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Old December 16th, 2006, 02:01 AM
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Default Ramblings on age

All units have an age threshold over which they are considered 'old'; for ordinary humans, this tends to be 50.

They also start with an age based on this threshold, how much magic they have (the more, the older), and a shift based on the unit type.

Units which are old suffer some stat penalties. They also have a chance to gain afflictions as they continue to age; if they get the 'disease' affliction, well... 1hp/month of aging.

There is only one spell which lowers a commander's age in the unmodded game; namely, the blood spell Rejuvenation which lowers the age of the caster.

You can -stop- a unit's aging with Boots of Youth (again, blood magic) or with an Elixir of Life (nature and fire).

Gift of Health will not stop aging, but it halves the rate; I think the healing effect (as well as that of the Chalice) should also cure the afflictions accrued.


== Edit: additions below ==

Mmm yes, commander's magic matters along with scales. A growth scale reduces the affliction chance, while a death scale increases it. A caster with death magic also has a reduced affliction chance, if memory serves. Nature magic increases the old age threshold while fire magic lowers it.
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Old December 16th, 2006, 05:17 AM
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Default Re: Ramblings on age

Earth increases the old age threshold for constructs, but constructs rarely start old enough for it to matter.
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Old December 16th, 2006, 11:10 AM

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Default Re: Ramblings on age

Elixir of Life also works as a free ressurect, judging from the description.

Nature magic increases the old age threshold for each level. Increasing the threshold of an aged mage will stop the affliction gain, but won't remove already gained afflictions.
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