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  1. #1
    Community Member pappo's Avatar
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    Default Turn Undead Question

    I have a lvl 5 Pally. I took Improved Turn enhancement, I took Divine Might enhancement, and I have a sacred item which gives me +2 to turn undead.

    I am running Catacombs and when I issue he command to turn undead, many of then are stunned or are sitting in a crouch and I can kill them individually.

    A guild mate of mine also has a lvl 5 Pally. When he issues the turn undead, most of them vaporize around him.

    Why is my turn undead so much less powerful? I would like to figure this out before I do Delara's.

    Any help would be appreciated.

  2. #2
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by pappo View Post
    I have a lvl 5 Pally. I took Improved Turn enhancement, I took Divine Might enhancement, and I have a sacred item which gives me +2 to turn undead.

    I am running Catacombs and when I issue he command to turn undead, many of then are stunned or are sitting in a crouch and I can kill them individually.

    A guild mate of mine also has a lvl 5 Pally. When he issues the turn undead, most of them vaporize around him.

    Why is my turn undead so much less powerful? I would like to figure this out before I do Delara's.

    Any help would be appreciated.
    He might have taken Improved Turning or started with a higher CHA than you.


    However, don't worry about your Turn Undead DC too much; there aren't any Undead at end game and you'll only use your TU attempts to power Divine Might. Just make sure your CHA is high enough to get the level of Divine Might you want.

  3. #3
    Community Member Tom_Hunters's Avatar
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    right, my lvl 20 pally (26 CHA) can scare those giant skele in GH Tor to cower in a corner with chance, never purified them though
    Turns never land in any higher quests in my own experience

    Of coz, my CHA is not particularly high, but same as Aylin said, divine might is a better option at end game

    But there is also a Silver Flame item u can obtain from Necropolis to enhance ur Turning power if u really enjoy it (it's a shield iirc)

  4. #4
    Community Member pappo's Avatar
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    Quote Originally Posted by Tom_Hunters View Post
    right, my lvl 20 pally (26 CHA) can scare those giant skele in GH Tor to cower in a corner with chance, never purified them though
    Turns never land in any higher quests in my own experience

    Of coz, my CHA is not particularly high, but same as Aylin said, divine might is a better option at end game

    But there is also a Silver Flame item u can obtain from Necropolis to enhance ur Turning power if u really enjoy it (it's a shield iirc)
    Ok thanks for clearing up Turn Undead. I do have Improved Turning now. My TU is making the cower, but not purify.

    On the subject of Divine Might (DM). I have it now but am not sure how to use it. I have it on my hotbar and have clicked it but I don't see what it is supposed to be doing. Is DM like Trip or Stunning Blow where you get close to the target and make it the first melee action you do ?

  5. #5
    Community Member Rendigar's Avatar
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    I thought Diving Might was a +2 sacred Bonus to damage for melee that lasted for 1 minute. It should have no impact on your turns.

  6. #6
    Community Member Meowin's Avatar
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    Mind that turning involves rolling dice, both to determine which undead your turn attempt affects, and how many. Even with exactly the same setup your character might turn less effective just because you rolled unluckily. And as Rendigar said:

    Quote Originally Posted by Compendium
    Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 14 base Charisma.
    This will give you +2 damage on melee attacks for one minute. You should also get the appropriate buff icon ion the upper right corner, which gives you the effect description as a tooltip when you hover over it with the mouse.
    Last edited by Meowin; 08-30-2010 at 06:51 AM.

  7. #7
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    nevermind thought it was cleric

  8. #8
    Community Member parvo's Avatar
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    Is your friends character reincarnated?
    M O R T A L V O Y A G E
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  9. #9
    Community Member pappo's Avatar
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    Quote Originally Posted by Rendigar View Post
    I thought Diving Might was a +2 sacred Bonus to damage for melee that lasted for 1 minute. It should have no impact on your turns.
    Paladin Divine Might I
    Usage: Active
    Cost: 1 action point
    Spent: 15 action points
    Available to Paladin class level 5
    Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 14 base Charisma.

  10. #10
    Community Member pappo's Avatar
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    Quote Originally Posted by parvo View Post
    Is your friends character reincarnated?
    No. It is his first Paladin build as well.

  11. #11
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    This seems like a good place to insert this question.

    Does the "Improved Turning" feat stack with the "Improved Turning (I, II, III)" enhancements?

    Since there's no place to see your turning ability stat/bonus, this question has been bugging me.
    What does stack with the TU ability?
    I know Sacred items don't(aside from pally spell), but what does?


