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Old May 7th, 2007, 07:47 PM
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Default Re: Some questions from a newbie

Quote:
Willburn said:
Hey I was wondering where in the manual (ive skimmed it sometimes) they describe exactly what the area of effect for a spell is. For example False fetters has AoE of 2+ in the manual (p.227) but what does that mean. Will it effect units on 2 squares chosen by the precicion roll or will it affect 2 squares in every direction from where the spell "lands". If you understand the difference?
An AoE spell targets a square (turn on the grid via "g" to see them) and the AoE effect hits every square that lies in the area of effect: AoE 1 is the whole square, AoE 2 adds all adjacent squares, AoE 3 is a 3x3 square and so on.

Quote:
Willburn said:
The second question is a bit more simple - what are good uses for range 1 combat spells? Im trying hard to figure out when it would be possible to guess with a mage how many attacks i need to do to get into melee and then script a combat spell. Any ideas / tips on this ?
You don't script those. The mage will use these in melee combat if he isn't scripted to do otherwise. Like during assassination attempts. The only range 1 spells you are taking care of during scripting are buffs for your units.

Quote:
Willburn said:
Oh and finaly will you be able to both strike in combat and before it use magic? I assume yes because i got a feel that you can do anythign ant it will just deduct the ap for a full attack at the end of the turn when you do the attack, making you have less action points for the next turn. That would make combat mages a bit more viable, only problem I guess is they would be easy to hit due to casting a lot in armor (most likly)
Read up on action points, attacking or casting can only be done once, as last action for a unit. Quickness increases the number of attacks, but you can still only cast one spell per combat turn.

Quote:
Willburn said:
Oh and by reading the boards I have figured out the + and - deducts or adds depending on your skill in that magic. But this as far as I know isnt mentioned in the manual. For example a theoretical spell with fatigue 5- how much will the fatigue be reduce by casting it with a mage with 3 skill. ( i know of the reduction metioned on page 86-87 but is the - part something else? I mean since some spells have it while others dont.)
The - on fatigue tells that a mage will gain half that fatigue per level that he is higher than the requirement.

Quote:
Willburn said:
And damage spells with + do they add 1 damage per 1 skill point above the spell required ?
Depends on the spell how much additional stuff you gain.
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