Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
a great combo is hurricane bow and the enlarge spell, takes your weapon up 2 steps making your bow very hardhitting (even though you loose some dex from the spell making you bigger).
2d6 means 2 dice of six.
A 1d8 is 1 dice of 8.
This means any arrow that you fire from said bow while the enchantment is active has the ability to roll anwhere between 2 to 12 damage instead 1 to 8.
Basicly it makes your bow do more damage.
Nothing odd about that, works in PnP too. Enlarge makes the target and everything they have larger, hurricane bow just effects the bow. Enlarge takes you from medium to large, hurricane bow takes the large bow and makes it huge size as far as damage if my sizing is correct.
A valid tactic.
For bows it should be:
Tiny: 1d4
Small: 1d6
Medium (base): 1d8
Large: 2d6
Huge: 3d6
Gargantuan: 4d6
Colossal: 6d6
Would be nice to find something to take the last +2d6 step ...
Spell is not in the game AFAIK.