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Old July 21st, 2006, 07:37 PM
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Default Re: \"Magical\" weapons and armor question.

Do you mind if I ask a quick question I've been wondering aout clockwork horrors while I'm at it? Is it possible for them to get to 200 fatigue and destroy themselves? Or will they just always fall asleep at 100? I would swear I lost an entire army of clockwork horrors the other day and I'm not entirely sure what happened to them.

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Old July 21st, 2006, 07:52 PM
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Default Re: \"Magical\" weapons and armor question.

the magic armor you are refering to in the original post is actually magic resistance. when something is negated it is by the reistance, not any armor class.
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Old July 21st, 2006, 10:17 PM
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Default Re: \"Magical\" weapons and armor question.

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Wish_For_Blood_Slaves said:
the magic armor you are refering to in the original post is actually magic resistance. when something is negated it is by the reistance, not any armor class.
No, it isn't. I'm referring to magical armor. For example, the spell Iron Bane that weakens armor states that "magical armors are not affected". I was wondering if there is a spell I can cast on my troops so their armor is considered magical.

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Old July 22nd, 2006, 12:07 AM
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Default Re: \"Magical\" weapons and armor question.

there is not. those words are just pointing out that forged armors won't be destroyed.

"broken armor" is more like a triggered state, similar to being diseased, lucky, having an air shield, etc.

it will show up as an icon, and will only go away once you station the unit in a city with enough resources to accomplish it. (I'm actually not sure if this works.)

So, in effect, your unit can have "broken armor" whether or not they are wearing a suit of magic armor, but, the magic armor will not be lost from their inventory.

there is no enchantment to my knowledge that will protect from this...

however when a spell can be "negated" it is usually through magic resistance.
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