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20 magic power =/= 20 pyro power.
Actually, you are correct.
I found this post w/ an answer from a dev saying the same:
https://steamcommunity.com/app/625960/discussions/0/1743392703804131515/
Sorry for the misinfo, I guess I read some bad info somewhere and it stuck.
You must have heard it on CNN lol
For Phys dmg and spell's special procs MP = GP.
For magic damage on spells it's Basic * MP/100 * (1+School_power)/100
For Pyro this always works for dmg, but for ignites and -Fire resistance - it's the sum.
That's top priority.
Or you just want to count a spell?
If the second one - go to the wiki, we updated it a bit. Though we didn't mark the scaling and non-scaling effects yet.
https://stoneshard.gamepedia.com/Pyromancy_(skill_tree)
https://stoneshard.gamepedia.com/Geomancy_(skill_tree)
Fundamentally they are equil.
Good to know, thanks for the tip!
The pilgrim staff makes for a decent weapon before finding the witch's staff at her hut. Beyond that, the second town blacksmith or carpenter can carry Enchanter's staff, which has the most generic magic power along with cooldown reduction, spell cost reduction and energy restore. Keep in mind that due to its price, it is much more expensive to repair than the witch's staff.
Gold sapphire rings are probably your best bet for jewelry. For an amulet, get a pagan amulet (it's almost two gold sapphire rings put together) from one of the graveyard contracts. Normally, you'd have to turn it in to complete the contract; however, you can run the mission more than once without turning in the amulet by sleeping and reloading after you get it the first time. That way, you get to complete the contract AND keep the amulet.