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-   -   Nature magic bonus to regeneration? (http://forum.shrapnelgames.com/showthread.php?t=40667)

iRFNA September 27th, 2008 07:10 PM

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?

JaghataiKhan September 27th, 2008 07:18 PM

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.

JimMorrison September 27th, 2008 07:20 PM

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.

iRFNA September 27th, 2008 07:32 PM

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?

HoneyBadger September 27th, 2008 08:10 PM

Re: Nature magic bonus to regeneration?
 
The Wyrm regeneration problem, I believe, has been classified as a bug, so eventually it may be corrected.

Crevan September 28th, 2008 12:41 AM

Re: Nature magic bonus to regeneration?
 
Quote:

Originally Posted by iRFNA (Post 641098)
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?

Regen counts only from basic level, another bonuses (spells, items and other) do not count. It works with all boosts, spells and artefacts. So you must calculate like that:
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

Endoperez September 28th, 2008 05:24 AM

Quote:

Originally Posted by Crevan (Post 641142)
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

The Water Queens with 100% regen aren't that good, really. Certainly not unkillable.

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.

JaghataiKhan September 28th, 2008 05:49 AM

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.

Crevan September 28th, 2008 06:47 AM

Re: Nature magic bonus to regeneration?
 
Quote:

Originally Posted by Endoperez (Post 641166)
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.

Are you sure? I use regeneration artefacts for my titans from Tartaran Gate - as you know, there`s a chance to summon very powerful hero instead of monster. But all summoned titans have very serious afflictions - limp, blind or feebleminded. Dressed in "full regeneraion set" (hydra skin + ring + Ivy crown), they regenerate all affliction for 10-12 turns
If regeneration works like recuperation in "world" play, why it can`t work so in combat?

Aezeal September 28th, 2008 06:55 AM

Re: Nature magic bonus to regeneration?
 
Crevan is correct I think, all units with regeneration also have a certain revuperation effect.

Endoperez September 28th, 2008 07:45 AM

Re: Nature magic bonus to regeneration?
 
Quote:

Originally Posted by Crevan (Post 641171)

Are you sure? I use regeneration artefacts for my titans from Tartaran Gate - as you know, there`s a chance to summon very powerful hero instead of monster. But all summoned titans have very serious afflictions - limp, blind or feebleminded. Dressed in "full regeneraion set" (hydra skin + ring + Ivy crown), they regenerate all affliction for 10-12 turns.

Quote:

Originally Posted by Aezeal (Post 641173)
Crevan is correct I think, all units with regeneration also have a certain revuperation effect.

But Wyrm doesn't heal its afflictions, and it always regenerates. Or does it? At least I don't remember Wyrms healing any afflictions.

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%.

Crevan September 28th, 2008 08:13 AM

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?

Ballbarian September 28th, 2008 08:21 AM

Re: Nature magic bonus to regeneration?
 
I could be remembering incorrectly, but I am pretty sure that Gift of Health cures afflictions over time.

Kadelake September 28th, 2008 08:53 AM

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.

Nikelaos September 28th, 2008 09:04 AM

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

Edi September 28th, 2008 09:33 AM

Re: Nature magic bonus to regeneration?
 
Quote:

Originally Posted by Crevan (Post 641171)
Quote:

Originally Posted by Endoperez (Post 641166)
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.

Are you sure? I use regeneration artefacts for my titans from Tartaran Gate - as you know, there`s a chance to summon very powerful hero instead of monster. But all summoned titans have very serious afflictions - limp, blind or feebleminded. Dressed in "full regeneraion set" (hydra skin + ring + Ivy crown), they regenerate all affliction for 10-12 turns
If regeneration works like recuperation in "world" play, why it can`t work so in combat?

Regeneration in and of itself does not cause afflictions to disappear. However, there are special effects when combining certain items.

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.

Endoperez September 28th, 2008 10:24 AM

Re: Nature magic bonus to regeneration?
 
Quote:

Originally Posted by Crevan (Post 641184)
"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?

The only incurable afflictions are those from equipped items. There are some units and commanders that start with afflictions, but those only govern what they start with. If Arcoscephale has a Forge Lord pretender, the priestesses can heal his Limp, etc. I just tested this to make sure, and it works. Allfather (the northern god you mentioned), works the same way, and so do Flagellants and such units.

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:

Originally Posted by Edi (Post 641195)
Regeneration in and of itself does not cause afflictions to disappear. However, there are special effects when combining certain items.

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.

That's due to high Leadership stat. Once Leadership is boosted high enough, it starts giving Awe.

Crevan September 30th, 2008 10:48 AM

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?)

sum1lost September 30th, 2008 11:12 AM

Re: Nature magic bonus to regeneration?
 
Quote:

Originally Posted by Endoperez (Post 641209)
Quote:

Originally Posted by Crevan (Post 641184)
"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?

The only incurable afflictions are those from equipped items. There are some units and commanders that start with afflictions, but those only govern what they start with. If Arcoscephale has a Forge Lord pretender, the priestesses can heal his Limp, etc. I just tested this to make sure, and it works. Allfather (the northern god you mentioned), works the same way, and so do Flagellants and such units.

