|
|
|
 |

November 6th, 2003, 08:23 PM
|
Corporal
|
|
Join Date: Sep 2003
Posts: 62
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Life after Death Blessing oddities
IIRC, if a unit kills a unit with death curse, it becomes cursed.
I'll run some tests, but my gut feeling is that allowing HS to turn into TWs wouldn't turn C'tis into a powerhouse. Neither unit is very strong to begin with, and the huge price paid by the desert tomb theme is certainly a problem.
Quote:
Originally posted by Nerfix:
I could say something about the usefullnes of Blood 9 blesssing if would know what "Death Curse" does, but extra Mr and Auto Twist Fate for Astral 9 isn't shabby at all...
|
|

November 6th, 2003, 08:24 PM
|
Captain
|
|
Join Date: Aug 2003
Posts: 883
Thanks: 0
Thanked 13 Times in 5 Posts
|
|
Re: Life after Death Blessing oddities
Death curse is quite simply a chance that anyone killing the blessed unit is cursed, MR roll.
|

November 6th, 2003, 08:27 PM
|
Second Lieutenant
|
|
Join Date: Sep 2003
Posts: 483
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Life after Death Blessing oddities
Quote:
Originally posted by johan osterman:
If you are Desert tombs it will increse the fear of the tombwyrms by +5 , increasing both the area and making the fear effect more difficult to resist.
|
So the fear value also increases the area of effect for fear? Didn't know that, thanks.
edit: I guess the minor fear value has the same effect of increasing the area of effect as well?
[ November 06, 2003, 18:30: Message edited by: HJ ]
|

November 6th, 2003, 08:32 PM
|
Captain
|
|
Join Date: Aug 2003
Posts: 883
Thanks: 0
Thanked 13 Times in 5 Posts
|
|
Re: Life after Death Blessing oddities
Quote:
Originally posted by Treebeard:
IIRC, if a unit kills a unit with death curse, it becomes cursed.
I'll run some tests, but my gut feeling is that allowing HS to turn into TWs wouldn't turn C'tis into a powerhouse. Neither unit is very strong to begin with, and the huge price paid by the desert tomb theme is certainly a problem.
|
Actually your suggestion would make it less and not more desirable to be desert tombs, since it would mean that a magic score of 9 would give ordinary Ctis access to tombwyrms as well.
I have played Desert Tombs in MP betas and have not felt that they were underpowered.
|

November 6th, 2003, 08:35 PM
|
 |
Lieutenant General
|
|
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Life after Death Blessing oddities
How about Tombwyrms from 9 Death Sacred Serpents for DT C'tis and "just" dead Sacred Serpents for C'tis?
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
|

November 6th, 2003, 08:35 PM
|
Captain
|
|
Join Date: Aug 2003
Posts: 883
Thanks: 0
Thanked 13 Times in 5 Posts
|
|
Re: Life after Death Blessing oddities
Quote:
Originally posted by HJ:
quote: Originally posted by johan osterman:
If you are Desert tombs it will increse the fear of the tombwyrms by +5 , increasing both the area and making the fear effect more difficult to resist.
|
So the fear value also increases the area of effect for fear? Didn't know that, thanks.
edit: I guess the minor fear value has the same effect of increasing the area of effect as well? Yes, and every full five makes the morale roll 1 more difficult. Fear 0 is area 5 no morale mod. so a critter with fear 15 has area 20 -3 fear mod. A death mage with 1 death, area 1 morale mod -1. The fear roll works like morale in battles, which means I am not entirely clear about the details, but squad size average morale etc will factor in if squad flees or not.
|

November 6th, 2003, 08:39 PM
|
Second Lieutenant
|
|
Join Date: Sep 2003
Posts: 483
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Life after Death Blessing oddities
Quote:
Originally posted by johan osterman:
Yes, and every full five makes the morale roll 1 more difficult. Fear 0 is area 5 no morale mod. so a critter with fear 15 has area 20 -3 fear mod. A death mage with 1 death, area 1 morale mod -1. The fear roll works like morale in battles, which means I am not entirely clear about the details, but squad size average morale etc will factor in if squad flees or not.
|
And the area is the same thing as area effect of the spells and the banner effect, i.e. changes every turn and is erratic, I guess. Thanks once again for the clarification.
edit: I also guess that failing a fear roll means the same thing as failing a morale check when hurt or seeing squad member die.
[ November 06, 2003, 18:43: Message edited by: HJ ]
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|