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Teleporting & Troop movement revised
Sorry, It is 'Boots of the Plane' that I needed to know if it takes the Commander AND troops or just the commander.:doh:
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Re: Teleporting & Troop movement revised
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I'm only familiar with "Snakes on a Plane" which takes the commander and most troops. -ssj |
Re: Teleporting & Troop movement revised
Boot of the plane only teleports the commander wearing them. Gate stone teleports the commander and troops, just like the astral travel spell.
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Re: Teleporting & Troop movement revised
Grrrrrrrrrrrrrrrrrrr:p
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Re: Teleporting & Troop movement revised
Also, Boots of the Planes turns you Ethereal. Quite a nice item even though it can horror mark you slightly.
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Re: Teleporting & Troop movement revised
Can't wearing Boots of the Planes eventually cause you to become lost in time and space or am I thinking of something else?
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Re: Teleporting & Troop movement revised
They have a pretty severe horror marking chance actually (the DB says "50" which I assume means 50% chance per turn?) Though a couple of marks isn't a big deal to most SCs unless they get really bad rolls on the horror checks and end up with a Doom Horror. They also have a slight chance of lost in time and space, but I don't think it's cumulative, so it depends what you mean by "eventually."
Anything lost in the void without S is pretty much gone for good though, even if they do make it back you'll be stuck between letting them be feebleminded forever or (if you can heal it) making them into a stationary defensive unit as their insanity score will go over 100% pretty quickly, barring a VERY lucky get out of void free roll in the first few turns. Fun fact: feebleminded cancels shattered soul and insanity. |
Re: Teleporting & Troop movement revised
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Re: Teleporting & Troop movement revised
I suppose I could have worded that more clearly as "negates the effects of..." Edit window is over though, so consider this your clarification. =)
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Re: Teleporting & Troop movement revised
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Previously Ive worn them much of the game - and not gotten horrormarked. Now it seems inevitable. The rod that gives astral, boots, and Kurgi's gift have gone from being desirable items to being ones I won't use any longer. |
Re: Teleporting & Troop movement revised
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Re: Teleporting & Troop movement revised
No, what Micah means is that while the unit has a feeblemind affliction, it never goes nuts and turns red and does a "Funeral for the Dead" or "R'lyeh is Rising". You can always command a feebleminded unit every turn, no matter how insane it is or how much its soul is shattered.
If you've got some 100-insanity unit that you'd really like to move to another province, you could theoretically move an Oath-Rod-of-Kurgi-wielding unit in, feeblemind the insane unit so you can now give it commands, move it to whatever province you want it in (since you can now give it commands because it is feebleminded), and then use the Chalice to make it not feebleminded any more. But then it will start doing random insane stuff again. Since dying does not remove shattered soul or insanity, RoR is not going to help you. It is kind of nice that crappy feebleminded tartarians that are summoned as commanders don't ravage your temples. And since a 100-insanity unit can't do much except guard provinces, it might even be worth it to feeblemind it permanently so you can get some combat use out of it, if it's some big beefy beast. Or if it's a completely insane 400-gold mage and your income is on life support, you could feeblemind it in order to send it off to die. But if you're on the defensive, having a totally insane EA mage scripted to Rain of Stones on whoever dares to venture into his province is probably better, even if you can never ever give him orders on the map screen. |
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