Difference between revisions of "Hat of the High Council"
Cacophonie (talk | contribs) (Update version to 0.19) |
Mattlistener (talk | contribs) |
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− | {{ | + | {{obsolete}} |
{{flavour|A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances the power of their spells.}} | {{flavour|A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances the power of their spells.}} | ||
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==History== | ==History== | ||
+ | *Removed in an update to 0.19. | ||
*In [[0.15]] stealth penalty was increased from -20 to -50. | *In [[0.15]] stealth penalty was increased from -20 to -50. | ||
*Added in [[0.14]]. | *Added in [[0.14]]. |
Revision as of 19:37, 30 November 2016
A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances the power of their spells. |
the +2 hat of the High Council
+2 hat
Archmagi
Anti-wizardry
-50 Stealth
Anti-wizardry property of this fixedart gives +7% of raw spell failure rate before wizardry reduction. See Spell Success for details.
Desirability
The hat of the High Council is a piece of headgear to be used carefully. Essentially giving you the Wild Magic mutation characters who use little magic will have no use for it, as its defensive value is slightly worse than a normal +2 helmet even without the stealth penalty. Hybrid fighters and characters who rely heavily on spells should also be careful with it; casting a spell reliably is usually preferable to casting spells with high power.
The only characters for whom this hat is likely to be a good idea are those who have already trained the spells they intend to cast well past the point of reliability, and for them the additional spell power can be very welcome. Only late-game spellcasters who have stabilized their highest level spells can be categorized to this.