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September 30th, 2003, 05:07 AM
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Corporal
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Join Date: May 2001
Location: Oxon Hill, Md. USA
Posts: 91
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Dom 1 newbie question re afflictions
Hi,
I'm busily playing the D1 demo trying to spool up so I'll have half an idea of what to do when I get D2.
In my current game I'm playing Ermor and took the Prince of Death. I was using him to search for sites and for reasons I won't go into ran him into one province to take it back. Now, I see he has 2 afflictions (mute and chest wound) and has lost 1 from several (maybe all, don't remember) of his magic schools. Can I do anything about his afflictions?
From what I've seen via searching sissypigs the answer is: I'm playing the wrong freaking nation and/or should have used an immortal instead and NEVER have sent this mook into battle.
Second question: If I restart, is there any item I can craft in the demo while playing Ermor that will protect my pretender from afflictions/curses? I sure hope there are ways to rid pretenders and, heck other leaders of these two things in D2. This seems way overboard. Any time I send a pretender in combat I seem to pick up at least one affliction. (I've started about 20 games and played until I figured out a few more things, then restarted with what I'd learned.)
Thanks for any and all help.
Hitting my head hurts,
V'ger gone
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September 30th, 2003, 06:54 AM
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Major
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Join Date: Sep 2003
Location: The Forest of Avalon
Posts: 1,162
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Re: Dom 1 newbie question re afflictions
as far as items which prevent afflictions, there is a ring of regeneration which you should be able to make if you have skill in nature, and the proper research done [it IS available in the demo]
the bad news is that once you have an affliction there's no easy way to get rid of it. There's some stuff which isn't available in the demo, or you could just kill off your pretender - when it comes back it ought to have a clean slate when it comes to afflictions (at least so the theory goes - I've never actually tried it). The downside is you lose one level in each school of magic.
The Last option is not to use your pretender for combat, but for forging, searching, rituals etc. only.
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September 30th, 2003, 09:48 AM
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Re: Dom 1 newbie question re afflictions
>and has lost 1 from several (maybe all, don't remember) of his magic schools.
Yes, after resurrection pretenders have lost 1 point in -all- magic schools. That's often a critical situation, especially for 'rainbow mages'. Some players use to take pretenders without any magic (like the Wyrm) to avoid this problem BTW. No magic, no loss upon resurrection ! Probably not a good solution for Ermor however (you have so much design pts to spend that you dont need a cheap pretender).
>Can I do anything about his afflictions?
Immortals (like the Phoenix or the Lich), Pangaea and Pangaea-like creatures (like the Medusa) heal battle afflictions automatically. Arcoscephale priestesses can heal afflictions too.
When a god reincarnates, he has a _chance_ of healing some or all of his wounds. Regenerating pretenders often come back without afflictions.
An artifact, the Chalice (Construction 8), will have a chance of curing one affliction per unit in the country. The Nature spell Gift of Health (Enchantment 5) also cures afflictions. But thats not for the demo.
Note that regeneration does not heal afflictions, it only reduces the risk of getting some in battle (so a Ring of Regeneration, for exemple, will not heal a lost eye). And regeneration does not work at all on inanimate creatures (like Golems or Crushers).
>is there any item I can craft in the demo while playing Ermor that will protect my pretender from afflictions/curses? .
No immunity.
As St Patrick said, a Ring of Regeneration will give you a good protection against afflictions (unlike most undeads, the Prince of Death is not inanimate, no problem).
There is no protection vs Curse. Not even resurrection.
>Any time I send a pretender in combat I seem to pick up at least one affliction.
The chance of getting a nasty wound depends on the hit points loss, compared to the total hp. So if a terrible blow takes 50% of the hp, this unit has 50% chance of getting an affliction at random.
With 45 hp as a base, the PoD is not a tough guy. His fear aura does not protect him from the first blow.
If you want to see him in close combat, improve his protection (armor) and/or reduce the chance of being hit (etherealness + luck, using items like Faithful, Pendant of Luck, Chain Mail of Displacement or Robe of Shadows, or using spells) and/or immobilize his opponents (vine shield immobilizes, charcoal shield burns).
Cheers
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September 30th, 2003, 10:43 AM
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Major
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Join Date: Sep 2003
Posts: 1,177
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Re: Dom 1 newbie question re afflictions
Quote:
Originally posted by Sunray_be:
The Nature spell Gift of Health (Enchantment 5) also cures afflictions. But thats not for the demo.
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Actually there's a trick that allows you to cast Gift of Health in the demo, if you have enough research power to jump from Enchantment 3 to Enchantment 5 in one turn.
__________________
God does not play dice, He plays Dominions Albert von Ulm
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September 30th, 2003, 10:48 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Dom 1 newbie question re afflictions
Don't Arco Priestesses heal afflictions with their special "heal" action ?
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September 30th, 2003, 11:04 AM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Dom 1 newbie question re afflictions
Quote:
Originally posted by PDF:
Don't Arco Priestesses heal afflictions with their special "heal" action ?
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I think Sunray already mentioned it.
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