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:

Originally Posted by Edi (Post 641195)
Regeneration in and of itself does not cause afflictions to disappear. However, there are special effects when combining certain items.

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.

That's due to high Leadership stat. Once Leadership is boosted high enough, it starts giving Awe.

I'm pretty sure that high leadership doesn't give awe. I've had commanders with incredibly high leadership, but without those exact boosters, they didn't get awe.

Ironhawk September 30th, 2008 02:42 PM

Re: Nature magic bonus to regeneration?
 
Quote:

Originally Posted by Crevan (Post 641746)
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?)

High Leadership does NOT give awe.

Edi is referring to a specific combination of items which give an undocumented effect. I'd never even heard of it, till now.

Gregstrom September 30th, 2008 02:54 PM

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.

Endoperez October 1st, 2008 01:40 AM

Re: Nature magic bonus to regeneration?
 
Long ago, Zen wrote about "Fear and Awe and the Variables".
Quote:

I've been reworking my MIQR for misinformation (which it does have) and I've come across that might help with the understanding of Fear and Awe and the effects of increasing.

...

The effect of Awe in combat is:
10 + awe + 2D6(oe) vs MRL +2D6(oe)

When an Awe check succeeds, it doesn't allow the opposing unit to attack thus nulling any effect it might have.

Awe is also based off of magicalleadership. It begins at Leadership 100 with Awe(+0). The formula is:

(Magical Leadership -75)/25

It is culmunative with Heroic, Ability and Magic Item Awe.

Awe has increasing levels as with Fear.

Awe (+0)
Awe (+1)
Awe (+2)
Awe (+3)

etc.

In my MIQR it will be changed to reflect this change (as it was influenced by high leadership items.

I hope this helps those who have been confused and finding conflicting reports with what they see and what happens in game.
I stand my point, even if I didn't remember that it was only magical leadership that increased Awe.

Note that the formula Zen gives is based off of DomII leadership values. In Dom3, it probably starts from 160 or 200.

Crevan October 1st, 2008 06:48 AM

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

thejeff October 1st, 2008 07:33 AM

Re: Nature magic bonus to regeneration?
 
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.

Crevan October 1st, 2008 08:39 AM

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?

Endoperez October 1st, 2008 09:53 AM

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.

Crevan October 1st, 2008 09:58 AM

Re: Nature magic bonus to regeneration?
 
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?

Endoperez October 1st, 2008 10:34 AM

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

Lingchih October 2nd, 2008 01:35 AM

Re: Nature magic bonus to regeneration?
 
Amon Hotep is not all that useful in my experience. The mummies you can create are not very good.

Gregstrom October 2nd, 2008 02:45 AM

Re: Nature magic bonus to regeneration?
 
Quote:

Originally Posted by Lingchih (Post 642142)
Amon Hotep is not all that useful in my experience. The mummies you can create are not very good.

:haha:

HoneyBadger October 2nd, 2008 05:01 AM

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.

Crevan October 2nd, 2008 08:51 AM

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

Endoperez October 3rd, 2008 01:07 AM

Re: Nature magic bonus to regeneration?
 
Quote:

Originally Posted by Crevan (Post 642216)
Test of Regeneration
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

I got the same result with leadership and awe.

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).

Epaminondas October 3rd, 2008 04:02 PM

Re: Nature magic bonus to regeneration?
 
Quote:

Originally Posted by Endoperez (Post 642448)
Quote:

Originally Posted by Crevan (Post 642216)
Test of Regeneration
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

I got the same result with leadership and awe.

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).

Hmmm, I guess that makes sense.

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?

Epaminondas October 3rd, 2008 04:03 PM

Re: Nature magic bonus to regeneration?
 
I wish Astral increased MR :)

vfb October 3rd, 2008 04:15 PM

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.

HoneyBadger October 3rd, 2008 04:23 PM

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.

Agrajag October 3rd, 2008 06:08 PM

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?

Agrajag October 3rd, 2008 06:43 PM

Re: Nature magic bonus to regeneration?
 
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.

thejeff October 3rd, 2008 07:07 PM

Re: Nature magic bonus to regeneration?
 
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?)

JimMorrison October 3rd, 2008 08:41 PM

Re: Nature magic bonus to regeneration?
 
These sound like answers to Questions that are Frequently Asked!

:happy:

Gregstrom October 4th, 2008 02:13 AM

Re: Nature magic bonus to regeneration?
 
An effective benefit of Blood magic is the ability to Blood Hunt.

Agrajag October 4th, 2008 03:43 AM

Re: Nature magic bonus to regeneration?
 
Hmmm, there's also Death's increased resistance to getting old age afflictions.

chrispedersen October 8th, 2008 03:31 AM

Re: Nature magic bonus to regeneration?
 
Quote:

Originally Posted by JimMorrison (Post 641095)
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.


I think its hp*5%/2 nature levels.

HoneyBadger October 8th, 2008 04:10 AM

Re: Nature magic bonus to regeneration?
 
Dom10/Nature10 Wyrm + Ring of Regeneration + Personal Regeneration = very scary.


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