geminitiger said:Do mages get penalized for wearing something like leather hats/gloves with 0 magic modifier? I read something on the magic thread and it was a bit confusing so would like clarification.
No, if it shows 0 magic modifier you are fine.
You should have at least 1 item with a positive modifier or one of the special staves {gnarled, journeyman, adept, expert, archmage} which if placed in the top weapons slot will auto-charge for mage class characters. Necromancer staff will not auto-charge but does add a positive magic modifier also. {shaman, elf, drow} staves also have a positive magic modifier, but will not auto-charge. All of these staves need to be placed in the top most weapons slot to count towards boosting your magic power at the instant of spell use, and the boost is indirect - all of the pluses and minuses of your four armor slots (chest, feet, hands, head) plus first weapons slot (staff only) are added together, and if the result is a positive number, this divided by 4 is added to your base magic power only in calculating spell strength, and not for mana or regeneration purposes. If the value is negative, the value is divided by 3 and that negative numbered result is added to magic power. So wearing a chest armor that has a -10 modifier and not cancelling that value with something worn in another slot makes you cast as if 3 magic power less. Thus you might wear heavy armor and do almost no damage, leading one "reviewer" to proclaim the magic was greatly unbalanced and impossible to do damage! Also the maximum boost from gear is limited to your own magic power; a magic power skill of 2 for example can gain a maximum benefit after all calculations of 2 magic power. Otherwise someone shops for archmage robes, hat, and staff and suddenly casts as if very high skilled mage, which is just wrong.