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October 16th, 2003, 06:43 AM
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A question about bless effects
So I was reading over some Posts from a week or two ago and trying to get clear on exactly what the bless effects are dependant on starting magic. So far what I've figured out is the following:
Path......Variable Bonus (4+)........Static Bonus (9)
Death.........fear................................ ?
Water.........+ defense.......................?
Astral.........+ magic resistance.........twist fate
Fire............+ attack..........................burning weapons
Air..............missile protection..........?
Blood.........+ strength......................?
Earth..........berserk...........................p rotection +4
Nature.......+ reinvigoration..............regeneration
So the questions are: first, is this right? and second, can you fill in the missing parts please? finally third, how is berserk an increasing ability?
[ October 16, 2003, 05:45: Message edited by: st.patrik ]
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October 16th, 2003, 07:29 AM
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Lieutenant General
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Re: A question about bless effects
Lol, I wonder where did you get those values.
Ok, here is the list of bonuses.
None - Morale +3
Fire 4 - Attack Skill +2
Fire 9 - Flaming Weapons
Air 4 - Air Shield (20%)
Air 9 - Shock resistance (75%)
Water 4 - Defense Skill +2
Water 9 - Quickness (50%)
Earth 4 - Reinvigoration 2
Earth 9 - Armor value +4
Astral 4 - Magic Resistance +1 (Max 18)
Astral 9 - Twist Fate (protection from first hit)
Death 4 - Lesser Fear
Death 9 - Life after Death
Death 9 - Fear (Undead beings only)
Nature 4 - Berserk +1
Nature 9 - Regeneration
Nature 9 - Poison Resistance (50%)
Blood 4 - Strength +2
Blood 9 - Death Curse
Thats all of them.
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October 16th, 2003, 08:34 AM
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National Security Advisor
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Re: A question about bless effects
Life after Death, hmm... If they die they rise up as undead? Cool... But are the undead holy too, or unholy?
Your bowmen kill 50 blessed flagellants who rise up as undead, and your troops run away because they have fear... That would be nice! But it might be a bit too powerful. Are the risen just normal soulless, or ghouls, or what?
And what is "Death Curse"? It sounds bad...
Oh, and look at those air and nature bonuses given at level 9: with wards, you get full protection of holy troops. So in theory, it is possible to pull out Wrath of God without damaging your own troops. I'm not sure if I like this, its power depends from the available holy units.
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October 16th, 2003, 08:34 AM
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Re: A question about bless effects
Thanks for the list, but I have some questions...
>Fire 9 - Flaming Weapons
What is the effect of flaming weapons?
Extra damage? Armor piercing? Ignites enemies? Extra damage versus undead? Hits ethereal?
>Air 4 - Air Shield (20%)
What is 20% of an air shield?
20% damage reduction to missiles? 20% chance of nulling a missile?
>Water 9 - Quickness (50%)
The spell quickness doubles actions. What is 50% of quickness?
>Death 9 - Life after Death
Sounds interesting.... what is it?
>Nature 4 - Berserk +1
What does +1 berserk do? Just +1 to strength/morale/attack once damaged?
>Blood 9 - Death Curse
Like the spell "curse" or is it something else?
Sorry for the hassle... but this stuff is very interesting and a bit more description is called for. Thanks!
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October 16th, 2003, 09:47 AM
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National Security Advisor
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Re: A question about bless effects
Now that I have thought this more, I have an additional question:
The bless effect only come into play after the unit has been blessed. Do the level 9 effects come with simple blessing, or do you have to use stronger priestly spell, Divine Armanents or some such?
And ae the bless effects same for unholy troops?
edit: found name for 'that divine spell giving flaming weapons'
[ October 16, 2003, 12:09: Message edited by: Endoperez ]
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October 16th, 2003, 12:12 PM
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Re: A question about bless effects
Quote:
Originally posted by apoger:
Thanks for the list, but I have some questions...
>Fire 9 - Flaming Weapons
What is the effect of flaming weapons?
Extra damage? Armor piercing? Ignites enemies? Extra damage versus undead? Hits ethereal?
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Guess: same as 'Divine Armaments'? Ie, ignites enemies and - I think - bypass etherealness (I'd like to have someone confirm or infirm this).
Quote:
>Air 4 - Air Shield (20%)
What is 20% of an air shield?
