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June 21st, 2013, 11:01 PM
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Evaluation of Magic Items
I have a series of questions re magic itemes:
1) wtf to Boots of Long Strides do?
It says "running". But near as I can figure it has made none of my units any faster. So whats up?
2) What magic items are a waste of gems? There are a number of different items. I am having a hard time figuring out which ones are:
a good deal;
have better options available; or should never buy as being a waste.
I mean, Frost Brands seem like a great deal; Dwarven Hammer no brainer; Duskdagger and Jade Knife, situational. Sword of Swiftness seems like a good gig, but vs. a Frost Brand, what's the choice and why?
What does a Heart Finder do? Its effect I mean, how is it better than any ordinary 7 dmg weapon?
Are wand of Wild Fire, Sceptre of Authority, or Rod of the Phoenix worth it?
Does anyone have a list of what an d why. I do realize a lot of this is situational but in the end which weapons are just throwing your gems away?
Is anyone else in love with Skull Mentors?
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June 22nd, 2013, 06:57 AM
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Re: Evaluation of Magic Items
Boots of long strides give you "haste" in battle (double movement), a defensive bonus of 3 and an additional (one-time) charge attack. Quite nice for a lvl 0 item, useful for early thugs!
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June 22nd, 2013, 08:46 AM
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National Security Advisor
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Re: Evaluation of Magic Items
Not in vanilla. There it only doubles your movement speed (ap).
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June 26th, 2013, 11:31 AM
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Colonel
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Re: Evaluation of Magic Items
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June 26th, 2013, 11:30 PM
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Re: Evaluation of Magic Items
Thank's Soy
I know what virtually all of the items do. I have yet to see the boots translate into any real world use. The heart finder sword doesn't seem to be that great unless used against a low MR behemoth. I imagine you can grease elephants with them rather easily.
It seems as if my general feeling are not far off. Thanks for the link dump ... as an aside. What is the source code programmed in? Python, C, Java, or what?
The game could use a few major tweaks that some programming might help.
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June 27th, 2013, 09:50 AM
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Colonel
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Re: Evaluation of Magic Items
The game is not open source. You should not concern yourself with coding. (I doubt illwinter is taking volunteers).
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June 27th, 2013, 02:16 PM
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Re: Evaluation of Magic Items
Soy
Whether it is open source or not does not concern me. What does is the changes I could make, many things could be done to avoid micro management and make the interface more useful and less cumbersome and source code is the solution.
I think the game is terrific and could use a few improvements.
I take it that you do not know the source code?
BTW, thanks for your links.
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June 27th, 2013, 02:35 PM
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Re: Evaluation of Magic Items
Quote:
Originally Posted by Yurasis_Dragon
Thank's Soy
I know what virtually all of the items do. I have yet to see the boots translate into any real world use. The heart finder sword doesn't seem to be that great unless used against a low MR behemoth. I imagine you can grease elephants with them rather easily.
It seems as if my general feeling are not far off. Thanks for the link dump ... as an aside. What is the source code programmed in? Python, C, Java, or what?
The game could use a few major tweaks that some programming might help.
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How could you expect to kill a behemoth using heart finding sword? It's undead, and lifeless.
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June 28th, 2013, 05:07 AM
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Colonel
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Re: Evaluation of Magic Items
Of course I do not have access to the source code. I'm not a developer in the employ of Illwinter. You are free to offer your services to them. But this is not the place to do so. As shrapnel is the former publisher of Illwinter (the developers). And the devs do not read this anymore, at least I think.
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June 28th, 2013, 03:47 PM
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Re: Evaluation of Magic Items
Wll
I used "behemoth" in the generic ... big stupid things. Besides, why should it not work? Have you tried and seen it fail?
If so, thanks for the heads up.
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