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-   -   Guide: Fatigue quick reference (http://forum.shrapnelgames.com/showthread.php?t=43160)

WraithLord May 18th, 2009 08:51 AM

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
160 Cold                #1 20 ap cold bonus wp nostr
222 Cold                #1 12 ap cold nostr
53  Debilitative Poison        #1 20 an poison nostr mres
228 Elf Shot                #1 100 an nostr mres
413 Fatigue and Disease        #1 20 an nostr       
345 Fly Whisk                #1 0
387 Sleep Touch                #1 30 nostr mres
71  Sleep Vines                #3 33 bonus wp nostr mres
411 Small Area Stun        #1 10 an nostr
91  Stun                ¤1 0 ap
88  Unconsciousness        ¤1 110 an nostr

A good example of similar reference can be found in the unit buffs guide.

Anything I missed?- Comments are welcome.

Edi May 18th, 2009 09:21 AM

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.

Omnirizon May 18th, 2009 10:11 AM

Re: Fatigue quick reference
 
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)

WraithLord May 18th, 2009 12:34 PM

Re: Fatigue quick reference
 
Thanks guys. Updated first post with your info.

quantum_mechani May 18th, 2009 12:41 PM

Re: Fatigue quick reference
 
Don't forget magic scale's effect on spellcasting fatigue. And the fatigue each turn from berserk.

Micah May 18th, 2009 01:10 PM

Re: Fatigue quick reference
 
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.

ano May 18th, 2009 02:12 PM

Re: Fatigue quick reference
 
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:

Normal heat/cold penalties are only at level 3
And IIRC any amount of appropriate resistance negates this effect, not 50%.
Quote:

Being underwater also adds 1 enc.
...and 3 enc for poor amphibians

MaxWilson May 18th, 2009 03:09 PM

Re: Fatigue quick reference
 
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

P3D May 18th, 2009 03:30 PM

Re: Fatigue quick reference
 
And Cold Resistance does NOT effect encumbrance from Cold Blooded.

GrudgeBringer May 18th, 2009 11:29 PM

Re: Fatigue quick reference
 
Rigor Mortis only covers 1/2 the battlefield?

The half the enemy is on I hope......

archaeolept May 18th, 2009 11:44 PM

Re: Fatigue quick reference
 
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

DonCorazon May 18th, 2009 11:45 PM

Re: Fatigue quick reference
 
- Tune of Dancing Death
- Soothing Song
- Dessication

Tolkien May 18th, 2009 11:47 PM

Re: Fatigue quick reference
 
Quote:

Originally Posted by archaeolept (Post 691715)
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

Never knew that before.
All the more reason to start raking up exp.:D

Dragar May 19th, 2009 01:36 AM

Re: Fatigue quick reference
 
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.

MaxWilson May 19th, 2009 01:44 AM

Re: Fatigue quick reference
 
Quote:

Originally Posted by GrudgeBringer (Post 691711)
Rigor Mortis only covers 1/2 the battlefield?

The half the enemy is on I hope......

It has a 50% chance of hitting any particular square each round. It's pretty useful if, for instance, you have an E9 blessing and sacred mages and he doesn't. Your mages will regain 4 FP per turn on average (5 base + 4 for blessing) and his will regain 0 on average, assuming neither of your mages is undead.

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

chrispedersen May 19th, 2009 01:51 AM

Re: Fatigue quick reference
 
sleep cloud.
mandragoras
carrion dragons? one of the does

recovering from being unconcious.
summon earth power.

Jarkko May 19th, 2009 02:12 AM

Re: Fatigue quick reference
 
Quote:

Originally Posted by chrispedersen (Post 691737)
mandragoras

and manikin and all the different carrion beasts.

WraithLord May 20th, 2009 08:01 AM

Re: Fatigue quick reference
 
Quote:

Originally Posted by quantum_mechani (Post 691620)
Don't forget magic scale's effect on spellcasting fatigue. And the fatigue each turn from berserk.

What is the magic scale's effect on spellcasting fatigue?
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.

WraithLord May 20th, 2009 08:36 AM

Re: Fatigue quick reference
 
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.

Edi May 20th, 2009 08:41 AM

Re: Fatigue quick reference
 
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.

Ironhawk May 20th, 2009 02:12 PM

Re: Fatigue quick reference
 
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.

MaxWilson May 20th, 2009 02:57 PM

Re: Fatigue quick reference
 
Quote:

Originally Posted by WraithLord (Post 691944)
Quote:

Originally Posted by quantum_mechani (Post 691620)
Don't forget magic scale's effect on spellcasting fatigue. And the fatigue each turn from berserk.

What is the magic scale's effect on spellcasting fatigue?
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.

Berserk +N adds N fatigue per turn automatically.

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

archaeolept May 20th, 2009 05:40 PM

Re: Fatigue quick reference
 
I think berserk +whatever only adds a straight 2 to fatigue

chrispedersen May 20th, 2009 08:04 PM

Re: Fatigue quick reference
 
huh.. I thought berserk added fatigue for moving and for attacks.
The way to test this is probably by way of quickness.

