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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?
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Re: Secondary Magic Effects
Manual has it covered pretty well. Page 85.
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Re: Secondary Magic Effects
You mean the effects listed on page 85 in the manual?
EDIT: Bah, Quitti beat me by a few seconds :( |
Re: Secondary Magic Effects
Thanks... forgot about the manual.... now i must dig it from my storage boxes.....
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Re: Secondary Magic Effects
Except water magic hasn't given water breathing since Dom2.
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Re: Secondary Magic Effects
Seriously? I didn´t noticed.... Maybe it´s because i rarely play maps with water....
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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. |
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 |
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?
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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. |
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 >.< |
Re: Secondary Magic Effects
Quote:
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. |
Re: Secondary Magic Effects
Quote:
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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? |
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. |
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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