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-   -   Guide: Fatigue quick reference (http://forum.shrapnelgames.com/showthread.php?t=43160)

WraithLord May 18th, 2009 08:51 AM

Fatigue quick reference
 
This is a quick reference of things that effect fatigue.

Thank you DonC, archaeolept, P3D, MaxWilson, Edi, QM, Micah, ano and omnirizon for the information.

climate:
heat+3 adds +2 to enc. FR ( > 0%) have no penalty.
Cold+3 adds +2 to enc. CR ( > 0%) have no penalty. Cold blooded +1 + 3*(level of cold) and CR does not reduce encumberence.


Terrain:
Swamp. +2 enc. unless the unit has swampwalk.
Underwater. penalties for poor amphibians and units normally unable to enter seas increase encumbrance by 1 and thus fatigue.
Adds 3 encumbrance for poor amphibians.


Items/Weapons:
Axe of hate. causes AoE fatigue (how much?)
Black Halberds (of MA and LA Ulm). 15 AN aoe 1 fatigue to sacred units.
Mage Bane deals 100 irresistible fatigue per hit
Oal Khan's Sceptre has Area Fatigue (how much ???)

Spells:
Increase fatigue:
Heat from Hell. Adds base 5, then +1 for each level of heat, -3 if its raining.
Rigor Mortis. All non-undead take 10 fatigue every turn. The spell effects only half the battlefield.
Curse of Stones. ???
Grip of Winter. Add 5 to fatigue. The spell effects only half the battlefield and depends on heat/cold scales.
Heat from hell. Add 5 to fatigue. The spell effects only half the battlefield and depends on heat/cold scales. Rain decreases the effect by ???.
Stellar cascades.
ghost grip
Thunder strike (???)
Magma eruption
Sleep cloud
Tune of Dancing Death
Desiccation

Decrease fatigue:
relief
Soothing Song
Summon earth power
Earth bless


Auras:
Heat. Like heat from hell: a base number +/- scale and a penalty for rain, with DRNs added in.
Cold. Like grip of winter..a base number +/- scale with DRNs added in.


Units:
Shuten Doji (Shinuyama). fatigue aura (how much ???)
Mandaha. fatigue aura (how much ???)
Carrion critters

Others:
Four experience stars reduce encumbrance by 1.

From DB:
Code:

509 Bane of Heresy        #1 15 ap nostr sacred only
160 Cold                #1 20 ap cold bonus wp nostr
222 Cold                #1 12 ap cold nostr
53  Debilitative Poison        #1 20 an poison nostr mres
228 Elf Shot                #1 100 an nostr mres
413 Fatigue and Disease        #1 20 an nostr       
345 Fly Whisk                #1 0
387 Sleep Touch                #1 30 nostr mres
71  Sleep Vines                #3 33 bonus wp nostr mres
411 Small Area Stun        #1 10 an nostr
91  Stun                ¤1 0 ap
88  Unconsciousness        ¤1 110 an nostr

A good example of similar reference can be found in the unit buffs guide.

Anything I missed?- Comments are welcome.

Edi May 18th, 2009 09:21 AM

Re: Fatigue quick reference
 
Black Halberds of MA and LA Ulm do 15 AN aoe 1 fatigue to sacred units only, which makes Guardians and Ghoul Guardians nasty anti-sacred units.

Underwater penalties for poor amphibians and units normally unable to enter seas increase encumbrance and thus fatigue.

Omnirizon May 18th, 2009 10:11 AM

Re: Fatigue quick reference
 
swamp adds +2 unless the unit has swampwalk.

heat2 and cold2 add +2, there is no penalty at heat1, nor does the penalty increase at heat3. However coldblooded units get +1 for each level of cold.

Heat from Hell adds base 5, then +1 for each level of heat, -3 if its raining.

Rigor Mortis is a BE that forces all non-undead to resist or take 10 fatigue every turn.


Curse of Stones causes fatigue (can't remember how much
Grip of Winter causes immediate fatigue... can't remember, its 4 I think
fatiguing auras... I can't remember
Shinuyama's Shuten Doji have a unique fatiguing aura (something about them playing their flutes)

WraithLord May 18th, 2009 12:34 PM

Re: Fatigue quick reference
 
Thanks guys. Updated first post with your info.

quantum_mechani May 18th, 2009 12:41 PM

Re: Fatigue quick reference
 
Don't forget magic scale's effect on spellcasting fatigue. And the fatigue each turn from berserk.

Micah May 18th, 2009 01:10 PM

Re: Fatigue quick reference
 
Umm, Omni, your post has a lot of inaccuracies.

Normal heat/cold penalties are only at level 3. Cold blooded is 4/7/10, not 1 per.

Rigor mortis is not resistable, but only hits half the battlefield.

Heat from hell and grip of winter also only hit 50% per turn and the rulebook says they have a base damage of 5, adjusted for scales and rain (for heat.)

I would imagine that auras are handled like heat from hell/grip of winter..a number +/- scale and then another penalty for rain for heat auras, with DRNs added in.

Being underwater also adds 1 enc.

ano May 18th, 2009 02:12 PM

Re: Fatigue quick reference
 
Mandaha has fatigue aura similar to that of Shuten-Doji.
Mage Bane deals 100 irresistible fatigue per hit (or something around that).
Also, Oal Khan's Sceptre has Area Fatigue effect but it doesn't seem too powerful.

Quote:

Normal heat/cold penalties are only at level 3
And IIRC any amount of appropriate resistance negates this effect, not 50%.
Quote:

Being underwater also adds 1 enc.
...and 3 enc for poor amphibians

MaxWilson May 18th, 2009 03:09 PM

Re: Fatigue quick reference
 
Most elemental spells cause fatigue damage. This is most noticeable with Thunder Strike but it also for sure happens with Fireball and Magma Eruption (the smoke after the eruption), and I assume most others.

And of course there's Sleep Cloud.

-Max

P3D May 18th, 2009 03:30 PM

Re: Fatigue quick reference
 
And Cold Resistance does NOT effect encumbrance from Cold Blooded.

GrudgeBringer May 18th, 2009 11:29 PM

Re: Fatigue quick reference
 
Rigor Mortis only covers 1/2 the battlefield?

The half the enemy is on I hope......


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