How Arcane Teleportation Works

Helpful Hints for Both the Technical and Roleplaying Aspects of the Game

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Lampir
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Re: How Arcane Teleportation Works

Unread post by Lampir »

At first I was mad I'd not seen this earlier and felt I'd let people down. Then I realized this was posted today and felt rather proud. Right now I've added a link to this post from the main Teleportation Guide post.... When we feel it's definitely as good as it's going to get I'll copy/paste the whole shebang.

Thanks Karond!
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stevebarracuda
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Re: How Arcane Teleportation Works

Unread post by stevebarracuda »

Hello,

Just wanted to stop by and talk about Teleportation Fatigue.

Seems that a PC can only teleport once per 1 RL hour? Or, that's the rumor...which a little dragon-bird told me after I mentioned I waited many minutes to re-attempt a Shadow Walk (which, btw, after 3 times failing on a level 16 CL arcane caster, I'm starting to feel ROBBED of all my coin...).

Can someone confirm the Teleportation Fatigue time? And, why is it so crazy long?!?
As J.G. Ballard has said, "It's a mistake to hold back and refuse to accept one's own nature."
WeWhoEat
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Re: How Arcane Teleportation Works

Unread post by WeWhoEat »

Thank you for getting this collected and posted, Kar :D
Concentration + D20 VS Concentration + 2D6 +12 +-bonuses/negatives
I am left with a question, though; why is concentration used at all, if it cancels out of the equation? It just seems to make it waaay more complicated and counter-intuitive than it needs to be.

Why is it not simply D20 vs 2D6 +12 + modifiers?
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Re: How Arcane Teleportation Works

Unread post by Simian »

The 'fatigue' time is to prevent exploitation.

As for concentration check, well, it allows somewhat easy option to modify the difficulty checks.
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stevebarracuda
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Re: How Arcane Teleportation Works

Unread post by stevebarracuda »

How does a 1 RL hour cooldown prevent exploitation?

To prevent a spellcaster + party from jumping from boss to boss, slaying it, and reaping the 5000gp plus whatever drops?

Seems a better idea to make boss' rooms warded against teleportation.

Cause, you know, I often can't be ingame for more than an hour at a time! So that means my toon has 1 chance to utilize teleporting spells in that session time, but with a 75% chance at failure???

Awesome. :?
As J.G. Ballard has said, "It's a mistake to hold back and refuse to accept one's own nature."
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Valefort
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Re: How Arcane Teleportation Works

Unread post by Valefort »

Soon enough you won't have any issues teleporting, raise that caster level and you'll be fine !
Mealir Ostirel - Incorrigible swashbuckler
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Re: How Arcane Teleportation Works

Unread post by Simian »

Because it is not just bosses, it is largely every area with large amount of chests, and it makes no sense to add teleportation if you cannot teleport to anywhere. Not to mention how it might be fun for a mage or such to use those spells to flee from a boss...

And as said by Valefort, raise that caster level. :)
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stevebarracuda
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Re: How Arcane Teleportation Works

Unread post by stevebarracuda »

*sighs*

Caster level of 16 isn't enough? WTF?

And, to quote Monty: "...it makes no sense to add teleportaion if you cannot teleport to anywhere." That's my whole point in it's entirety!!!!
As J.G. Ballard has said, "It's a mistake to hold back and refuse to accept one's own nature."
Simian
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Re: How Arcane Teleportation Works

Unread post by Simian »

You're taking that out of context and twisting it to suit your own needs. :lol:

I suppose the limitations are in place to generate some role-playing for high level wizards. For example finding a high level mage to reach somewhere, and stuff like that. And from other perspective, low level characters are supposed to be discovering new things with every new area. High level characters should be already well versed... therefore for high level characters the teleport is a way to skip running through half of the server and newbie areas...

I travel by plant.
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WeWhoEat
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Re: How Arcane Teleportation Works

Unread post by WeWhoEat »

Montaron Alagondar wrote: I travel by plant.
Speaking of travelling by plants, is there a place to buy Tree Stride scrolls, and is it fixed yet to work cross-area?
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Ivan38Rus
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Re: How Arcane Teleportation Works

Unread post by Ivan38Rus »

You must have Druid or Spirit Shaman levels to succeed at casting Travel By Plant, Tree Stride and stuff.
WeWhoEat
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Re: How Arcane Teleportation Works

Unread post by WeWhoEat »

Really? How so? Why so? It does not state anything like that in the spell descriptions, does it?
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Ivan38Rus
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Re: How Arcane Teleportation Works

Unread post by Ivan38Rus »

Magic :o
WeWhoEat
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Re: How Arcane Teleportation Works

Unread post by WeWhoEat »

To which I counter, Use Magic Device. :lol: After all, warlocks have to have SOME love, as we are supposed to have Dimensional Door and Shadow Walk, both of which are in-game, but we have neither. Of course, the arbitrary teleport cooldowns make them terrible selections for a class that can cast without rest; am I willing to spend one of my three Dark slots to be stuck with a spell that randomly has a gold cost added and can for some reason only be used once an hour? Hells no. But I will tell you what I will do: I will happily UMD the scrolls. Warlocks are the master class at spoofing any magic item, and I see no reason why a random druid spell would be any different. A scroll of Tree Stride would have a UMD DC of 30, and Transport Via Plant Travel by Plant a 31. My warlock has a UMD of over 50. Ergo, my warlock should be able to use the scrolls.

Edit: And furthermore, Tree Stride is also a Ranger spell. Do Rangers need druid or SS levels to use their own spell?
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Ivan38Rus
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Re: How Arcane Teleportation Works

Unread post by Ivan38Rus »

Because no concentration DC.

Warlocks got enough love as it is.

EDIT: Dunno about ranger
Last edited by Ivan38Rus on Sun Dec 09, 2012 10:56 am, edited 1 time in total.
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