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Re: Death and Magic
This penalty seems a little unbalanced, if it deletes 2 of each and every magic path upon death. For example, a dormant Dagon could start with one of the following magic level combos:
1. W10 2. F2A2W2E2S2D2N2 Upon death and recall, the returned pretender would have: 1. W8 2. nothing The "new path" cost will make this even more painful for most pretenders who have more expensive requirements to "rainbow" or just diversify. IMO, I think there should be a maximum number of levels that get removed upon death/recall... because having figured this out, it DEFINITELY will change how I play and set up my future pretenders. I doubt that was the intent of the devs. |
Re: Death and Magic
Well, I just did a test with an F2A4W4E2S2D2N2B2 druid, awake, with default scales and no dominion change (I was lazy). I sent him out to die vs indies, and when he returned, he was F1A3W3E2S2D2N2B2. You must have found a bug of some sort. (I was playing EA C'tis, btw)
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Re: Death and Magic
Hm! Thanks for the independent check! You must be right.
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Re: Death and Magic
Yep. Its one level per path per death, barring any weird bugs or afflicitons.
Twiceborn doesn't drop globals out of existance, nor do pheonix pyre or elixir of life. |
Re: Death and Magic
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