hours in the game, enemies are always few level upon characters and there is no way to grind most of the time hit misses because of that , it is simply frustrating, i never enjoyed a sorcerer in the whole game like i did in baldur's gate2 or icewind dale, every spell is almost ...
No Spell Penetration at all since we don’t use anything subject to it and later caster levels will suffice. You kind of have to hit Level 8 before Leper's Smile for Shout. Once you are Mythic 3+, the damage will come from Bolstered Lich spells. Ride your pet once it’s big ...
but a mix of melee, utility, and damage Necromancy spells that make you immune to almost everything, add a lot of damage to melee attacks, stack your AC to the moon, and so on. The Lich is so strong that it would be a pretty decent pick on any build, even without the spell book...
This ability will now properly scale with your Spell Critical rating and inherent your Critical Hit Damage modifiers. World Soul Magic Soul Trap: Fixed an issue where the initial hit from this ability or its morphs could remove targets from Sneak or Invisibility if they were near the impact...
This ability will now properly scale with your Spell Critical rating and inherent your Critical Hit Damage modifiers. World Soul Magic Soul Trap: Fixed an issue where the initial hit from this ability or its morphs could remove targets from Sneak or Invisibility if they were near the impact...
(ArcaneTrixter) Added toggle to remove Level 20 Caster Level cap. (ArcaneTrixter) Added ability to merge standalone mythics into any spellbook. Spell slots and spells per day are still based on the original type, e.g. Magus gets 6th level spells and below. (ArcaneTrixter) Added Add All ...
Instead of a hard cap on total damage done, the game now caps the total damage done at a value equal to the damage the spell would do if it hit 10 targets. In other words, if a spell does 1000 damage to each target, it would hit up to 10 targets for 1000 each, but...
Instead of a hard cap on total damage done, the game now caps the total damage done at a value equal to the damage the spell would do if it hit 10 targets. In other words, if a spell does 1000 damage to each target, it would hit up to 10 targets for 1000 each, bu...
This ability will now properly scale with your Spell Critical rating and inherent your Critical Hit Damage modifiers. World Soul Magic Soul Trap: Fixed an issue where the initial hit from this ability or its morphs could remove targets from Sneak or Invisibility if they were near t...
This ability will now properly scale with your Spell Critical rating and inherent your Critical Hit Damage modifiers. World Soul Magic Soul Trap: Fixed an issue where the initial hit from this ability or its morphs could remove targets from Sneak or Invisibility if they were near the impact...