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Nature magic bonus to regeneration?
It says that nature magic boosts the natural regen of a unit. Does this work for spells or items? How much of a boost does it provide?
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Re: Nature magic bonus to regeneration?
If your God has more than 3 Nature magic levels INITIALLY, your sacred units may be blessed for regeneration.
I think Nature wielders also have a longer lifespan and are very healthy. They also create food, a very lovely skill. |
Re: Nature magic bonus to regeneration?
Nature mages will receive an increase of 1HP/turn/Nature level. So if you have a mage with 1N and 10HP cast Personal Regen, they should get 2HP/turn rather than 1HP/turn.
Oddly, this actually has no effect whatsoever on "natural" regen, as can be seen with the Wyrm pretender. His base regen does not change if he has no nature, or N10. However, if you then cast a regen spell, or carry a regen item, he will gain the boost to that effect. |
Re: Nature magic bonus to regeneration?
Ok, one more question. Does that bonus you described stack along with the stacked regen spells? So if I have personal regen and a regen ring with 1 nature level, will it increase both regens by 1 hp/turn?
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Re: Nature magic bonus to regeneration?
The Wyrm regeneration problem, I believe, has been classified as a bug, so eventually it may be corrected.
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Re: Nature magic bonus to regeneration?
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basic+artefact+spell+bless Not so: ((basic+artefact+spell)*bless Think - if bless would work as you asking, it`ll be real cheat: can`t kill with single strike = can`t kill, all HPs regenerate back and affliction cures in 2-3 turns |
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And regeneration doesn't heal afflictions. There's another ability for that, that e.g. Pangaean units have, but it's not connected to regeneration and there aren't any items that give it. |
Re: Nature magic bonus to regeneration?
Actually, regeneration and recuperation should be interlinked. If someone can supernaturally close wounds, a Chest wound,limp, cannot stay indefinitely in his body. So only lost limbs or feeblemind(lobotomy by blow) should stay that way, they rip off parts that need to take more than regeneration to grow.
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Re: Nature magic bonus to regeneration?
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If regeneration works like recuperation in "world" play, why it can`t work so in combat? |
Re: Nature magic bonus to regeneration?
Crevan is correct I think, all units with regeneration also have a certain revuperation effect.
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Re: Nature magic bonus to regeneration?
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In my quick test, Branwen the Blind One didn't heal her Blindness even when equipped with Ring of Regen, Hydra Skin Armor, Crown of the Ivy King or Boots of Antaeus for more than a dozen turns. After that, I gave her all of the above items at once, and she still didn't get her eyes back. At that point, she had regen of about 35%. |
Re: Nature magic bonus to regeneration?
"The Blind One", you say? Heh, some units have incurable afflictions - Forge Lord is limp, another pretender (forgot his name...one of the northern gods) loss one eye... It`s the part of their storyline
Some afflictions can`t be healed because of artefact abilities (e.g. Ruby Eye), in such case won`t work Arcos healing abilities Try to heal wounded units - not diseased, just wounded - or do as I say, summon titans. Quite expensive, but clear test - Anybody know, does enchantment "Gift of Health" regeneration or recuperation bonuses to uints and heroes, or just boost HP and prows growth/supply scale? |
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I could be remembering incorrectly, but I am pretty sure that Gift of Health cures afflictions over time.
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Re: Nature magic bonus to regeneration?
Are there still any uncertainty about how afflictions work? I thought affliction mechanics where common knowledge. It is listed in detail in the FAQ.
Regeneration reduces the chance of obtaining afflictions but never heals them. The only known ways of healing the afflictions of tartarians and other undead are the Chalice or gift of health. |
Re: Nature magic bonus to regeneration?
according to the manual a unit with regeneration has 1/8 of the chance of picking up an affliction as a unit without, but no they don't automaticly heal if they have regenration, only if they have recuperation or are under the effects of a healer,gift of health,the chalice...etc
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Re: Nature magic bonus to regeneration?
