Minor Mental/saved posts
>Oh, also, I almost forgot, what's the Mental CS Stat!? - dan/gnimble
The Minor Mental circle is considered a generic/dabbler's list, so it will only use the LOG bonus. Logic is considered the key stat for mental acuity. For each race, we'll see the following breakdown:
Outstanding (+10) - Burghal Gnomes
Good (+5) - Humans, Dwarves, Halflings, Forest Gnomes, Erithians, Aelotoi
Average - Half Elves, Sylvans, Dark Elves, Elves
Poor (-5) - Giantmen
Terrible (-10) - Half-Krolvin
The Major Mental circle, which will focus on telepathy and divination, will use an average of INF and LOG bonuses. Influence is considered a key stat for mental magic that affects the minds of others. For each race, we'll see the following breakdown:
Good (+5) - Erithians, Elves
Above Average (+2.5) - Humans, Giantmen, Half-Elves, Halflings
Average - Sylvans, Dark Elves, Burghal Gnomes, Aelotoi
Below Average (-2.5) - Forest Gnomes
Poor (-5) - Dwarves
Worst (-7.5) Half-Krolvin
The Savant circle, which will focus on manipulation, transformation, and transference, will use the average of DIS and LOG bonuses. Discipline is considered a key stat for mental magic where the caster is using force of will to manipulate matter or energy. For each race, we'll see the following breakdown:
Excellent (+7.5) - Dwarves
Good (+5) - Erithians, Forest Gnomes, Aelotoi
Above Average (+2.5)- Humans, Burghal Gnomes
Average - Halflings
Below Average (-2.5) - Giantmen, Half-Elves, Sylvans
Poor (-5) - Dark Elves, Half-Krolvin
Worst (-7.5) - Elves
"With the above approach, Erithians are either best or second best at all types of CS-based Mental magic, and only Erithians and Humans have bonuses to all three lists. Elves are strong telepaths but weak manipulators. Dwarves, on the other hand, are weak telepaths but strong manipulators. Burghal gnomes are excellent dabblers but not too exceptional when they get into the specialized lists. We think that fits well with the concepts for all of those races. All races except Half Krolvin, Sylvans, and Dark Elves would have some facet of Mental CS-based magic at which they are above average. And for the Sylvans and Dark Elves, they would still be the best of the Elven-types when it comes to Mental bolt spells." - Warden (not going to bother rephrasing since he explained it so well).
>>WIS and LOG are useful for the reasons you stated, also LOG is the minor mental CS/TD stat and LOG/INF are the CS/TD stat for I think the savant circle (either that or major mental) so its good for TD for that circle as well.
LOG is the CS stat for MnM, but DIS is the TD stat. DIS is the TD stat for all three of the MnM, MjM and Savant circles. The CS stat for MjM is the average of LOG and INF, while the CS stat for Savant is the average of LOG and DIS.
Initial Posts (8/2008)
It was stated that monks can be unarmored, with their "armor level" being determined by level and Lore training. -Lia
Monks will not have inherent armor. From our design standpoint, they will wear no or cloth armor and use Iron Skin (1202). Iron Skin will provide a base amount of armor equivalent protection, with Mental Lore, Transformation increasing the bonus. Monks will also receive an innate bonus to this spell based upon their level.
No, there is no such consideration at this time.
>>It was stated that monks can be unarmored, with their "armor level" being determined by level and Lore training. Traditionally, squares have redux and high AsG armor instead of massive DS. Does this mean that high level Monks can have skin that's the equivalent of chain hauberk or even plate, with 0 spell hindrance? Would 1202 make this even more powerful?
1202 is what's giving them the ability in the first place. It's not innate. Iron Skin will harden the caster's skin and make it act as AsG 6 (full leather) as a base. This base increases with Monk level and Transformation lore (on separate seeds, so the increases are front-loaded). Chain AsGs will be possible, but I'm not sure about plates. Monks that 1x transformation lore will have a higher possible AsG with Iron Skin than non-Monks that 2x. I'm not sure what was decided with spell hindrance and Iron Skin, but my guess is it won't cause it.
>>And are you still considering switching rogues to MnM instead of MnS?
As far as I know, there aren't any plans for it to happen. Many of the spells on the MnM list are designed considering that Monks will be the only square with access, and I don't think it would make much sense to have a square be the only class able to imbed MnM spells. In the end, it's to the Rogue team, GMs Ildran, Coase and Warden, though.
Worn Armor (7/2012)
>So uhh, are there any penalties with wearing moer than cloth armor with regards to 1202?
The spell simply doesn't function if you're wearing "real" armor (anything above robes). As I've mentioned previously, robes aren't so much armor as they are a platform to add enchants, padding, and other special tricks to your skin.
If I have a set of "normal clothes" (AsG1), will it work? I assume so, as they are less than robes, but just checking. -James, Player of Septimius
Correct. As long as you wearing AsG 2 or less, you'll gain the benefit of Iron Skin (1202).
Do you mind clarifying 'doesn't function'? Because wearing armor other than cloth allows the spell to be CAST. And looking at the rank wounds and damage taken for identical hits to identical areas of the body, it appears that even with leather armor, there is some benefit to the dual leather armor/1202. So I am not sure what 'doesn't function' implies. Help please? - LUGUBRIOUS1
If you are wearing anything heavier than robes (AsG 2), the Iron Skin (1202) spell is completely ignored when you take damage. I just tested this in Platinum and confirmed it. If you're seeing something else, please post a log.
Yeah that's what is confusing, that we are able to cast it in heavier armors. Can some messaging be added if cast in heavier armor? If not maybe give it a warning sentence in the spell description on the website perhaps? - ALUVIUS
I've added a tip on the website's spell description to note this.