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October 6th, 2009, 12:50 PM
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First Lieutenant
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Secondary Magic Effects
What exactly are the secondary effects from magic levels? I know that water magic gives a unit the capability of water breathing and more water magic allows more units to be taken underwater.... earth magic increases protection... fire attack skill.... where i can find all the effects?
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October 6th, 2009, 01:00 PM
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Captain
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Re: Secondary Magic Effects
Manual has it covered pretty well. Page 85.
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October 6th, 2009, 01:00 PM
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Re: Secondary Magic Effects
You mean the effects listed on page 85 in the manual?
EDIT: Bah, Quitti beat me by a few seconds
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October 6th, 2009, 01:03 PM
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First Lieutenant
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Re: Secondary Magic Effects
Thanks... forgot about the manual.... now i must dig it from my storage boxes.....
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October 6th, 2009, 01:03 PM
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Re: Secondary Magic Effects
Except water magic hasn't given water breathing since Dom2.
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October 6th, 2009, 01:14 PM
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First Lieutenant
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Re: Secondary Magic Effects
Seriously? I didn´t noticed.... Maybe it´s because i rarely play maps with water....
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October 8th, 2009, 03:56 AM
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Second Lieutenant
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Re: Secondary Magic Effects
From memory :
Fire: attack+, old age-, and maybe normal leadership+ too
Water: defense+
Air: precision+
Earth: protection+
Astral: magic leadership++
Nature: old age++, supply+
Death: undead/demon leadership++, Fear+ (no fear aura until D5)
Blood: undead/demon leadership+, and maybe something else I'm forgetting
I think that other Path that astral give a (lesser) magic leadership bonus, but I cannot remember exactly, and as I'm posting from work I don't have the manual with me.
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October 8th, 2009, 06:14 AM
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First Lieutenant
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Re: Secondary Magic Effects
From the Manual, pg. 85:
Air - Precision +1, Magic Leadership +5
Astral - Magic Leadership +10
Death - Undead Leadership +20, +1 do existing Fear
Earth - Protection +1, Magic Leadership +5
Fire - Attack +1, Leadership +5, Magic Leadership +5
Nature - Supply Bonus +10, Magic Leadership +5
Water - +1 Defense, Magic Leadership +5
Blood - Undead Leadership +5, Magic Leadership +5
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October 8th, 2009, 06:33 AM
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Re: Secondary Magic Effects
Also, nature increases your maximum age by 25 years I think, and death by 10. I think death also reduced the chance to get diseased (or all afflictions?) by old age. Is there anyone who knows better?
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October 8th, 2009, 04:06 PM
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Re: Secondary Magic Effects
Quote:
Originally Posted by Quitti
Also, nature increases your maximum age by 25 years I think, and death by 10. I think death also reduced the chance to get diseased (or all afflictions?) by old age. Is there anyone who knows better?
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The FAQ says it better; the path that adds max age depends on the nature of the unit.
nature (generally) for humanish type
earth for constructs
death (iirc) for demons/undead.
Also, blood 9 gives a blood curse; air 9 gives shock resistance; fire - fire weapons; water quickness. ETc.
death 5 also gives fear, if not previously present.
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