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+1 skill mods in runewords

Discussion in 'Newcomer Forum' started by CheckMyPecs, May 16, 2005.

  1. CheckMyPecs

    CheckMyPecs IncGamers Member

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    +1 skill mods in runewords

    This is something I've been wondering for some time. How do those +1 skill mods work? Like in enigma, for instance. It's got +1 Teleport, but does that mean you have the equivalent of unlimited level 1 sorc teleport ability? Or does it drain the same amount of mana?

    The closest thing I've come to tele was an ammy with ridiculous recharge costs, and I want to know when to expect when I finally get that enigma...someday!
     
  2. TopHatCat64

    TopHatCat64 IncGamers Member

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    It's basically the equivalent of having teleport as one of your natural skills. So it takes the same mana as it would for a sorc.
     
  3. Dacar92

    Dacar92 Community, Amazon, DH Moderator & Inc Clan Officer

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    The good thing is, that by the time you can wear an enigma (level 65 iirc), the mana used for a single tele, is not very much. It will still drain the same amount, but as a percentage of your entire mana pool, it is very little and quickly recharged.
     
  4. LorveN

    LorveN D3 Off Topic Moderator

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    Not always though. for a barb, or some other not-even-close-to-caster char, which also has none, or low +skills equip, the mana cost can be very painful.
    The only saver in this case is that non-casters tend to have low fcr, so it wont go away that quick timewise.
    The common way is to teleport a few times, hit something to leech mana, then repeat
     

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