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-   -   Concerning magic items and quickness (http://forum.shrapnelgames.com/showthread.php?t=27313)

cjx January 14th, 2006 12:08 PM

Concerning magic items and quickness
 
I'm sure this has been addressed, but my search-fu is apparently weak. However I know some of you veterans are likely to know the answers offhand:
Quickness blessing (Edit: Water9 Bless is what I am referring to of course), this gives the unit two actions plus 50% battlefield mobility bonus right? Two actions being spellcasts and/or attacks?

Magic items that list having more than one attack, will they be doubled again by quickness?

Magic items that can cast spells, do these happen automatically (rather than spending an action of the commander) and if so do they expend fatigue to do so? In that vein does the Magic Trident cost fatigue each time it attacks?

Thanks in advance,
cjx

Endoperez January 14th, 2006 12:52 PM

Re: Concerning magic items and quickness
 
If you're using the forum search engine, you must have a plus before every keyword. It's somewhat annoying, else it returns every thread with even one match.

Quickness blessing is a 50% chance of getting Quickness effect, rerolled on every battle round. That means that a blessed unit might have two actions on any one turn, allowing it to act (attack, cast spell, etc) twice and move twice as far, but it could also not have the two actions in any one round.
It does stack with quickness from water blessing, from Boots of Quickness OR from the spell Quickness. They don't stack with each other, as they cause the same effect.
EDIT: As Chazar pointed out, I had made a typo. I talked about normal blessing and compared it to unnamed boots and unnamed spell... Hopefully that didn't confuse anyone.

When a unit/commander attacks, all the weapons are used. This includes the natural ones, any weapons which have multiple attacks themselves, extra attacks from items (Chi kick, Dancing Trident, Stone Bird etc.). I don't think having more weapons causes more fatique.

There are three kinds of spell-casting magic items I can think of ATM. Soulstone of the Wolves, Gatestone etc. give the commander a new command that can be given him in the strategic map. This command duplicate the effect of a spell, like Call of the Wild. These are rare, understandably, and as they happen outside of battle they don't cost any fatique.
The there are magic items that automatically casts spells in battles. They might cast a spell only once (Staff of Storms), in which case the spell affects the whole battlefield from the very beginning of the battle. Other items that cast spell automatically cast some spells each turn. These include Totem Shield (Curse), Soulstone of the Wolves and/or Fenris Belt (one or both casts Howl each turn), Nethgul (haven't used enough to really know), Horror Harmonica (I don't know, and don't want to know... :p)... The spellcasting triggered by these items doesn't cause fatique.
Yet another kind of items let the wielder cast the spells himself. Herald Lance, Flambeau, Skull Talisman, Winter Bringer... There are lots of these as well. These DO cost fatique, but only 5 points for every casting, regardless of the spell cast. The spellcasting encumberance might be added in, I'm not sure. Any way, as you can see they are much easier to use than it is to cast the actual spell.

cjx January 14th, 2006 05:16 PM

Re: Concerning magic items and quickness
 
Perfect response. Thanks. I was referring to the last sort of magic items that can cast spells during battle, but you answered that too.

The quickness explanation was a little confusing though. So, quickness items and quickness the spell will not stack, but one of those will (possibly) stack with the quickness blessing allowing for more actions (for total of 3 or 4?) or just additional battlefield movement?

cjx

Graeme Dice January 14th, 2006 05:43 PM

Re: Concerning magic items and quickness
 
Quickness items do not stack with the quickness spell or each other. They do stack with the water 9 blessing, and they will also stack with heroic quickness. This stacking is multiplicative, so you can get many, many attacks per turn with heroic quickness and normal quickness.


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