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Fatigue quick reference
This is a quick reference of things that effect fatigue.
Thank you DonC, archaeolept, P3D, MaxWilson, Edi, QM, Micah, ano and omnirizon for the information. climate: heat+3 adds +2 to enc. FR ( > 0%) have no penalty. Cold+3 adds +2 to enc. CR ( > 0%) have no penalty. Cold blooded +1 + 3*(level of cold) and CR does not reduce encumberence. Terrain: Swamp. +2 enc. unless the unit has swampwalk. Underwater. penalties for poor amphibians and units normally unable to enter seas increase encumbrance by 1 and thus fatigue. Adds 3 encumbrance for poor amphibians. Items/Weapons: Axe of hate. causes AoE fatigue (how much?) Black Halberds (of MA and LA Ulm). 15 AN aoe 1 fatigue to sacred units. Mage Bane deals 100 irresistible fatigue per hit Oal Khan's Sceptre has Area Fatigue (how much ???) Spells: Increase fatigue: Heat from Hell. Adds base 5, then +1 for each level of heat, -3 if its raining. Rigor Mortis. All non-undead take 10 fatigue every turn. The spell effects only half the battlefield. Curse of Stones. ??? Grip of Winter. Add 5 to fatigue. The spell effects only half the battlefield and depends on heat/cold scales. Heat from hell. Add 5 to fatigue. The spell effects only half the battlefield and depends on heat/cold scales. Rain decreases the effect by ???. Stellar cascades. ghost grip Thunder strike (???) Magma eruption Sleep cloud Tune of Dancing Death Desiccation Decrease fatigue: relief Soothing Song Summon earth power Earth bless Auras: Heat. Like heat from hell: a base number +/- scale and a penalty for rain, with DRNs added in. Cold. Like grip of winter..a base number +/- scale with DRNs added in. Units: Shuten Doji (Shinuyama). fatigue aura (how much ???) Mandaha. fatigue aura (how much ???) Carrion critters Others: Four experience stars reduce encumbrance by 1. From DB: Code:
509 Bane of Heresy #1 15 ap nostr sacred only Anything I missed?- Comments are welcome. |
Re: Fatigue quick reference
Black Halberds of MA and LA Ulm do 15 AN aoe 1 fatigue to sacred units only, which makes Guardians and Ghoul Guardians nasty anti-sacred units.
Underwater penalties for poor amphibians and units normally unable to enter seas increase encumbrance and thus fatigue. |
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swamp adds +2 unless the unit has swampwalk.
heat2 and cold2 add +2, there is no penalty at heat1, nor does the penalty increase at heat3. However coldblooded units get +1 for each level of cold. Heat from Hell adds base 5, then +1 for each level of heat, -3 if its raining. Rigor Mortis is a BE that forces all non-undead to resist or take 10 fatigue every turn. Curse of Stones causes fatigue (can't remember how much Grip of Winter causes immediate fatigue... can't remember, its 4 I think fatiguing auras... I can't remember Shinuyama's Shuten Doji have a unique fatiguing aura (something about them playing their flutes) |
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Thanks guys. Updated first post with your info.
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Don't forget magic scale's effect on spellcasting fatigue. And the fatigue each turn from berserk.
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Umm, Omni, your post has a lot of inaccuracies.
Normal heat/cold penalties are only at level 3. Cold blooded is 4/7/10, not 1 per. Rigor mortis is not resistable, but only hits half the battlefield. Heat from hell and grip of winter also only hit 50% per turn and the rulebook says they have a base damage of 5, adjusted for scales and rain (for heat.) I would imagine that auras are handled like heat from hell/grip of winter..a number +/- scale and then another penalty for rain for heat auras, with DRNs added in. Being underwater also adds 1 enc. |
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Mandaha has fatigue aura similar to that of Shuten-Doji.
Mage Bane deals 100 irresistible fatigue per hit (or something around that). Also, Oal Khan's Sceptre has Area Fatigue effect but it doesn't seem too powerful. Quote:
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Most elemental spells cause fatigue damage. This is most noticeable with Thunder Strike but it also for sure happens with Fireball and Magma Eruption (the smoke after the eruption), and I assume most others.
And of course there's Sleep Cloud. -Max |
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And Cold Resistance does NOT effect encumbrance from Cold Blooded.
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Rigor Mortis only covers 1/2 the battlefield?
The half the enemy is on I hope...... |
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4 xp stars reduce enc by 1 :)
also, WL, as things are now in the OP you are saying that CR reduces heat fatigue ;p |
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- Tune of Dancing Death
- Soothing Song - Dessication |
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All the more reason to start raking up exp.:D |
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I also wasn't aware fo the 4 star impact! Not like it's exactly a strateg changer, but nice to know :)
Seeing as you've included Relief on the spell list, is this guide to include reinvig also? And encumbrance? In particular the difference between melee and spellcasting encumbrance would be useful reading for new players. Likewise the impact of spell requirement and caster level on fatigue, and how gems can be used to reduce it. |
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Like Darkness, it also tends to equalize troops. Defense suffers twice as much from fatigue as attack does, and Prot suffers even more, so when the troops have an average of 70 fatigue each you'd rather have 500 chaffy troops than 200 elite troops. In a way that sort of makes it a counter to Army of Gold/Lead. Obviously the best combination is to have Rigor Mortis + sacred Death mages spamming Raise Dead. -Max |
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sleep cloud.
mandragoras carrion dragons? one of the does recovering from being unconcious. summon earth power. |
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I checked the description of berserk and saw no mention of added fatigue. I checked some old replays and indeed saw added fatigue though I don't know the numbers. |
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Brought reference up to date with the comments.
