|
|
|
 |

October 3rd, 2007, 02:10 AM
|
First Lieutenant
|
|
Join Date: May 2007
Posts: 674
Thanks: 7
Thanked 15 Times in 10 Posts
|
|
Re: Relief, Hidden Magic Paths, and Population
Unrest is capped at pop/ten, for a start. So if you have a population of 110, unrest will be at 11 at most.
|

October 3rd, 2007, 04:14 PM
|
Brigadier General
|
|
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: Relief, Hidden Magic Paths, and Population
Hidden magic paths? I believe Davana's(you get 3 for 75 slaves - its a national spell for lanka) get some minor air and blood magic.
That's all I can think of right now but IIRC there are more.
|

October 3rd, 2007, 04:22 PM
|
 |
First Lieutenant
|
|
Join Date: Aug 2007
Location: Honolulu HI
Posts: 785
Thanks: 2
Thanked 0 Times in 0 Posts
|
|
Re: Relief, Hidden Magic Paths, and Population
It seems Relief only works on your own troops, based on my observations. Which is good new b/c it would be worthless otherwise.
__________________
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
|

October 3rd, 2007, 09:16 PM
|
Sergeant
|
|
Join Date: Aug 2005
Posts: 299
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Relief, Hidden Magic Paths, and Population
I had heard, although I haven't tried it, that Illithids get astral 1 when GoRed. That was in Dom2. Not sure if it's correct or has been changed.
__________________
Qui tacet consentit
|

October 4th, 2007, 03:09 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Relief, Hidden Magic Paths, and Population
They don't.
|
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
|
|
|
|
|