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Infusions/runes
Posted: Sat Apr 05, 2014 2:32 pm
by backnine31
This must really be a dumb question because I've looked through all of these posts and can't find the answer here:
How do I replace an infusion I already have with a better one, or is that not possible? I'd like to replace my healing infusion with a higher powered one....
And how do I use runes?
Re: Infusions/runes
Posted: Sat Apr 05, 2014 3:54 pm
by The Revanchist
backnine31 wrote:This must really be a dumb question because I've looked through all of these posts and can't find the answer here:
It isn't a dumb question. Don't worry.
How do I replace an infusion I already have with a better one, or is that not possible? I'd like to replace my healing infusion with a higher powered one....
Simply
use the infusion/rune. If you can use it, a dialogue will be displayed.
And how do I use runes?
Same as infusions. Just be warned, some classes or choices restrict this.
Oozemancers and other Antimagic characters cannot use runes, while Undead cannot use infusions.
Re: Infusions/runes
Posted: Sat Apr 05, 2014 4:44 pm
by backnine31
Thank you! I've been afraid to try anything for fear of gimping my character somehow. I managed to make it to lvl15 but used up a few lives on the Bear and then my last one on that graveyard. Note to self: if in doubt, wait!!!
Actually, while I've got your attention, two more quick questions:
1) I paid the 8 gold to learn archery or whatever. Did I just waste 8 gold for my dwarf/bulwark or could I actually use it as a very slow but safer way to wear down more powerful foes?
2) What type of characters use mindstars? Is that something I could use with the dwarf/bulwark? One more.....
3) If I use a piece of gear with "arcane disrupting" on it does that impact my "arcane powered" gear? If so, how? Thanks!
Just thought of one more question, sorry.....
4) Does the cooldown on infusions ever go back to "normal"? I keep getting the little negative icon next to my character when I use them that says because I've used them too much the cooldown period is longer. Will that just keep going up and up or is there a way to get it back down?
Re: Infusions/runes
Posted: Sat Apr 05, 2014 7:12 pm
by Isotope-X
Archery isn't great for Bulwarks, but who cares about 8 gold?
Mindstars are generally used by classes that build Mindpower: Doomed, Cursed, Mindslayer, Solopsists. They'd probably not be a great choice for a Bulwark because you probably won't have a ton of Willpower.
Arcane Disrupting equipment causes arcane powers to occasionally fail.
Cooldown for infusions does return to normal after a few turns, so don't worry about that. It can be a problem during long fights, but will return between fights if you take some time to rest.
Re: Infusions/runes
Posted: Sat Apr 05, 2014 8:02 pm
by backnine31
Thanks! I wasn't too worried about the gold. More worried I would be using up talent points for something not worth using.
Speaking of alternative weapons (kind of), is there a way to check the stats on my backup set without switching to physically look at it in the inventory screen? Every time I find something I need to compare, my Shield Wall gets shut off so I have to rest for 40 turns (or whatever) before I can put it back on. For instance, right now I have a bow in the backup set and when I find one, I always compare....
Also, I'm lvl 11 now and I just got my stun/freeze resistance to 99%. Plus I have 100% sleep immunity. In reading around, I've read that stun is probably the most important one but what other ones should I really be on the lookout for? Is it going to completely be situational or are there some that are just generally a really good idea to have?
Re: Infusions/runes
Posted: Sat Apr 05, 2014 10:53 pm
by The Revanchist
Dazing can suck, as could Pinning. Freeze is another bothersome one. Diseases and magical effects can bring unprepared characters down hard, too.
Re: Infusions/runes
Posted: Sun Apr 06, 2014 7:04 am
by kyuubee
100% stun resist makes you immune to dazes and freezes too
anyway you should have physical or physical/magical wild
Re: Infusions/runes
Posted: Sun Apr 13, 2014 3:46 am
by backnine31
Back to "arcane disrupting" gear.....if I wear plate armor infused by "arcane disrupting forces" how will that affect say...my Skullcleaver waraxe that is powered by "arcane forces"? Should I just look for a weapon powered by psionic or nature or whatever? Or, since I don't really cast any spells, will I be able to wear that with little to no negative impact? I guess, in a nutshell what I'm asking is: what's the downside of wearing arcane disrupting gear? Should I be going anti-magic to use it?
Thanks!
Re: Infusions/runes
Posted: Sun Apr 13, 2014 4:48 am
by The Revanchist
The "downside" s a chance to have a spell "fizzle" on activation. In essence, wasting a turn. I believe it works for any spell talents, or runes... So little direct negative impact, but it could kill you if you aren't careful.
If, say, your boots are arcane and have no activation talent, and you wear that plate armor, nothing will happen. If you try to cast Fireball, there's a small(ish?) chance to not.
Assuming, as you said, you don't cast spells often, you can probably afford to wear it. It might be wise to find a better suit quickly though.
Re: Infusions/runes
Posted: Sun Apr 13, 2014 4:57 am
by backnine31
Damn! 5 minutes too late!!!

I just spent like 300 gold on it. Oh well. It's only money, right? Although, for a dwarf bulwark, money actually means something. It was just such a NICE piece of equipment! So, can it mess with my infusions? I guess that would be the big dealbreaker...
Re: Infusions/runes
Posted: Sun Apr 13, 2014 5:13 am
by HousePet
Infusions aren't spells, so no.