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WIth UMD you will be able to use that scroll. When you use an item using UMD, you roll a UMD check (1d20+ UMD modifier) against the DC of the item. Scrolls are usually 20+caster level of the scroll, wands are flat 20.
So let's say you want to cast a mirror image scroll as a cleric. A standard mirror image scroll is caster level 3. So you need to beat a DC of 23 to use the scroll with your cleric.
Well that and UMD skill checks in dialogs.
What was the spell ? wizards can cast anything in their repertoire, even if they didn't copy the spells in their spellbook. If a spell needs UMD as a wizard, that usually means it's a divine spell. Just because it's from your favored school doesn't mean you can cast it if it's not an arcane spell.
Like cure wounds is a conjuration spell, but having a conjurer wizard won't make you able to cast cure wound.
You can use a scroll/wand of any spell on your class list without making a UMD check, whether you know the spell or not; but no matter how specialized you may be in a school, you can’t use a scroll/wand of a spell that isn’t on your class list without a UMD check.
Well it's a party of 6, usually there should be a divine caster or bard/alchemist to take care of other types of spells. Unless you have a specific restricted party in mind, a wizard doesn't really need UMD.
1. You need healing spell, but doesnt want to include dedicated cleric in your party comp.
Solution : Bump UMD on one of your party member, preferably Sorc, Bard, Paladin since UMD scales with CHARISMA. For the same spell, wand cost the least gold per spell. Wand>Scroll>Potion. However, divine scroll are extremely easy to acquire, lots from loot and can be purchased in large quantity from priest vendor.
2. You want your support to be useful in battle.
Dedicated support use all his spell slot especially in earlier stages to buff his team. Depending on your team comp, AC buff is very important for frontline while AB roll is essential on hard/unfair difficulty.
Before a fight even begin, your support ran out of spell from buffing your team, hence limiting the option on what he can do in actual battle. Shooting with bow is inaccurate, fighting defensively as secondary tank isnt viable on harder difficulty, demoralize can be questionable, and cantrip has very low impact sometimes none (orison). So UMD allows this character to use all those random scroll you got from god-know-where. When youve unlocked vendors that sells wizard scroll/wand, you can reliably cast fireball and other dc spell that isnt ranged touch.
I often use 2 frontline (str+dex), 1 smilodon, 1 dedicated support, and 1 secondary-support with dc spell for control/damage. This 4 man party ensure faster lv progression (need to change xp sharing in option), while still getting the necessary skill to make a good team (int spellcaster is really good here, so you can dump int on the other 3.)
3. While it is generally bad idea to heal in battle, sometimes you just need to do it since everyone has a grudge on that one character. UMD allows your team to outheal the damage, or prevent him from getting knocked unconscious, which will trigger AoO upon standing back. It basically restarts your team situation and forces the enemy to roll his dice again. You just hope that he'll be less lucky or you do the standard practice : save scumming.
Also while i dont think this is viable in unfair difficulty, a good summoner can profit from extended fight. Buffed up summons on hard difficulty dont just tank damage, but can hit enemies. Low level summons have around 15 AB roll, so unless enemies exceed 30 AC, they can reliably decimate a handful of them by themselves. Haste and Rage is a good in-combat buff. Debuff like Arcon's Aura and Curse is good too.
PS: I dont know if i remember this correctly, you can debuff a raged monster with thundercaller rage song. So that's -4 AC debuff in total, without another enchantment bonus to str and con.
Super helpful breakdown. This can take a while to figure out. It's about filling gaps really.
And I think there are two tiers:
1) Decent UMD to use wand/scroll out of combat for buffs & heals, where it may take multiple tries but that's okay.
2) Max UMD to use wand/scroll in battle reliably.
One of my main uses really is for my non-casters, primarily a melee Main Character, for when they are solo and need to buff on their own. UMD is my main dump stat for them, one so they can do it at all, and two so it doesn't take forever between different spell attempts, for spells that only last per round.