Edi May 21st, 2009 05:21 AM

Re: Fatigue quick reference
 
Did a quick check of the DB and the following weapons do fatigue damage:

Code:

509 Bane of Heresy        #1 15 ap nostr sacred only
160 Cold                #1 20 ap cold bonus wp nostr
222 Cold                #1 12 ap cold nostr
53  Debilitative Poison        #1 20 an poison nostr mres
228 Elf Shot                #1 100 an nostr mres
413 Fatigue and Disease        #1 20 an nostr       
345 Fly Whisk                #1 0
387 Sleep Touch                #1 30 nostr mres
71  Sleep Vines                #3 33 bonus wp nostr mres
411 Small Area Stun        #1 10 an nostr
91  Stun                ¤1 0 ap
88  Unconsciousness        ¤1 110 an nostr

The #x means number of attacks the weapon has. All count as magical weapons. The second number is damage and the rest are other properties.

WraithLord August 23rd, 2009 03:30 AM

Re: Fatigue quick reference
 
Reference is more or less complete. Updated first post to include all discussion.

vfb August 23rd, 2009 05:40 AM

Re: Fatigue quick reference
 
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'.

MaxWilson August 24th, 2009 03:42 PM

Re: Fatigue quick reference
 
Quote:

Originally Posted by archaeolept (Post 692053)
I think berserk +whatever only adds a straight 2 to fatigue

You are correct, sir. I was mistaken. Even Berserk +0 gives you 2 extra fatigue per turn, according to my tests.

-Max

Kuritza September 1st, 2009 08:03 AM

Re: Fatigue quick reference
 
I am not sure about 'all' elemental attacks, but Scutata Volturnis surely adds fatique with its shocking grasp attack.

aaminoff September 1st, 2009 10:25 AM

Re: Fatigue quick reference
 
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.

Sombre September 1st, 2009 11:48 AM

Re: Fatigue quick reference
 
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.

WraithLord September 1st, 2009 05:07 PM

Re: Fatigue quick reference
 
Quote:

Originally Posted by Kuritza (Post 708008)
I am not sure about 'all' elemental attacks, but Scutata Volturnis surely adds fatique with its shocking grasp attack.

10x. Do you know how much?

Snacktime September 10th, 2009 12:36 PM

Re: Fatigue quick reference
 
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?

MaxWilson September 10th, 2009 02:43 PM

Re: Fatigue quick reference
 
Quote:

Originally Posted by Sombre (Post 708066)
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.

Wait, 0-enc flyers gain fatigue??? That's really interesting. (By the way, I think everyone knows that flying causes you fatigue proportional to the distance you move. What surprises me is that I assumed it was in some way proportional to your melee encumbrance as well, which would make 0-enc flyers immune.)

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

MaxWilson September 10th, 2009 02:45 PM

Re: Fatigue quick reference
 
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

Kuritza September 11th, 2009 02:38 AM

Re: Fatigue quick reference
 
Quote:

Originally Posted by WraithLord (Post 708160)
Quote:

Originally Posted by Kuritza (Post 708008)
I am not sure about 'all' elemental attacks, but Scutata Volturnis surely adds fatique with its shocking grasp attack.

10x. Do you know how much?

Dunno exactly. Sometimes its quite severe, sometimes its ~10 or so. Pretty random, I guess, but still deadly in a duel of 2 SCs who cant 1-shot each other.

Bastiat September 14th, 2009 08:12 PM

Re: Fatigue quick reference
 
Generally speaking, do Units with multiple attacks take fatigue on each attack? I've actually read differing views on this on the Forums.

thejeff September 14th, 2009 08:24 PM

Re: Fatigue quick reference
 
Multiple attacks do not cause extra fatigue.
Getting extra attack actions through quickness does.

Bastiat September 14th, 2009 09:05 PM

Re: Fatigue quick reference
 
Quote:

Originally Posted by thejeff (Post 710266)
Multiple attacks do not cause extra fatigue.
Getting extra attack actions through quickness does.

Spell Quickness and Water Bless Quickness both, correct?

thejeff September 14th, 2009 10:04 PM

Re: Fatigue quick reference
 
Either. Or Heroic Quickness.
Anything that gives extra actions as opposed to using multiple weapons or a weapon with multiple attacks.

Beasley October 22nd, 2009 02:42 PM

Re: Fatigue quick reference
 
Without any reinvig, is there a natural rate at which fatigue reduces?

thejeff October 22nd, 2009 02:49 PM

Re: Fatigue quick reference
 
Not until you're unconscious - fatigue 100+. Then it's 5/turn.

Taqwus October 22nd, 2009 06:18 PM

Re: Fatigue quick reference
 
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.

chrispedersen October 22nd, 2009 06:29 PM

Re: Fatigue quick reference
 
flame helmets

Kuritza October 23rd, 2009 09:45 AM

Re: Fatigue quick reference
 
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.

Illuminated One October 23rd, 2009 11:15 AM

Re: Fatigue quick reference
 
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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