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Same procedure as last year (more questions)
After receiving an email last week about the latest Dominions 3 patch, I remembered that I own the game, and that I haven't played for a long time.
Anyway, I'm hooked again, and I need help understanding stuff. :) While reading through Baalz' excellent communion guide, I stumbled on this passage: Quote:
Also, does anyone know if there's any way to remove old age from a character, besides the T'ien Ch'i national spells? I know how to stop aging, I'm talking about reversing it. Thanks in advance. |
Re: Same procedure as last year (more questions)
Well, this isnt a very efficient way to do it, but you could empower them with nature magic, it increases their lifespan by 25% per level of nature magic, I believe. This can take away old age.
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Re: Same procedure as last year (more questions)
you can also cast rejuvenate with blood mages to remove 10 years of age with each casting of the spell. there are also the usual tools of freezing old age(as in not gaining new old age related afflictions) in boots of youth and elixir of life.
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Re: Same procedure as last year (more questions)
The plus indicates that the stat is improved somehow by level of the mage. So a spell might do "10+" damage, and actually do 2 more damage for every level the mage has beyond what's required. Unfortunately there is no way to tell how much the stat scales (e.g. is it +1 per level, +2 etc). Some spells scale quite strongly, others just get +1.
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Re: Same procedure as last year (more questions)
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Do path bonuses from items count towards the age reduction? It wouldn't be all that helpful as Pythium, but it might come in handy later on. Quote:
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Re: Same procedure as last year (more questions)
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Re: Same procedure as last year (more questions)
Path boosting items for nature will raise the starting point for old age if your mage had nature magic already. Boosting fire will lover that point.
One of the ways to reduce the age problem is taking growth scale. Growth/death scale wont affect the starting point of old age but it will reduce the amount of afflictions the old mages get. For pythium i would take some growth or atleast avoid taking death scale. I think that best spells to boost are those that get + to the area of effect. For example falling fires have + for area and damage. For some spells the biggest advantage is the reduced fatigue from having higher level caster. Good examples of those spells are blade wind and raise skeletons. Damn i'm slow :D |
Re: Same procedure as last year (more questions)
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http://forum.shrapnelgames.com/showthread.php?t=45780 Just look up the spell in question, and then in the damage column you should see X +Y/level (with X being the damage of the spell, and Y being how much extra is added per level) |
Re: Same procedure as last year (more questions)
Thanks a bunch, guys. It's all useful info.
Thanks for the link, Calahan, that's an awesome effort on DrPraetorious' part. Hopefully, the spell effects won't have changed too much in the CBM and EDM mods. In any case, it gives a nice idea about which type of spells are affected by path level. |
Re: Same procedure as last year (more questions)
Sorry for the double post, but I have another question: does the fortune teller ability prevent bad events empire-wide, or just in the province where the unit is currently located?
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