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Whip of Command + Scepter of Authority + Crown of Command = Awe(+0) and if you switch the command scepter for O'al Kan's scepter, it's awe(+1). But if you only have any two of those items instead of all three, no bonus. So it may be a very well hidden easter egg in the game that Hydra Skin Armor + Ring of Regeneration + Ivy Crown = Recuperation effect on units even though an icon does not show. If this is true, Tartarians just became a lot more powerful weapon in the arsenal, despite Shattered Soul. By the way, Nature magic in and of itself does not boost native regeneration ability. That is an error in the manual, or at the very least a misleading statement unless qualified. |
Re: Nature magic bonus to regeneration?
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Gift of Health heals afflictions inside your own dominion. That's what healed your Tartarians' afflictions, not regeneration. FAQ has details on how to heal afflictions. Quote:
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Re: Nature magic bonus to regeneration?
Tnaks. Just load old saved game to check it - when I heal my titans, I use also GoH enchantment (I`ve cast it too early and forget about it)
High leadership leads to awe? Hmmmmm...so if I`ll use SC-mage and boost leadership he`ll receive Awe? May I use XP bonus to this boost (high XPerienced generals don`t Awe - but with artefacts or fire skills can they?) |
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Re: Nature magic bonus to regeneration?
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Edi is referring to a specific combination of items which give an undocumented effect. I'd never even heard of it, till now. |
Re: Nature magic bonus to regeneration?
High leadership doesn't give awe by itself. However, there is a heroic ability that gives both Awe and a massive leadership boost. This may create some confusion.
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Re: Nature magic bonus to regeneration?
Long ago, Zen wrote about "Fear and Awe and the Variables".
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Note that the formula Zen gives is based off of DomII leadership values. In Dom3, it probably starts from 160 or 200. |
Re: Nature magic bonus to regeneration?
OK, I`ll check it just today - I`m playing long duel MA Marignon (my favorite) vs allies Mictlan&Machaka and it`s easy to spend some time to test leaders with artefacts, fire magic and experience
Marignon commanders have highest leadership I know - up to 140 (High Inquisitor) so increase them to 200+ is not a problem Tomorrow I`ll answer with real results of test |
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That 140 leadership is regular, not magical. I'm not sure what starts with really high magic leadership. Above and beyond what you get for paths anyway.
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Re: Nature magic bonus to regeneration?
Ok, then I`ll test regular commanders with all ways. Gem income and large armies makes it possible :)
And somebody knows, what will be better: prophetize one of my xperienced Seraph commanders or create special hero for that? Make SC Prophet or one of "spiritual leaders" with just preaching and boosting my dominion in my own provinces? |
Re: Nature magic bonus to regeneration?
I'm at home now and can test this (I quoted Zen at school). Items that increase normal leadership by 100 or more result in Awe, regardless of what the particular unit started with.
Zen might have meant that with "magical leadership", as opposed to magic leadership, because his formula works. For clarity's sake, I'll rewrite it here as so: (item bonus to leadership - 75)/25 Result of 1 will be Awe +0 or +1 to existing Awe, 2 will be +1 or +2 to existing awe, etc. Because most leadership-increasing items are weapons this will rarely come into play. I think only Twin Spears are meant to be both weapons and leadership-increasers. O'al Kan's Sceptre doesn't seem to be bad in melee, either (armor-negating, area stun, 50% resistance and Awe with another +50 leadership item). This also explains why Crown of Overmight gives Awe, or rather why the Awe isn't listed in the manual. |
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Crown of Overmight - purple long funny hat or cheap orange crown? First adds Awe as its own ability, second - just cool booster and way to give magic creatures to non-magical leaders
About what crown you say? |
Re: Nature magic bonus to regeneration?
From page 275 of the manual:
Crown of Overmight; F5E3, prot 20, def -3, enc 2; cursed, ldr +100, str +5, spell: charm Amon Hotep; F5S5, prot 8, def 0, enc 0; invulnerability, awe, cursed, mr +5, FR 50%, spell:mummification |
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Amon Hotep is not all that useful in my experience. The mummies you can create are not very good.
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Re: Nature magic bonus to regeneration?
The very first Pretender I clearly remember using was a Wyrm, and the reason I remember it so well is because of how disappointed I was, having taken so much Nature magic, that my Wyrm's regeneration wasn't being effected by it. Definitely a let-down.
