Jarc said:Cleric spell Firestorm seems to do 0-1 damage even to peasants no matter the level of faith.
Harm seems to do pretty badly too: peasants taking 0-8 dmg and sea raiders take 0 dmg.
Negative energy burst does great group damage so not all cleric AoE spells are worthless.
This was through a quick test with new character with cheated levels since my main paladin can't cast all cleric spells. I was interested in knowing what companions could do with high faith as clerics.
If this is a legit bug. Is there a way to edit spell damage so i can make higher lvl cleric spells useful
Otherwise great mod. Very fun to have magic add into chaos of standard melee.
I'm kind of short on time these days but I expect to revisit the mod next month. I was trying to make some changes over at Warsword Conquest these last three months but pretty much they dont need me as much as they think they do, and some are sort of hostile to change anyway. Not all, just some.
Now as far as specific bugs, partly it depends on your faith and partly it depends on the target's magic resist for cleric spells and mage spells are definitely weakened by the armor you wear if the armor isn't very light in weight. The good news is this makes mages more capable of dodge if they get a little athletics as well, so don't burden npcs with heavy gear IF they are magic users. Clerics the weight carried does nothing except slow them down a bit but for clerics they want high faith, as some range effects and damage output is a combination of faith and alignment. Good aligned does considerably less damage except to undead, but heals more and to a larger radius, as well as contributes more to the auto resurrect check following battles in series v156. So damage numbers are a little bit situational. A paladin won't even be offered negative energy burst so you must have an evil cleric. Evil should at least have better range and damage, but maybe you still had a low faith skill.