I think it's a bug.
I have level 3 vimsense (effective 4.2). It says it lasts for 7 rounds. And it does.
But any time it is used, if I check enemies, it shows them having "Vimsense(3)". Even though it will last longer, it seems to report it wrong.
Vimsense rounds remaining
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Vimsense rounds remaining
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
Re: Vimsense rounds remaining
I think it gets reapplied, but only lasts on enemies for 3 turns. If they leave the range it'll wear off as advertised.Dracos wrote:I think it's a bug.
I have level 3 vimsense (effective 4.2). It says it lasts for 7 rounds. And it does.
But any time it is used, if I check enemies, it shows them having "Vimsense(3)". Even though it will last longer, it seems to report it wrong.
So you keep sensing them for 7 turns but they are sensed only for 3.
Re: Vimsense rounds remaining
That makes sense, but the ability text doesn't say anything like that. And given its huge area (most of the screen) and monsters tendency to rush toward players, it seems an odd special case to bother with. I guess it would help fleeing archers, but both archers and mages have a range of 10 generally, so they're usually wanting to stay in the AoE, even if retreating.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
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- Archmage
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Re: Vimsense rounds remaining
Maybe their saves reduce it by x amount of turns?
"You could skip it, i think it drops 0 xp and 1 copper [at most], you are better off selling oxygen to beggars to become rich."
Re: Vimsense rounds remaining
Certain that isn't the case. I think it is how 0player described, it's just that's a pretty strange special case effect.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.