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-   -   Secondary Magic Effects (http://forum.shrapnelgames.com/showthread.php?t=44101)

Makinus October 6th, 2009 12:50 PM

Secondary Magic Effects
 
What exactly are the secondary effects from magic levels? I know that water magic gives a unit the capability of water breathing and more water magic allows more units to be taken underwater.... earth magic increases protection... fire attack skill.... where i can find all the effects?

Quitti October 6th, 2009 01:00 PM

Re: Secondary Magic Effects
 
Manual has it covered pretty well. Page 85.

Jarkko October 6th, 2009 01:00 PM

Re: Secondary Magic Effects
 
You mean the effects listed on page 85 in the manual?


EDIT: Bah, Quitti beat me by a few seconds :(

Makinus October 6th, 2009 01:03 PM

Re: Secondary Magic Effects
 
Thanks... forgot about the manual.... now i must dig it from my storage boxes.....

thejeff October 6th, 2009 01:03 PM

Re: Secondary Magic Effects
 
Except water magic hasn't given water breathing since Dom2.

Makinus October 6th, 2009 01:14 PM

Re: Secondary Magic Effects
 
Seriously? I didn´t noticed.... Maybe it´s because i rarely play maps with water....

Jack_Trowell October 8th, 2009 03:56 AM

Re: Secondary Magic Effects
 
From memory :

Fire: attack+, old age-, and maybe normal leadership+ too
Water: defense+
Air: precision+
Earth: protection+
Astral: magic leadership++
Nature: old age++, supply+
Death: undead/demon leadership++, Fear+ (no fear aura until D5)
Blood: undead/demon leadership+, and maybe something else I'm forgetting

I think that other Path that astral give a (lesser) magic leadership bonus, but I cannot remember exactly, and as I'm posting from work I don't have the manual with me.

Makinus October 8th, 2009 06:14 AM

Re: Secondary Magic Effects
 
From the Manual, pg. 85:

Air - Precision +1, Magic Leadership +5
Astral - Magic Leadership +10
Death - Undead Leadership +20, +1 do existing Fear
Earth - Protection +1, Magic Leadership +5
Fire - Attack +1, Leadership +5, Magic Leadership +5
Nature - Supply Bonus +10, Magic Leadership +5
Water - +1 Defense, Magic Leadership +5
Blood - Undead Leadership +5, Magic Leadership +5

Quitti October 8th, 2009 06:33 AM

Re: Secondary Magic Effects
 
Also, nature increases your maximum age by 25 years I think, and death by 10. I think death also reduced the chance to get diseased (or all afflictions?) by old age. Is there anyone who knows better?

Edi October 8th, 2009 08:03 AM

Re: Secondary Magic Effects
 
Age bonuses are explained in the FAQ. Death magic grants +30 undead leadership per level, not +20 as the manual erroneously claims. It was +20 in Dom2, but with the larger armies in Dom3, the bonus was increased.

Death magic does reduce chance of old age afflcitions. Someone did extensive testing on that sometime back.

Ishamoridin October 8th, 2009 10:38 AM

Re: Secondary Magic Effects
 
The age boosts from magic paths are linked to creature type, IIRC.

I think it's Fire and Nature for living mages, death for demons and undead.

EDIT: Sorry Edi, didn't see that part of your post >.<

chrispedersen October 8th, 2009 04:06 PM

Re: Secondary Magic Effects
 
Quote:

Originally Posted by Quitti (Post 713859)
Also, nature increases your maximum age by 25 years I think, and death by 10. I think death also reduced the chance to get diseased (or all afflictions?) by old age. Is there anyone who knows better?

The FAQ says it better; the path that adds max age depends on the nature of the unit.

nature (generally) for humanish type
earth for constructs
death (iirc) for demons/undead.

Also, blood 9 gives a blood curse; air 9 gives shock resistance; fire - fire weapons; water quickness. ETc.

death 5 also gives fear, if not previously present.

Amonchakad October 8th, 2009 04:19 PM

Re: Secondary Magic Effects
 
Quote:

Originally Posted by chrispedersen (Post 713953)
Quote:

Originally Posted by Quitti (Post 713859)
Also, nature increases your maximum age by 25 years I think, and death by 10. I think death also reduced the chance to get diseased (or all afflictions?) by old age. Is there anyone who knows better?



Also, blood 9 gives a blood curse; air 9 gives shock resistance; fire - fire weapons; water quickness. ETc.

You're mixing intrinsic magic path bonuses with blessings there:p

Mojo the Avenger October 9th, 2009 05:55 PM

Re: Secondary Magic Effects
 
What does death curse actually do? Is it just a euphamism for curse?

And what does 2 an+mr mean for death weapons?

thejeff October 9th, 2009 06:09 PM

Re: Secondary Magic Effects
 
2 an+mr means 2 Armor negating damage, with a magic resistance roll.
Which is actually, like most Dom damage, 2 plus a random roll, open ended d6.

Taqwus October 9th, 2009 07:21 PM

Re: Secondary Magic Effects
 
"Death curse" means that somebody who kills you has a chance (MR check?) of being cursed. Might be useful if you've got piles of flagellants or the like, but bear in mind that curse doesn't stack -- you're either cursed or you're not -- and the only impact is increased chance of afflictions when wounded.


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