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Re: How Arcane Teleportation Works

Posted: Sun Dec 09, 2012 10:54 am
by Karond
I edited the first post to add teleport fatigue. I hope Lampir can do the same to his guide.

The cooldown is 1 hour. The exception is bloodwalk (level 10 bloodmage ability), but that feature is currently not working correctly anyway.

Re: How Arcane Teleportation Works

Posted: Fri Dec 20, 2013 9:25 am
by Nimenaar
I tried to teleport using Greater Teleport from UD,Varallas Passage to UD, Searing Tunnels after concentracion roll 57 vs Teleport DC 37 and I failed. I recieved message saying "You sense that the ward in vicinity of your destination is impending you spell". Can anyone explain me why doesnt it work?

Re: How Arcane Teleportation Works

Posted: Fri Dec 20, 2013 9:31 am
by Lockonnow
yes i belive the area you wish to go to is Ward so you cant it is like on surface many place

Re: How Arcane Teleportation Works

Posted: Fri Dec 20, 2013 9:55 am
by Valefort
One of the two points is warded against teleportation, you can't teleport to it or from it.

If you cast a "detect magic" spell and don't target anything in particular you'll soon know if the area your character is in is warded against teleportation or not (here I think it probably is Varalla's passage).

Re: How Arcane Teleportation Works

Posted: Mon Dec 23, 2013 5:13 am
by Karond
The server changed the mechanics slightly after a suggestion from the QC and Molag_Bal in particular. The first post of this guide is gus slightly inaccurate. Perhaps a QC member could update it to Lambes thread.

Re: How Arcane Teleportation Works

Posted: Thu Feb 20, 2014 12:19 pm
by ithildur
Question on this (sorry if I'm necroing an older thread): Dimension Door says specifically in the description that it has a 'lower/low' DC. Can someone explain what the DC is/how it's calculated?

Re: How Arcane Teleportation Works

Posted: Mon Mar 10, 2014 2:18 pm
by ithildur
bump

Re: How Arcane Teleportation Works

Posted: Fri Nov 24, 2017 3:16 am
by LISA100595
*Bumps*

Re: How Arcane Teleportation Works

Posted: Fri Nov 24, 2017 11:37 am
by Valefort
I rewrote the teleportation scripts slightly today. While the difficulty is unchanged (I merely moved bonuses and maluses around to not get negative DCs anymore) the first post was slightly inaccurate anyway.

Thus new explanation (valid after next update) :

Teleportation DC :

DC = 2d6 + 2d3
+ area DC (most often equal to 0)
+ 10 (if fighting)
+ 4 (if teleporting from surface to underground or vice versa)
- 4 (if you're a surfacer teleporting on surface or an underdarker telporting underground)
+ 3 (uneven terrain)
+ 5 (mountainous terrain)
+ 12 + 4d6 (if going to underdark from surface or vice versa)
+ 9 (if shadow walk)

Player roll and bonuses :

Check = d20
+ 1+1d4 (if using greater teleport)
+ 1d10 (if dimension door)
+ casterlevel bonus
+ spellcraft bonus
+ concentration bonus
+ familiarity bonus
+ spell focus feats bonuses
+ skill focus feats bonuses
+ shadow adept levels (if shadow walk)

casterlevel bonus = 9 if caster level > 33
casterlevel bonus = 8 if caster level > 29
casterlevel bonus = 7 if caster level > 27
casterlevel bonus = 6 if caster level > 25
casterlevel bonus = 5 if caster level > 23
casterlevel bonus = 4 if caster level > 21
casterlevel bonus = 3 if caster level > 19
casterlevel bonus = 2 if caster level > 17
casterlevel bonus = 1 if caster level > 15

spellcraft bonus = 9 if spellcraft > 55
spellcraft bonus = 8 if spellcraft > 50
spellcraft bonus = 7 if spellcraft > 45
spellcraft bonus = 6 if spellcraft > 40
spellcraft bonus = 5 if spellcraft > 35
spellcraft bonus = 4 if spellcraft > 30
spellcraft bonus = 3 if spellcraft > 25
spellcraft bonus = 2 if spellcraft > 20
spellcraft bonus = 1 if spellcraft > 16

concentration bonus = 9 if concentration > 55
concentration bonus = 8 if concentration > 50
concentration bonus = 7 if concentration > 45
concentration bonus = 6 if concentration > 40
concentration bonus = 5 if concentration > 35
concentration bonus = 4 if concentration > 30
concentration bonus = 3 if concentration > 25
concentration bonus = 2 if concentration > 20
concentration bonus = 1 if concentration > 16

Shadow walk and mirror walk use the max of (search, concentration -4) instead of concentration.

familiarity bonus = 7 if familiarity > 30
familiarity bonus = 6 if familiarity > 25
familiarity bonus = 5 if familiarity > 20
familiarity bonus = 4 if familiarity > 15
familiarity bonus = 3 if familiarity > 10
familiarity bonus = 2 if familiarity > 5
familiarity bonus = 1 if familiarity > 1

spell focus feats bonuses = 6 if epic spell focus conjuration (or illusion for shadow walk or mirror walk)
spell focus feats bonuses = 4 if Greater spell focus conjuration (or illusion for shadow walk or mirror walk)
spell focus feats bonuses = 2 if spell focus conjuration (or illusion for shadow walk or mirror walk)

Skill focus feats bonuses : + 4 if epic skill focus spellcraft (2 for skill focus spellcraft)
+ 4 if epic skill focus concentration (2 for skill focus concentration)

The feedback message will now inform you of your Check score and the DC.

Re: How Arcane Teleportation Works

Posted: Fri Nov 24, 2017 4:05 pm
by Pimple
Nice. But how does Mirror Walk differ? With apologies for going outside of the topic :p

Re: How Arcane Teleportation Works

Posted: Fri Nov 24, 2017 5:23 pm
by Tsidkenu
Edited OP & Lambert's thread of the same.

Re: How Arcane Teleportation Works

Posted: Fri Nov 24, 2017 6:27 pm
by Valefort
Pimple wrote:Nice. But how does Mirror Walk differ? With apologies for going outside of the topic :p
Mirror walk and shadow walk work roughly the same, mirror walk being even harder. There's tp part is what is described here and then there are two more random checks to pass, one for the damage taken along the way and one to be thrown of course.

Re: How Arcane Teleportation Works

Posted: Sat Nov 25, 2017 11:15 am
by Nemni
Valefort wrote:
Pimple wrote:Nice. But how does Mirror Walk differ? With apologies for going outside of the topic :p
Mirror walk and shadow walk work roughly the same, mirror walk being even harder. There's tp part is what is described here and then there are two more random checks to pass, one for the damage taken along the way and one to be thrown of course.
Could you detail the odds here, please? I've heard the odds are so poor that mirror walking is not worth using, but it would be nice to know for sure. Especially for any favored soul stuck with their spell choices.

Re: How Arcane Teleportation Works

Posted: Sat Nov 25, 2017 11:39 am
by Valefort
If you beat the DC you have 60/100 * 66/100 to succeed ~ 40% success.