
September 30th, 2008, 11:12 AM
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First Lieutenant
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Join Date: May 2007
Posts: 674
Thanks: 7
Thanked 15 Times in 10 Posts
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Re: Nature magic bonus to regeneration?
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Originally Posted by Endoperez
Quote:
Originally Posted by Crevan
"The Blind One", you say? Heh, some units have incurable afflictions - Forge Lord is limp, another pretender (forgot his name...one of the northern gods) loss one eye... It`s the part of their storyline
Some afflictions can`t be healed because of artefact abilities (e.g. Ruby Eye), in such case won`t work Arcos healing abilities
Try to heal wounded units - not diseased, just wounded - or do as I say, summon titans. Quite expensive, but clear test
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Anybody know, does enchantment "Gift of Health" regeneration or recuperation bonuses to uints and heroes, or just boost HP and prows growth/supply scale?
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The only incurable afflictions are those from equipped items. There are some units and commanders that start with afflictions, but those only govern what they start with. If Arcoscephale has a Forge Lord pretender, the priestesses can heal his Limp, etc. I just tested this to make sure, and it works. Allfather (the northern god you mentioned), works the same way, and so do Flagellants and such units.
Gift of Health heals afflictions inside your own dominion. That's what healed your Tartarians' afflictions, not regeneration. FAQ has details on how to heal afflictions.
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Originally Posted by Edi
Regeneration in and of itself does not cause afflictions to disappear. However, there are special effects when combining certain items.
Whip of Command + Scepter of Authority + Crown of Command = Awe(+0) and if you switch the command scepter for O'al Kan's scepter, it's awe(+1). But if you only have any two of those items instead of all three, no bonus.
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That's due to high Leadership stat. Once Leadership is boosted high enough, it starts giving Awe.
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I'm pretty sure that high leadership doesn't give awe. I've had commanders with incredibly high leadership, but without those exact boosters, they didn't get awe.
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