    To the OP, does your friend have the "Seek Eternal Rest" spell active on him when he destroys them?
    Do you?
    Can't beat a +4 to level!

  12. #12
    Community Member pappo's Avatar
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    Quote Originally Posted by Urdadi View Post
    To the OP, does your friend have the "Seek Eternal Rest" spell active on him when he destroys them?
    Do you?
    Can't beat a +4 to level!
    I believe he does have it on, and no I do not since I cannot get above 2SP, unless I am outside a quest and use a WIS pot.

  13. #13
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    This is taken from the wiki, it is about clerics, but most of it should apply to paladins as well.


    There are also items, spells and enhancements which can help increase your turning ability by boosting your effective cleric level for turning. These bonuses are added all parts of the turn undead calculation that use Cleric Level:

    ◦a Sacred item, adds +2 enhancement bonus to your cleric level.
    ◦The spell Seek Eternal Rest will add a stackable +4 sacred bonus to your cleric level.
    ◦The cleric/paladin enhancement line of Improved Turning Ⓢ can add from 1 to 3 points to your cleric level.
    ◦The feat Improved Turning Ⓢ will add 1 to your cleric level.
    ◦The shield item Aegis of Flame adds 6 hit dice to those turned when equipped.
    ◦Armor of Command adds a bonus to Charisma based checks, which might include Turning attempts.
    ◦The helm item Seraphim adds 2 hit dice to those turned when equipped
    ◦The trinket Token of the Faithful adds +2 to the cleric level, 2 hit dice to the maxium and 4 hit dice to the total turned

  14. #14
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by pappo View Post
    I believe he does have it on, and no I do not since I cannot get above 2SP, unless I am outside a quest and use a WIS pot.
    Get some House P favour for +4 WIS for an hour (or was it 30 minutes?) and wear an SP item. Power 2 items should be easy to get.

  15. #15
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    +1 on the Power items. These are easy to get.
    I looted a Power III mace at level 5, grants 30sp.
    I run around with it while in public places, keeping sp filled.
    Jump into quest with it, buff party (Prot from Evil), then switch to useful melee wep.
    Before shrining, switch back to mace to get full sp for buffs.

    I'd highly recommend getting something. Just enough to get you 10sp for the SER spell.

    As to the items listed from the Wiki, I've read them before, and that still doesn't answer my question.
    Only one thing in the list is described as "stackable", and that's the sacred spell boost.
    It doesn't state whether Imp Turn feat and Imp Turn enh stack with each other.
    Last edited by Urdadi; 08-30-2010 at 01:56 PM.

  16. #16
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by Urdadi View Post
    As to the items listed from the Wiki, I've read them before, and that still doesn't answer my question.
    Only one thing in the list is described as "stackable", and that's the sacred spell boost.
    It doesn't state whether Imp Turn feat and Imp Turn enh stack with each other.
    Don't worry about taking the feat; you'd just regret it later. Or pay the Mindflayer lots of money to nom on your brain a little. Either or.

  17. #17
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    LOL!

    As true as that may be, the decision is still solely based on whether they stack
    A +1 to level on turning could be important. +4 additional levels from feats/enh, plus +4 for SER spell, plus +2 levels from sacred ring = 10 levels above current cleric/pally level in the turn undead calculation.

    My pally started out as a DPS/moderate AC build.
    Took 2 fighter levels, then the rest to pally.
    Currently, at level 8, I am a level 6 paladin.
    So, for turning, my level is: (assuming feat+enh stacking)
    6 + 2(sacred ring) + 4(SER spell) + 1(Imp Turn I enh) + 1(Imp Turn feat) = 14!
    With my Charisma mod being +6, I can currently turn undead with a HD of <=12 guaranteed. (1d20+6)(7-26 possible HD)
    (do I have my math right???)
    However, if the feat does not stack, I'm guaranteed to turn only HD 11's.

    Perhaps that does look like a wasted feat to some. I'm undecided as of yet.
    Last edited by Urdadi; 08-30-2010 at 02:34 PM.

  18. #18
    Community Member Spoonwelder's Avatar
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    Only 2 SP - you are doing something vastly wrong with your stats and/or build.

    Aside from Seek Eternal Rest spell you will want SP for Divine Sacrifice. Rotating this with Smite's and you wade through baddies in no time. So get some SP so you can sacrifice it.
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  19. #19
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    The turn undead feat and the enhancements stack.

    Divine Light Paladin enhancement makes your turns damage undead. useful for several early levels, esp if you use HotD Pre for Delara's/Necropolis hunting.

  20. #20
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    Thanks Real!

    Just curious, but how did you find the answer?

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