Wait, Death Cloud has that property?
With that, of course, comes a couple interesting questions:
* Does that spell work on undead (who are otherwise immune to instant death, as far as I could tell)?
* Would you say this is enough of a reason to take a pure Alchemist in the party? (Alchemists are the only class able to cast that particular spell at power level 7 without risking failure or backfire, at least unless you happen to find an Aeromancer Ring; of course, you still need to be level 24 to do this.)
* Is relative level still important if you want Death Cloud to work?
(By the way, Aeromancers often appear with Air Elementals, and I suspect that Quicksand (which is useful against low level high HP enemies even at PL1) might be a better choice than Death Cloud when fighting them.)
Yes. Death Clouds spcl property was recognized during tests of new spells
where it was added, like some other classic spells, just for fun, respectively because I could;)
I estimate 30+ DCs during the tests, but did not keep track whether from Casters (lvl 20+ to 48) or item used by lvl 17 PC.
So I cant say much whether caster and/or target level have impact on success, would guess they do,
after all its a spell.
(Also, at resistance 255 the effect of caster and/or target lvl(here 15), respectively their difference,
seems to be quite insignificant, therefore the extreme resistance, it provides more reliable test results=
Similar for Alchemist in party, you will ofc be able to cast it earlier than a bishop (assuming no extreme training)
but cant say whether Alchemy skill >100 makes the spell stronger.
Would guess skill value makes a difference, but perhaps not enough to go for alchemist,
at least not with 4 school bis, nin and ran in party, along with mana stones in non casters inventory,
and the cheap tactic to cast DC out of surprise, hidden behind cover and using radar for target feedback,
then run til it wears off and cast it again on the surviving pursuers,
who had no chance to get a single attack or spell off if the terrain offers enough cover :)
(respectively you took care to attack from where these conditions are met)
Not sure whether undead are immune, at least think they should, like also robots
and given that RFS-81 does not need scuba gear also androids
(although I would rather make androids require air, definition of cybernetic organism does not exclude biological components)
Quicksand would only be better vs aeromancer or any other target with higher air resistance if you want to take it out asap.
In my tests the target with low air resistance succumbed to DC about 2 to 3 times faster than others,
but quicksand forces 1 saving throw for each target, while DC forces [number ot targets] x [duration] - [kills],
that should outperforms Quicksand if the targets earth resistance is not much lower,
assuming the party can survive the additional turns
"Also fun is having a Valkyrie with Resurrection. Tired of walking all the way out of Trynton? Well, just jump off the boardwalk (well, fall since there's no jumping in this game, but you get the idea), accept the death of most of your party, and then just have the Valkyrie revive everyone. (I wouldn't advise this on Iron Man mode, however, as there could be monsters waiting to eat you after you land.) "
I have seen valks die and not come back on landing (while Hadrian the 360+ HP Dwarven fighter with zero iron skin survived it)
so dont do it in IM game even if XRay shows no enemies
Some of the stat allocations will also depend on species/style.
A dracon fighter might want to max Vit because they can start close to the cap anyway, and they're most likely to be regularly subjected to the relevant status effects, so unlocking Iron Skin (I think that's the name) by level 6-7 means that it will be at useful values throughout the game.
Based on my inexplicable knowledge, all the games side effects are spell like,
the resistance is realm related and Iron skin has no effect on avaoiding them
(with, as mentioned, the exception of Death Cloud, and unconsciousness which is afaik indeed vit based)
Also Iron Skin reduces dmg by percent, not a flat [-xHP] modifier,
so it wont even reduce the 1 dmg (required to get associated status effects to work) to 0.
" Likewise, Strength/Senses is actually a good combination for rangers. They don't care about power strike but the Dex master skill isn't likely to come up for them much either, and the damage boost from high strength doesn't come with a cost of increased stamina consumption (as Dex's extra attacks will). Plus, high Strength helps with another big problem: that ammo soon starts to become extremely HEAVY, and the high-Dex ranger will actually need to carry more of it to do their job."
Advantages of dex over str for rangers have been mentioned.
Regarding stamina loss from carried weight and used weapon&projectile,
the armor with highest AC is not always the best, players should also consider weight,
i.e. go for chamail instead of chainmail, robes of rejuvenation, flak jacket mesh leggins robes of enchant,
or at max gown of divinemail since each rises vit by +15
Regarding ammo weight, 200 arrows should be sufficient for battles in the vanilla game,
that amount can easily be carried in personal inventory.
Have more in party inventory where they weigh less than in personal, and get used to restock a characters projectiles on regular base.
Ofc high rate of fire eats stamina, but certainly less than the use of gadgets and instruments,
but even without any in party you are literally forced to have Rest All in longer battles to avoid combat penalties,
else one PC will end up constantly trying to replenish stamina of the physically active PCs