20% damage reduction to missiles? 20% chance of nulling a missile?
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Guess: the latter.
Quote:
>Water 9 - Quickness (50%)
The spell quickness doubles actions. What is 50% of quickness?
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Guess: probably works like the 'Heroic Quickness' ability - ie, AP +50%, and a 2nd action every other turn.
Quote:
>Death 9 - Life after Death
Sounds interesting.... what is it?
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Guess: like the LAD battle enchantment? (Turns friendly non-undead casualties into Soulless)
Quote:
>Nature 4 - Berserk +1
What does +1 berserk do? Just +1 to strength/morale/attack once damaged?
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Guess: probably -1 DEF too, and 99 morale.
Quote:
>Blood 9 - Death Curse
Like the spell "curse" or is it something else?
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No idea, but it sounds frightening... Maybe a melee Version of 'Anathema', curses only enemy holy units? Or - shudder - a melee 'Decay'?
Quote:
Sorry for the hassle... but this stuff is very interesting and a bit more description is called for. Thanks!
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Indeed - but from what I've read so far, I'd be tempted to pick many paths at +4 skill and have the lesser effects stack.
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October 16th, 2003, 12:13 PM
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Re: A question about bless effects
All effects come into effect as soon as a unit is blessed.
The lvl 4 bless effects will increase at lvl 6 8 10, the ones in the +1/+2 range will increase 1 by 1 for every other level, I do not recall how much the airshield increases. Berserk is now a variable stat so berserk +1 means you will get +1 to str att prot and -1 def. Berserk +4 means you get att str prot +4 def -4. Berserks now also incurs a small fatigue penalty every turn (2). Quicknes 50% means you have a 50% chance of getting an additional action, works like the hall of fame quickness effect. Prophets are constantly blessed.
[ October 16, 2003, 11:17: Message edited by: johan osterman ]
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October 16th, 2003, 02:32 PM
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Major
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Re: A question about bless effects
Quote:
Originally posted by johan osterman:
All effects come into effect as soon as a unit is blessed.
The lvl 4 bless effects will increase at lvl 6 8 10, the ones in the +1/+2 range will increase 1 by 1 for every other level, I do not recall how much the airshield increases. Berserk is now a variable stat so berserk +1 means you will get +1 to str att prot and -1 def. Berserk +4 means you get att str prot +4 def -4. Berserks now also incurs a small fatigue penalty every turn (2). Quicknes 50% means you have a 50% chance of getting an additional action, works like the hall of fame quickness effect. Prophets are constantly blessed.
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Sounds cool... and thanks by the way for the info Daynarr - I guess I got nature and earth effects back to front.
Now here's the question: does berserk make you berserk? i.e. aside from the stat modifications, does it make you forget what you were doing and charge toward the enemy? I have this vision of a bunch of white centaur archer/priest commanders getting blessed and then running toward the advancing Ulmish infantry in a fit of berserk rage, only to get decimated.
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October 16th, 2003, 02:40 PM
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Major
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Re: A question about bless effects
I really wonder how this will work out - how viable it will be to have high-magic pretenders (and therefore many bonuses). I'm picturing Black Templars belonging to a pretender with 10 in Astral and 10 in Earth, charging into the enemy with 13 mr, 29 prot., constant reinvigoration, and twist fate for the first hit! (this is assuming, btw, that black templars have much the same stats as black knights)
*edit - if this sounds skeptical/complaining, it's not intended to be; I'm just thinking out loud
[ October 16, 2003, 13:42: Message edited by: st.patrik ]
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October 16th, 2003, 02:44 PM
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Lieutenant Colonel
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Re: A question about bless effects
Quote:
Originally posted by st.patrik:
I really wonder how this will work out - how viable it will be to have high-magic pretenders (and therefore many bonuses). I'm picturing Black Templars belonging to a pretender with 10 in Astral and 10 in Earth, charging into the enemy with 13 mr, 29 prot., constant reinvigoration, and twist fate for the first hit! (this is assuming, btw, that black templars have much the same stats as black knights)
*edit - if this sounds skeptical/complaining, it's not intended to be; I'm just thinking out loud
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IMO if you are ever capable of reaching such high levels in magic, then your economy will be so crappy that you wont be able to afford a single templar
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