Still missing on numbers. Although in it's current state the list can already prove useful when calculating for you next battle, or next SC build. |
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O'al Kan's Sceptre is aoe 1 (or was it 5) 10 AN fatigue damage. Sleep vines are 33 fatigue damage per hit, each has 3 attacks.
All the weapons that cause fatigue damage you can find by filtering the Dom3 DB weapons page for weapons that do stun damage. Then you can take a look at how much, whether it's AP, AN or neither and any other specialties. |
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Also, its not just thunderstrike that does stun damage - any lightning effect will do that. Shockwave, Lightning Bolt, Orb Lighting, Wrathful Skies bolts, Shimmering Fields.
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Sleep vines are indeed 33 fatigue per attack, but don't forget that it's MR. There's also a Yomi unit (Aka-Oni?) with a great club that also does AP stun damage (cold) in melee. That's not really anything new for the list, since we've previously noted that elemental attacks tend to do stun, but it's useful to know if you're going up against Yomi. -Max |
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I think berserk +whatever only adds a straight 2 to fatigue
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huh.. I thought berserk added fatigue for moving and for attacks.
The way to test this is probably by way of quickness. |
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Did a quick check of the DB and the following weapons do fatigue damage:
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509 Bane of Heresy #1 15 ap nostr sacred only |
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Reference is more or less complete. Updated first post to include all discussion.
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Many elemental spells cause fatigue damage in an area around the impact.
For example, a fireball causes the direct damage AoE 1, and also fatigue damage which sets things on fire AoE 6: blastsqr: unr1987 x45 y15 aoe1 dmg20 eff2 spc1073741920 as10113 al9 blastsqr: unr1987 x45 y15 aoe6 dmg18 eff3 spc1073741984 as-1 al0 Flare: blastsqr: unr1987 x36 y10 aoe1 dmg21 eff2 spc1073741920 as10133 al9 blastsqr: unr1987 x36 y10 aoe6 dmg18 eff3 spc1073741984 as-1 al0 Lightning Bolt (AoE 1 fatigue): blastsqr: unr2010 x42 y14 aoe0 dmg16 eff2 spc1082148992 as10219 al9 blastsqr: unr2010 x42 y14 aoe1 dmg18 eff3 spc1073744000 as-1 al0 Orb Lightning (same): blastsqr: unr2010 x28 y15 aoe0 dmg10 eff2 spc1082148992 as10244 al9 blastsqr: unr2010 x28 y15 aoe1 dmg18 eff3 spc1073744000 as-1 al0 In Dr P's spell DB, this is the 'secondary effect' column. Fireball and Flare are '3', which is 'Area 6 heat shock'. Lightning Bolt is '1', which is 'minor stun shock'. |
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-Max |
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I am not sure about 'all' elemental attacks, but Scutata Volturnis surely adds fatique with its shocking grasp attack.
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How does trampling interact with encumbrance and fatigue? It is clear that the more a unit tramples, the more fatigue they rack up. Is trampling equivalent to an attack, such that each trample costs you Enc fatigue? If so, suppose you move onto a square with 3 size 2 enemy units - does it cost once or 3 times?
If it is just once per square, one could imagine a somewhat bizarre defense against tramplers - place a bunch of cheap chaff singly in separate squads, then arrange them on the battlefield each in their own square. Of course this would require a lot of commanders to each command 5 1-guy squads. Mostly I think this is merely a cute thought experiment. |
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The chaff would bunch up pretty quick and get trampled anyway. Can't really avoid that.
Trampling is unlike flying or berserk in that it cares about base enc I believe, so a 0 enc trampler gets no fatigue from goin a-tramplin. See behemoths. |
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the fatigue penalties for cold and hot, does your nation's preference affect those? i.e. is the penalty relative to your national prefernce? It seems weird that a nation that prefers +3 heat would suffer an encumberance penalty for being in +3 heat, and that cold wouldn't have any additional effect.
besides fatigue, what are the other effects of the cold and heat scale in a particular province? |
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IMHO, it's simpler to think of trampling as a melee attack that you perform multiple times instead of trying to draw analogies to special abilities like flying or berserk. Each time you trample you take [melee encumbrance] fatigue, affected by all the normal modifiers including armor weight, swamp/cold/heat, and base encumbrance. As usual if you're 0-enc your melee encumbrance is 0. -Max |
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No, your nation's preference does not affect unit fatigue penalties for extreme heat/cold, only resistances on your units do. IIRC Hinnom, for example, prefers Heat-2 or Heat-3, and most of its units are not fire-resistant so they take +2 enc in Heat-3 provinces. Obviously the fire-resistant Rephaites do not suffer this penalty.
-Max |
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Generally speaking, do Units with multiple attacks take fatigue on each attack? I've actually read differing views on this on the Forums.
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Multiple attacks do not cause extra fatigue.
Getting extra attack actions through quickness does. |
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Either. Or Heroic Quickness.
Anything that gives extra actions as opposed to using multiple weapons or a weapon with multiple attacks. |
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Without any reinvig, is there a natural rate at which fatigue reduces?
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Not until you're unconscious - fatigue 100+. Then it's 5/turn.
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There's also the Clockwork Horrors, which rack up 15 fatigue/turn regardless of what they do, IIRC. I don't off-hand recall another unit type which automatically gains fatigue even when idle, other than any permazerkers w/ the automatic +2.
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flame helmets
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Kappas become fatiqued when on land.
I've lost a teleporting statue once, just because damn kappas routed but couldnt flee :) So my statue auto-routed and died instead. It was supposed to be my secred weapon of victory, *sob. |
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And that's where impatience gets you. If it had just waited long enough they would have died of old age.
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