Robe of the Archmagi

The robe of the Archmagi currently acts as an enhancer for all spells except pure Tloc and anything with Tmut as a component. These exceptions seem fairly arbitrary and it should probably just enhance everything - in particular, Tmut/Earth spells like Sandblast, Lee's Rapid Deconstruction and Shatter not being enhanced doesn't make much sense. Most pure Translocations aren't based on power anyway so enhancing them would only affect a small number of spells (Teleport Other, Banishment, Phase Shift and Dispersal). For consistency and simplicity I think this should be changed - if the robe then needs rebalancing in some other way then it can be (although the robe of Resistance is still a very competitive choice, even with Archmagi's XP penalty removed). — marvinpa 2010-11-21 03:25

There's a pattern here: there's no staff of Translocation either, and - if I remember correctly - also no staff of Transmutation. I guess it's because these spells historically had little or no benefit from spell power. — b0rsuk 2010-11-21 05:06
The difference is that those staves would be narrow and pointless, while Archmagi already enhances every other type of spell. — tgw 2010-11-21 07:41

Too powerful

I am afraid that this robe is too powerful now. I wonder, wouldn't it be better to make it take 1/4 xp (rather than 3/4 it took in the past)? — kilobyte 2010-11-21 13:41

I favor making Archmagi an unrand, and changing which schools it buffs (the 'no pure Tloc, no Tmut' doesn't work that well IMO…). It now actually feels powerful, which is great, but you're right that it's too good (it's also too common, and too cheap to buy in stores). — eronarn 2010-11-21 20:47
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dcss/brainstorm/item/armour/robe_of_the_archmagi.txt · Last modified: 2011-12-22 20:28 by XuaXua
 
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