By the way, the Wyrm in Dominions is a lot closer to the Lambton Worm, in that he's a poisonous regenerator, than he is to Jormungandr-who would have some kind of poison breath or poison cloud weapon, rather than just a bite, since that's what he'll use to kill Thor in the final battle. The two heads thing is marginal for either legend, in that the Amphisbaena is of Greek origin. |
Re: Nature magic bonus to regeneration?
Test of Regeneration
Tartaran titans + regeneration artefacts = affliction NOT cured Tartaran titans + Gift of Health = affliction slowly cured Tartaran titans + regeneration artefacts + Gift of Health = afflicions cured much faster (~30-50% bonus) Tartaran titans + regeneration artefacts + Gift of Healts + hero-healer = 1 affliction in 1-2 turns removed! ==== Test of leadership. Too many tests failed, result only one: I can get Awe ONLY with +100 artefact boost. Also Fear ability - just when Death skill raized up to 6 with any way: artefacts or skills |
Re: Nature magic bonus to regeneration?
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I think the link between Fear and Death magic is mentioned somewhere in the manual. Death magic above 5 gives Fear, and all Death magic increses existing Fear. See Prince of Death pretender: high starting fear and high starting Death magic combine into pretty scary results. That's why he works so well with dominion 9 and 10 (which give Awe +0 and +2). |
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So Death increases Fear, Fire increases Attack, Water increases Defense, Air increases Precision, Earth increases Armor, Nature makes increases your Maximum Age. Am I missing anything? Does Astral or Blood do anything for the mage? |
Re: Nature magic bonus to regeneration?
I wish Astral increased MR :)
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Re: Nature magic bonus to regeneration?
Well, it does in a way. Your MR versus astral is increased by +(astral level/2). That's true for all paths, your MR versus path is increased by +(path/2).
Astral grants additional magic leadership. Blood grants additional undead leadership. Details are on page 85 of the manual. |
Re: Nature magic bonus to regeneration?
Earth increases Natural Protection, not armour, which functions differently. Nature also gives you a Supply bonus. And Fire, I think, actually *reduces* your max age.
I think Astral should *de*crease your chance to go insane, and maybe give you a slight chance to be reincarnated, like the White Ones, at 5+ Astral. That would be nice. Blood and Death both give you the ability to lead undead units, and Astral, I think, gives the best leadership bonus to leading magic creatures. Maybe Blood could decrease your chance to get Afflictions? And maybe extend your life, like Nature does, at 5+Blood. That would also be nice. |
Re: Nature magic bonus to regeneration?
IIRC, this should be everything: (numbers may not be correct)
All - +(path/2) MR against spells of that type (as per vfb), +5 Magic Leadership Air - +1 Precision Earth - +1 Natural Protection Fire - +1 Attack, +5 Regular Leadership, -5 Max Age Water - +1 Defense Nature - +10 Supplies, +N Maximum Age (I think it is the greatest of +25 or +25%), The regeneration bonus discussed here. Death - +30 Undead Leadership, +1 Fear if you have any. Gives you fear at 5. Astral - +5 Magical Leadership (on top of the usual +5) Blood - +5 Undead Leadership I'm pretty sure this is complete and correct. If someone knows better, I suggest they copy&paste or at least post a complete listing of their own, so it will be clearly visible in a single organized post. Perhaps even post a complete list in the FAQ or somewhere it will be kept accessible? |
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Hmmm, can't edit old posts.
Just wanted to point out I forgot the obvious, this stuff is in the manual. However, the age stuff isn't in the same place in the manual, so's the regeneration bonus and the MR bonus, and I'm pretty sure it's 30 and not 20 undead leadership from death. |
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Death doesn't actually give the usual +5 magic leadership and it does seem to be +30 undead. (I wonder if the +20 in the manual is a holdover from Dom2?)
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Re: Nature magic bonus to regeneration?
These sound like answers to Questions that are Frequently Asked!
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Re: Nature magic bonus to regeneration?
An effective benefit of Blood magic is the ability to Blood Hunt.
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Re: Nature magic bonus to regeneration?
Hmmm, there's also Death's increased resistance to getting old age afflictions.
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I think its hp*5%/2 nature levels. |
Re: Nature magic bonus to regeneration?
Dom10/Nature10 Wyrm + Ring of Regeneration + Personal Regeneration = very scary.
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