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Re: Unit Buffs Quick reference
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Re: Unit Buffs Quick reference
Thank you all for the positive feedback and corrections.
First post updated accordingly. |
Re: Unit Buffs Quick reference
And thank you for putting it all together!
Do you think you could somehow mention the buffs that don't stack together? (eg. you cannot stack Antimagic and Tempering the Will.) |
Re: Unit Buffs Quick reference
Did you already put this list in your already wonderful DominionsKB, Wraithlord? It would be very nice
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Re: Unit Buffs Quick reference
Already there http://forum.shrapnelgames.com/images/smilies/happy.gif
I could mention some of the buffs that don't stack together - the ones that I'm aware of - but I'm afraid this will be awfully incomplete. Hence I'm inclined not to add this. |
Re: Unit Buffs Quick reference
I know what you mean, it's hard to keep track!
By the way, the list is still missing some early buffs that QM mentioned: A: Resist Lightning (A1,Alt1,caster,100%SR) F: Fire Resistance (F1,Alt1,caster,100%FR) N: Resist Poison (N1,Alt1,caster,100%PR) W: Cold Resistance (W1,Alt1,caster,100%CR) Summon Water Power (W1,Conj2,caster,UW,+1W) I only noticed because I just got the hero Yukinaga and I was trying to think of what I could possibly do with his F1D1 besides Fire Shield. Looks like ... not much! |
Re: Unit Buffs Quick reference
He cast cast Phoenix Pyre with a gem... and gems don't take up slots.
-Max |
Re: Unit Buffs Quick reference
I like this list very much as I already said WraithLord, so if I can help I'll add, and maybe correct, something. I didn't mention the ones already said by vfb.
Air: Units: Thunder Ward, (a lesser Storm Warriors) increases by 50% the SR of some units (Range 5, AoE 15), Enchantment 5, A2 1A gem Astral Resist Magic increases caster's MR by 4 (manual) Astral Shield is said to be Enchantment 3, and that deals even a "paralyzing damage" (?) Communion Master and Communion Slave can be considered buffs? If you include Doom on the list, we shall consider the many others that "negative buff" enemies? (Spirit Curse, Curse, Seven Year Fever, Mist, Slime, Rain, Rust Mist, Destruction, Iron Bane, Demon Cleansing...) Maybe better not? Celestial Music is Bandar Log only. Gives quickness to all Apsaras, Gandharvas and Yakshas. Battlefield Light of the Northern Star(!), All mages in the battlefield (even enemies) gain 1 point of Astral, Conjuration 4, S3 1S gem Blood Sabbath Master and Sabbath Slave? Both Blood lust and Rush of Strength increase the strenght of their respective target by 4 (manual) Earth Summon Earthpower also gives Reinvig+4 Stoneskin is CR malus of 50% (manual) Ironskin is 20 protection or +3 if already greater, and 75% SR malus (manual) Invulnerability is said to be (manual) 25 protection, not 30, and gives PR 100% malus Legions of steel gives more than +3 protection, as it is applied at every armor part. Iron Will: MR +4 (manual) Strenght of Giants is +4, not +3 Both Army of Gold and Army of Lead give Ironskin (doesn't stack!), and Army of Lead MR+4 (manual) Tempering the Will is just for MA Ulm so I would specify this in the list. Anyway, it gives MR+4 to all *national* units. Iron Marionettes is just LA Agarthan as well. It's not Battlefiel wide but affects a wide area. It gives Att+4 and Action Points + 4 to undeads (who said "Umbrals even better" ? http://forum.shrapnelgames.com/images/smilies/wink.gif ), while I don't know if it is applied even to enemy undeads. End of Weakness is just for Yomi, but I think it is not known if it affects even enemy demons. Units: Earth Might: (Range 15 AoE 1) units get +4 strenght, Alteration 1, E2 Fire Flaming Arrows are also magical Inner Furnace is anyway castable by Abysia only End of Culture avaible only to Yomi and equally not known if it affects even enemy demons. Nature Eagle Eyes precision +5 Wooden Warriors gives some units Barkskin. Self: Strenght of Gaia (!), caster gains Personal Regeneration, Str+4, Barkskin, +1 Nature Bonus (and a coffee at Starbucks? http://forum.shrapnelgames.com/image...es/biggrin.gif ), Conjuration 4, N3E1 Units: Mossbody, units nearby have 75% chance of receiving from 10 to 20 points of Prot, if affected unit is damaged releases an AoE 4, 1AN poison damage, Alteration 3, N1W1 Healing Mists, a 3 rounds lasting mist which heals all units inside the AoE to full HP, Evocation 5, N3A1 Song of Bravery, MA Man only, from +1 to +5 morale, Enchantment 0, N1 Battlefield: Growing Fury, all friendly units wounded or with berserker tag go berserker - enemy berserker tagged unit as 5% every round to go berserker too, Thaumaturgy 4, N4, 1N gem Relief, +1 reinvig to all friendly units, Enchantment 6, N5, 1N gem Gaia's Blessing (!), +50% FR, CR, SR, PR, Enchantment 9, N6E2, 3N gems. Water Water Shield is Def+5 Winter Ward is 100% CR, not 50% (manual) Self: Resist Fire, 100% FR, Alteration 1, W1E1 Units: Fire Ward, 100% FR, Alteration 4, W2E2, 1N gem Battlefield: Friendly currents: friendly units have Action Points +4 and Enc -2, enemy units Action Points -4 and Enc+2, underwater only, Enchantment 5, W2, 1W gem That's all I think http://forum.shrapnelgames.com/images/smilies/wink.gif Hope I have helped. Peace |
Re: Unit Buffs Quick reference
Thank you vfb and Tifone (its evident you have gone to great lengths to help and you use my format as well so less work for me http://forum.shrapnelgames.com/images/smilies/happy.gif).
Tifone, I don't want to include malus effects in this thread. Only buffs http://forum.shrapnelgames.com/images/smilies/happy.gif Also CM and CS can be considered buffs but I wanted a list of buffs that a player could take a glance at and easily match what buffs he can and should cast on his units. For some reason I can't quite put my finger on I don't see CM and CS fit exactly to the buff list as I perceive it. |
Re: Unit Buffs Quick reference
First post updated.
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