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Afflictions
Afflictions ignite a sort of macabre interest. Normal units with afflictions get sent to the front lines and thrown back into the fight. Afflicted commanders are sometimes retired. But when its your first and early thug, or worse yet, your awakened pretender, what do you do?
So really, what do you do? Whats the best way to minimize or get rid of early afflictions? Specifcally: 1) whats the earliest and first way to get rid of afflictions? 2) does regeneration have a chance of getting rid of an old affliction? 3) does recuperation have a chance of getting rid of an old affliction? Thanks, I. |
Re: Afflictions
You should probably go read the third post in the stickied FAQ thread. It answers all of your questions.
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Re: Afflictions
I'll repost what it says there here incase others have the same questions as me and use the search function of the forum and find this thread
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Re: Afflictions
1) Play someone who has recruitable healers :P. Other than that, you probably will have to summon a faerie queen. If you can pull it off though, gift of health takes less research.
2) No. 3) Yes. Personally, I try to deal with afflictions by not getting them in the first place, by using undead commanders who are less likely to be impacted by them, or by using commanders who have recuperation. But in the case that I couldn't heal my commander, I would look at the specific affliction and decide how large of an impact it will have on my commander. You can probably deal with a lost eye, and you might, just might, be able to get away with having battle fright on a pd raider. Especially if you give them an item to help deal with said lack of morale. Most limping and crippled thugs can easily be killed if routed, but boots of flying can fix that. Some commanders have enough ap that they can still function with a limp, particularly cavalry commanders. If your thug is undead, a chest wound is also probably not a big deal, but will more or less cripple anything else. Mute is also not a big deal with magicless thugs. Pretty much any other affliction is an invitation for disaster. |
Re: Afflictions
So, i read that any degree of regeneration reduces your chances of getting an affliction by 7/8s (ie- your chance of getting an affliction is 1/8 what it normally would be).
So, in line with this, i guess a good way to avoid getting an affliction is to get regeneration. This is a newbie question, but does regeneration work for undead? Can i put a ring of regeneration on an undead commander and hope to get the same affliction protection? I. |
Re: Afflictions
I'm not certain if it is a flat 1/8 chance, or if it is affected by the amount of regeneration. I've heard that the amount of regeneration might affect the chance recently. Undead can regenerate. Lifeless units cannot regenerate. Not all undead are lifeless.
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Re: Afflictions
The 1/8 chance is listed in one of the tips displayed in game while hosting, so it's official, but it might be something that has been changed from dominions II and not updated in the tips.
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Re: Afflictions
I believe that the lifeless tag is what prevents regeneration from working? But not undead. The more powerful undead usually have the undead tag but not lifeless so regen may work.
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Re: Afflictions
I'm kind of surprised this hasn't been mentioned..
but transformation and second chance (or whatever it is that turns you into a wight) also can work. |
Re: Afflictions
Twiceborn?
i. |
Re: Afflictions
Any thing that shifts you into a second form can work. Other than the actual "Change Shape" command. Being "killed" into your second form in battle has a chance of healing afflictions.
Pretenders dying and being called back also have a chance. |
Re: Afflictions
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Re: Afflictions
Is there any way to add new afflictions to the game?
Yes... Other than going to Sweden. |
Re: Afflictions
The Amulet of Luck is a good way to avoid afflictions. It's not bullet prof, though.
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Re: Afflictions
Huge necro, I know, but I did a test as Marignon, using my Grand Masters, which I consume huge quantities of for research purposes. As we all know, the start with old age and die in droves.
But I placed a Healing Spring to test this out right next to my capital (map editing) and it seems Healing Spring does indeed cure afflictions aquired through Old Age. It's not universal, though. On a single turn shift, one of my Grand Masters was healed of his affliction (Diseased) whilst another one aquired yet another affliction, and a third one didn't change at all. I don't know what the #% of being healed by the Healing Spring is, but even if it's only 10% it may be worth it to put old aged farts on it, to keep them alive longer. I know I will, whenever I find a spring, the first thing going there is defenses, a temple and a lab. :p |
Re: Afflictions
I may just be blind, but I can't find an edit button, so I apologize for the double-post. Several more turns in, the Grand Master that previously got his second affliction whilst in the province of the Healing Spring just went back down to one affliction. So yeah, just wanted to say that I am now 100% sure that Healing Spring is healing Old Age afflictions and that nothing otherwise hinky is going on. :)
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Re: Afflictions
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Re: Afflictions
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It's pretty much a necessity for Marignon to buy 3levels of Growth in pre-game magic purchases, otherwise their mages die so fast it's impossible to get value from them. At 380 bucks, they're expensive, but they are superior mages IMO. I have noticed that some of the Marignon mages actually have a 100 year (and a few 75 year old) age limit, instead of the usual 50 year old-age. I've only noticed this a couple of times and I haven't figured out if the game just randomly did at mage recruitment or if it was the result of an artifact/spell. |
Re: Afflictions
Did you empower in Nature, perhaps?
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Re: Afflictions
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I take it that Maringnon Mages always are supposed to start with a 50-year age cap after initial recruitment and there are no exceptions to this? |
Re: Afflictions
From modding manual:
"7.6.2 #maxage <age> This maximum age for a monster. After this age it will risk getting afflictions and eventually die. Default is 50 for humans, 500 for undead, 1000 for demons. Different magic paths increase maxage 50% of this value per point of magic, depending on the type of creature. Inanimate creatures are affected by Earth magic, undead by Death magic, demons by Blood magic and all others by Nature magic." So human mage with 2 points in nature magic would have max age of 100. |
Re: Afflictions
Ok thanks, it makes sense now. I probably had an item on the mage that increased his nature magic by one level, like a thistle mace, which I sometimes get for guys with nature magic. So the item actually has the secondary effect of increasing his old-age base level, which is something I never noticed before (or was unaware of as being the cause).
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Re: Afflictions
When does old age start relative to maxage?
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Re: Afflictions
Nevermind, had a brain fart.
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