Minor Mental/saved posts
- Archived posts (2008)
>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.
>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.
Dragonclaw (1209) 7/2012
Is 91 a hard upper limit or does it merely provide the highest bonus a capped monk can get without enhancives? -RATHBONER
As with all lores based upon the summation chart, there are no hard limits. We just limit the bonus in the description based upon a profession's maximum training. Enhancives can definitely increase the achievable lore bonus.
Does the bonus stack with or replace gloves/boots? - Keith/Brinret
Lore Benefits (Various) 4/2016
- 1207 - assume this is like 410 w/ water lore so...linearish more is like better? (manip)
It's based upon skill (not ranks) and is substantial (twice the bonus that Elemental Lore: Water provides to Elemental Wave (410)). 100 skill alone is more of a penalty than the bonus that most individual spells provide to maneuver defense (at 100 spell ranks).
- 1210 - how much crit damage increase is (manip)
Mental Lore: Manipulation's application for Thought Lash (1210) is skill based. 100 skill is a little less than half a crit rank.
- 1211 - how much more likely they are to attack other creatures (telep)
The base effect will cause a creature to not attack at all 33% of the time, to attack an ally 33% of the time, and to attack normally (players, etc) 34% of the time. Every 20 skill of Mental Lore, Telepathy increases the first two categories by 1% and decreases the last category by 2%.
- 1219 - reduction of endroll needed for higher tier effects (transference)
The spell uses a seed 6 summation with a 2x multiplier (applied during the summation, not after and as such, provides more incremental bonuses). e.g. if you have 50 ranks of Mental Lore, Transference, the bonus is 11. If you have 100 ranks, the bonus is 19. The bonus is applied directly to the warding result (only if the target failed to ward, like channeling). If the warding margin is over 120, Vertigo will cause 6 rounds of dizziness. Over 70, it's 5. Over 20, it's 4, and otherwise it's 3 rounds. More rounds not only means the effect lasts longer, but it's also more potent, with a 6 round effect immediately causing 20 seconds of RT when it first triggers (then scales down after that). There's 25 seconds between each round.
- 1235 - gen increase (telep)
In normal hunting grounds, the base spell effect increases the spawn rate of creatures by +2. It's further increased by +1 per every 15 ranks of Mental Lore, Telepathy.