A list of puns related to "The Uses of Enchantment"
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In a club at my school I get to ask for up to a rare weapon, and I was hoping someone has some sort of enchanted chain or character relating to my character. I would really enjoy something like spiked chains with a special enchantment or something of the sort.
The character also has a small cult following and worships the raven queen.
I'd love to have the ability to use custom added staves and shields, but unfortunately I haven't seen the ability anywhere to add the Spellbreaker enchant, nor be able to add spells to unenchanted variants of mod added staves.
Does anybody know of any mod that gives either of these abilities?
Would you buy an stalkers/skirmishers + longsword + control ward, stalkers/skirmishers + boots + control ward or would you buy a caulfield's warhammer. I usually go with a stalkers/skirmishers + boots, but I usually see stalkers/skirmishers + longsword in competitive play. Would you say the move speed to run around the jungle is more important or is the extra AD for ganks/dragon better? I've never seen Caulfields first back but is this worth a try?
This includes enchanting an item, using an enchanted item, using a brewing stand, possessing potions, using potions, having potion effects, and reading too much books.
(Direwolf20, if it matters)
I just tried enchanting a draconic bow with a book that I got from fishing, that had smite, multishot, and something else on it.
I didn't get the red X, so I ran to my atomic reconstructor to separate the books and when i came back... it wouldn't accept multishot :(.
After that I put Power V on it, but I had a thought: what if I combined those books together and tried again? Nope.
Is there a way to square that circle, or no?
Also, how does a Draconic Bow stack up to a Flux-infused bow (with and without a flux infused quiver)? What about if the latter has multishot and the former does not?
You know that most Epic(yellow) Enchantments come with "Low/Moderate/High perk activation chance to grant Gift of [random stat] when Kratos' health drops to a critical level". Did you know that unique perks like "Increases Permafrost/Immolation gain by 7%(stacks up to 21%)" can actually drop naturally?. So, I figured out that the latter, rarer perks have a drop rate of <1%, however the Arena 06 challenge in Musphelheim guarantees a rare Enchantment perk(I'm very certain)! You can get insanely powerful perks like "Reduce cost of attacks during Spartan Rage by 15%(stacks up to 45% max)". Try it! Just save your game before an easy Arena 06 challenge you can get Gold on, and see what perks you get from the Enchantments from the chest! You can re-roll by reloading your save and doing the challenge again, I believe(The chests have locked-in rewards once they appear... I think)
What I believe to be "rare" perks:
"Increases resistance to POISION/FROST/BURN damage by 50%(stacks up to 85% max)" [obsolete in NG+]
"Increases Permafrost/Immolation gain by 7%(stacks up to 21%)"
"Increases Stun damage inflicted by 10%(stacks up to 30% max)
"Reduces the cost of attacks in Spartan Rage by 15%(stacks up to 45%)" [by far the most insane perk]
Unique perks/Enchantments that don't seem to drop, ever:
Any of the damage-resisting perks, like Valkyrie's Bane or the Dark Elf one
Shard of the Elements [also obsolete in NG+]
Let me know what you rolled!
Which of the Enchantment Gods is least playable as a Commander? And why?
There are obviously a plethora of great Enchantment Gods that people really enjoy playing as commmander, like Klothys, Phenax, new Heliod, old Athreos, both Purphoroses, Mogis, and so many more!
I'm not interested in those. ;)
What I AM interested in, is the Enchantment God that most people look at and say "Ew, I'd play literally ANY of the other 21 Enchantment Gods over THAT one."
More than that, I'm interested in why that's the case, too! (Alchemist's Refuge)
So, what are your thoughts?
reposting from r/DnD since it didnt get much attention there
for those who dont know, heres how the Burst Fire property works:
>"Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weaponβs normal damage. This action uses ten pieces of ammunition."
and the only official weapon that currently has this property is the Automatic Rifle which deals 2d8+DEX damage per hit.
i know that RAW, +1, +2, +3, etc. only apply to attack and damage rolls, but im curious what others think in regards to balance. im planning on running a Halo/Destiny sort of sci-fi campaign* in the (distant) future (probably after my current campaign is done), so ballistic weapons like this will be the norm. im wondering if itll be a good idea to allow, say, a +2 rifle to have its Burst Fire DC be 17 instead of 15 due to the enchantment
*inb4 "jUsT uSE a diFfeRenT SysTeM"
followup question: should the action granted to you by the Haste spell allow someone to use the Burst Fire action too? im aware that this too probably isnt RAW, but 99% of the default rules didnt take modern firearms into account when they were being written
EDIT: i might implement it, but the DC bonus will be -1 from the overall bonus. so a +2 rifle would have +1 to the DC, a +3 rifle would get +2
> A conductive weapon is able to channel the energy of a spelllike or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a clericβs domain granted power, sorcererβs bloodline power, oracleβs mystery revelation, or wizardβs arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. A given character can use this weapon special ability only once per round (even if she has several conductive weapons), and the power works only with magical abilities of the same type as the weapon (melee or ranged).
A Kineticist without the Extended Range talent (or even with it) could shoot their Kinetic Blast from a crossbow or other ranged weapon past their regular range once per round.
An UnRogue with Shocking Grasp as their Major Magic talent and a melee weapon could do some really massive damage with a melee weapon a couple times a day when combined with their Sneak Attack, or Snowball with a ranged weapon.
A Souldrinker prestige class can inflict a negative level once per round with a melee weapon using their Energy Drain ability.
Anyone with Eldritch Heritage of the Fey Bloodline can once per enemy stop someone from attacking back after they hit them in melee. (So long as they aren't immune to mind affecting abilities.)
That's about all I can think of. Anyone have some better ideas?
Wanting to role play as a Thief (bow for combat) and a little stuck on the enchantments to use.
Currently thinking along the lines of
Head - Archery / Waterbreathing
Chest - Light Armour / Restoration(?)
Hands - Archery / Lock Pick
Feet - Sneak / Resist Magic
Neck - Archery / (Resist Magic / Lockpicking)
Finger - Archery (Resist Magic / Pick Pocket)
Bow - Absorb Stamina (with paralysis poisons)
Dagger 1 - Absorb Health / Absorb Stamina
Dagger 2 - Absorb Stamina / Paralysis
Any suggestions or recommendations?
Also that Talos preacher. My ears are bleeding enough with "Do you make it to the Cloud District often?"
I'd like to create an enchantment where some effects only kick in if a grand soul gem was used. Is there any way to tell once the item is enchanted?
I can't find any Enchantment conditions that could be used to toggle a magic effect, nor can I find any papyrus methods that I could use in a script based effect. Closest I can get is the OnStoryCraftItem method, but that still doesn't get me the gem used.
Any ideas, anyone?
I have a book with Efficiency III, multishot and Fortune II. I just want to enchant my bow with multishot but when I place it in the anvil with the bow it gives me an "x" as in I cannot enchant it. Everything I read online says incompatible enchantments should just be ignored and I should be able to enchant it anyways, why is it not letting me?
https://preview.redd.it/53y5llqj2yp41.png?width=596&format=png&auto=webp&s=1cd97d33e43403bd5ea79317ee12b2ec393aa8d9
Thanks!
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