Max(Rand(Max((SpellCost / 4),6) + 1),1) is the formula as I see it,
which basically means the higher the cost of a spell the higher your
chances of losing more charges. For any spell that costs 27 PP or less,
you'll lose the minimum amount of 1d7-1 (always at least 1, so 0 = 1;
average loss of about 3.15) and anything higher your potential loses
increase.

I haven't tested this formula but it should be correct.

Now, the elementalist charge increases appear to be based on your level
only, no random factors at all:

Level Spell Increase MaxIncr
1-4 Burning Hands Level * 5 + 50
5-14 Burning Hands Level * 4 + 35
15+ Burning Hands Level * 3 + 25
1-4 Frost Bolt Level * 2 + 15
5+ Frost Bolt Level * 4 + 50
5-14 Fire Bolt Level * 5 + 15
15+ Fire Bolt Level * 5 + 25
5+ Fireball Level / 3 10
10+ Earthquake Level / 2 5
15+ Imp. Fireball Level / 4 5
20+ Lightning Ball Level / 4 5
25+ Ice Ball Level / 4 5

This chart has been tested fairly throughly in-game and should be
completely accurate. Pretty self explanatory; Level is the level you
will have after leveling up, MaxIncr is the maximum amount it will raise.