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July 21st, 2006, 02:50 PM
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Second Lieutenant
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Join Date: Sep 2005
Location: North Carolina, USA
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\"Magical\" weapons and armor question.
I'm a bit confused as to what constitutes a magical weapon and magical armor. I know that magical weapons are needed to bypass ethereal, and I've seen some spells that are negated by magical armor (such as iron bane), and I'd like to know how to use them properly.
Are all magic items considered "magical" for these purposes?
What about casting spells on allies? If I cast Marble Warriors, are my troops now wearing "magical" armor? If I cast Weapons of Sharpness, are my troops now wielding "magical" weapons?
=$= Big J Money =$=
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July 21st, 2006, 04:26 PM
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National Security Advisor
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Location: Eastern Finland
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Re: \"Magical\" weapons and armor question.
All magical items are considered magical weapons or armor. Ice weapons of Caelum are considered magical. Mind Blasts of R'lyeh are magical. few special units wield magical weapons: Eternal Knights of the merc company wield Flambeau, some heroes wield magical armor identical to what they would get from wielding a magical suit of armor (a C'tissian hero has Rainbow Armor?), etc.
At least magical weapons are shown to be magical when you right-click on them on unit properties. I don't think I've ever seen an armor stated as magical, and I'm not sure if the modding commands allow for making an armor magical.
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July 21st, 2006, 04:58 PM
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General
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Re: \"Magical\" weapons and armor question.
Flaming weapons (F9 bless) count as magical. I believe flaming arrows do too. Weapons of Sharpness do not seem too. At least my Black Templars fared no better against Soul gate Ermor with that cast than without it.
Not sure about armor spells.
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July 21st, 2006, 05:07 PM
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Colonel
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Re: \"Magical\" weapons and armor question.
I think magical armour just counts as forged items. I agree that (to my knowledge) weapons of sharpness dosnt give the magical weapon attribute but what it DOES do is make clockwork horrors pwn anything that isnt ethereal.
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July 21st, 2006, 05:44 PM
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General
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Re: \"Magical\" weapons and armor question.
Quote:
shovah said:
I agree that (to my knowledge) weapons of sharpness dosnt give the magical weapon attribute but what it DOES do is make clockwork horrors pwn anything that isnt ethereal.
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Just need a nature mage or two casting relief in the background otherwise they take an early nap.
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July 21st, 2006, 06:19 PM
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Colonel
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Re: \"Magical\" weapons and armor question.
They tended to kill things before that happened, they also had a seige golem up front to absorb hits, crush any tough opposition and break castle wars.
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July 23rd, 2006, 05:28 AM
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Captain
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Re: \"Magical\" weapons and armor question.
I also found another way to make broken armour go away, not that I would recommend it. My prentender got killed, but his armour was fixed when recalled...
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August 4th, 2006, 03:22 PM
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National Security Advisor
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Re: \"Magical\" weapons and armor question.
You can find a complete list of weapons in the Dom2 Units & Equipment DB, and it lists which weapons are magical.
Weapons of Sharpness gives all units it hits armorpiercing weapons.
Edi
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