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Re: Blessing Effects and National/Theme Starting Spells
I apologize if this is a stupid question, but
What is "Reinvigoration"? Thanks, - Matt Lepinski :-> |
Re: Blessing Effects and National/Theme Starting Spells
Reinvigoration is the amount of fatigue that is regenerated by the unit even while conscious. So Reinvigoration: 2 will allow the unit to heal 2 fatigue every round. When you get above 100 fatigue, you become unconsious and regain 5 + Reinvigoration per round and become conscious (able to cast spells/attack) when you get below 100 Fatigue.
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Re: Blessing Effects and National/Theme Starting Spells
Zen-
Are you still planning to release a "Strengths/Weaknesses" document? I'm sure many would get *HUGE* benefit from such a thing. Myself included of course. |
Re: Blessing Effects and National/Theme Starting Spells
Oh Demo, yes, it's on the list. It's actually weighing in around 23 pages right now. I'm certain it will be the death of me. Every time I get the will to start writing on it, I come across something interesting or something more urgent comes to mind and I get distracted. Comes from not having a deadline or an editor I guess http://forum.shrapnelgames.com/images/icons/icon12.gif
I'm thinking by the end of the month I'll have the entire thing ready. Just getting it so it doesn't feel like you are swimming through a wasteland of grammar and sentance structure. |
Re: Blessing Effects and National/Theme Starting Spells
Zen - C'tis Desert Tombs doesn't start w/ Terror, though Hell knows they need it.
also, Water 9 gives +4 defense, not +3 attact/defense AFAICT. [ March 01, 2004, 18:15: Message edited by: archaeolept ] |
Re: Blessing Effects and National/Theme Starting Spells
They may have had it previously. I haven't updated the starting spells to recheck everything. I'll go ahead and go through again and look.
[ March 02, 2004, 06:34: Message edited by: Zen ] |
Re: Blessing Effects and National/Theme Starting Spells
Water-9 Blessing quickness is 50% Heroic quickness, not Magical quickness. Magical quickness gives +3 att / +3 def and 2X attacks / moves; Heroic quickness only gives increased increased attacks and moves. The two are multiplicative. Water-9 itself gives +4 def, of course, so a Water-9 blessed unit with Boots of Quickness would have +3 attack and +7 defense, and 1.5 * 2 = 3X normal movement. That makes the unit very strong http://forum.shrapnelgames.com/images/icons/icon12.gif
Be wary of quickness. It is not good for high-encumbrance units, since they tire at double (or 1.5x) the normal rate. Earth-blessing does not help much, since reinvigoration is not affected by quickness. Life-draining attacks solve the problem. In other words, do not give quickness to a supercombattant with 6 encumbrance and 6 reinvigoration, or it will pass out eventually (gaining 6 fatigue per round). |
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