Lone_Wolf wrote: ↑Yesterday, 14:32
Master Plate & GM Chain can mitigate some of the damage, but leather users can't as far as I know .
Or are those attacks considered spells that have a chance to be absorbed at leather master ?
Anything that has an SP cost (for the player) can be absorbed, restoring those SP instead. (Light Bolt is the only exception, because of its "irresistible" flavor. I also think there's a bug allowing gog etc. death explosions to be absorbed for 0 SP, but if so I'll fix it later.) Still, at typical skill values leather protects against physical attacks the least, although its unique bonus grows with skill investment, unlike heavier armor.
In practice though, single-target physical spells don't hurt all that much.
raekuul wrote: ↑Yesterday, 16:36
A good point and a good compromise, though I still say "don't make Permanence the GM perk in the first place" - by the time you can cast Grandmaster Spectral Weapon at will you're largely past the point where physical immunity is relevant (if you're playing Team Light it's still useful but only situationally so) and so you can't enchant over Spectral once you need something "better" when you
do only need it for a few hours.
I want it to be same as other weapon-enchanting spells. If nothing else, it remains a cheap way to double the price of sold weapons.
I think what I'll do is downgrade Fire Aura, Wizard Eye, Spectral Weapon and Vampiric Weapon (am I forgetting anything?) scrolls to Master when sold in GM guilds, to prevent overly easy access to their permanent effects.
To add on the perception topic, it's worth upgrading to Expert even in early game, since then the hireling bonus is also doubled and they turn out to be about as strong as factors/bankers (more gold from corpses, but no increase to gold piles in chests etc.), at lower upfront cost. A bunch of other interactive map features are also influenced by perception (e.g. ore veins), and I plan to eventually add even more of those.