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The ritual that grants the "magically gifted" trait
does seem to work just fine, at least for me.
But the "arcane path" ritual, which is then supposed to
give a magically gifted pawn a magic class, seems a bit weird:
apparently, the pawn needs to be "inspired" as well, (on top of having the trait)
and it has to be this specific inspiration, added by this mod,
but i don't know how to get this inspiration. (maybe from a bard?..)
In any case, this extra requirement seemingly makes it near impossible,
to actually use the "arcane path" ritual. (at least consistently/reliably)
It would be nice if this inspiration requirement is removed,
or replaced by something else, like f.e. an (unfinished) tome item,
or that it is made optional. (in the mod options)
As it is right now, it seems to me like this ritual is kinda pointless,
if you can just scribe/buy a tome to get the class..
(especially if this ritual would grant a random class,
and i dont know if it does, cuz i cant seem to actually DO the ritual..)
PS Perhaps some explanation on HOW to get that inspiration,
preferably ingame, would be cool as well.
What i want to know is how the hell do i bond gems to equipments.
I have all the requirements, but my pawns keep cancelling the ritual every time I start it.
I noticed that the description says that it can only be performed on a specific date, but there's no option to choose the date. The ideo only allows an "Any Time" designation, which makes me think that the special time is hard coded.
I don't see where it tells me what that special time is though.
When am I allowed to use this ritual?
If you don't have a Null Speaker you can add it in game (you don't need dev mode). To do this you add the Transcendent meme to your religion the next time you reform your religion and when you do be sure to manually add the Null Speaker. For some reason it isn't added automagically.