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  #1  
Old September 27th, 2008, 07:32 PM

iRFNA iRFNA is offline
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Default Re: Nature magic bonus to regeneration?

Ok, one more question. Does that bonus you described stack along with the stacked regen spells? So if I have personal regen and a regen ring with 1 nature level, will it increase both regens by 1 hp/turn?
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Old September 28th, 2008, 12:41 AM
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Default Re: Nature magic bonus to regeneration?

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Originally Posted by iRFNA View Post
Ok, one more question. Does that bonus you described stack along with the stacked regen spells? So if I have personal regen and a regen ring with 1 nature level, will it increase both regens by 1 hp/turn?
Regen counts only from basic level, another bonuses (spells, items and other) do not count. It works with all boosts, spells and artefacts. So you must calculate like that:
basic+artefact+spell+bless
Not so: ((basic+artefact+spell)*bless
Think - if bless would work as you asking, it`ll be real cheat: can`t kill with single strike = can`t kill, all HPs regenerate back and affliction cures in 2-3 turns
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  #3  
Old September 28th, 2008, 05:24 AM
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Endoperez Endoperez is offline
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Think - if bless would work as you asking, it`ll be real cheat: can`t kill with single strike = can`t kill, all HPs regenerate back and affliction cures in 2-3 turns
The Water Queens with 100% regen aren't that good, really. Certainly not unkillable.

And regeneration doesn't heal afflictions. There's another ability for that, that e.g. Pangaean units have, but it's not connected to regeneration and there aren't any items that give it.
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Old September 28th, 2008, 05:49 AM

JaghataiKhan JaghataiKhan is offline
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Default Re: Nature magic bonus to regeneration?

Actually, regeneration and recuperation should be interlinked. If someone can supernaturally close wounds, a Chest wound,limp, cannot stay indefinitely in his body. So only lost limbs or feeblemind(lobotomy by blow) should stay that way, they rip off parts that need to take more than regeneration to grow.
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Old September 28th, 2008, 06:47 AM
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Default Re: Nature magic bonus to regeneration?

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Originally Posted by Endoperez View Post
And regeneration doesn't heal afflictions. There's another ability for that, that e.g. Pangaean units have, but it's not connected to regeneration and there aren't any items that give it.
Are you sure? I use regeneration artefacts for my titans from Tartaran Gate - as you know, there`s a chance to summon very powerful hero instead of monster. But all summoned titans have very serious afflictions - limp, blind or feebleminded. Dressed in "full regeneraion set" (hydra skin + ring + Ivy crown), they regenerate all affliction for 10-12 turns
If regeneration works like recuperation in "world" play, why it can`t work so in combat?
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Old September 28th, 2008, 09:33 AM
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Default Re: Nature magic bonus to regeneration?

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Originally Posted by Crevan View Post
Quote:
Originally Posted by Endoperez View Post
And regeneration doesn't heal afflictions. There's another ability for that, that e.g. Pangaean units have, but it's not connected to regeneration and there aren't any items that give it.
Are you sure? I use regeneration artefacts for my titans from Tartaran Gate - as you know, there`s a chance to summon very powerful hero instead of monster. But all summoned titans have very serious afflictions - limp, blind or feebleminded. Dressed in "full regeneraion set" (hydra skin + ring + Ivy crown), they regenerate all affliction for 10-12 turns
If regeneration works like recuperation in "world" play, why it can`t work so in combat?
Regeneration in and of itself does not cause afflictions to disappear. However, there are special effects when combining certain items.

Whip of Command + Scepter of Authority + Crown of Command = Awe(+0) and if you switch the command scepter for O'al Kan's scepter, it's awe(+1). But if you only have any two of those items instead of all three, no bonus.

So it may be a very well hidden easter egg in the game that Hydra Skin Armor + Ring of Regeneration + Ivy Crown = Recuperation effect on units even though an icon does not show. If this is true, Tartarians just became a lot more powerful weapon in the arsenal, despite Shattered Soul.

By the way, Nature magic in and of itself does not boost native regeneration ability. That is an error in the manual, or at the very least a misleading statement unless qualified.
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Old September 28th, 2008, 10:24 AM
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Default Re: Nature magic bonus to regeneration?

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"The Blind One", you say? Heh, some units have incurable afflictions - Forge Lord is limp, another pretender (forgot his name...one of the northern gods) loss one eye... It`s the part of their storyline
Some afflictions can`t be healed because of artefact abilities (e.g. Ruby Eye), in such case won`t work Arcos healing abilities
Try to heal wounded units - not diseased, just wounded - or do as I say, summon titans. Quite expensive, but clear test
-

Anybody know, does enchantment "Gift of Health" regeneration or recuperation bonuses to uints and heroes, or just boost HP and prows growth/supply scale?
The only incurable afflictions are those from equipped items. There are some units and commanders that start with afflictions, but those only govern what they start with. If Arcoscephale has a Forge Lord pretender, the priestesses can heal his Limp, etc. I just tested this to make sure, and it works. Allfather (the northern god you mentioned), works the same way, and so do Flagellants and such units.

Gift of Health heals afflictions inside your own dominion. That's what healed your Tartarians' afflictions, not regeneration. FAQ has details on how to heal afflictions.

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Originally Posted by Edi View Post
Regeneration in and of itself does not cause afflictions to disappear. However, there are special effects when combining certain items.

Whip of Command + Scepter of Authority + Crown of Command = Awe(+0) and if you switch the command scepter for O'al Kan's scepter, it's awe(+1). But if you only have any two of those items instead of all three, no bonus.
That's due to high Leadership stat. Once Leadership is boosted high enough, it starts giving Awe.
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Old September 30th, 2008, 11:12 AM

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Default Re: Nature magic bonus to regeneration?

Quote:
Originally Posted by Endoperez View Post
Quote:
Originally Posted by Crevan View Post
"The Blind One", you say? Heh, some units have incurable afflictions - Forge Lord is limp, another pretender (forgot his name...one of the northern gods) loss one eye... It`s the part of their storyline
Some afflictions can`t be healed because of artefact abilities (e.g. Ruby Eye), in such case won`t work Arcos healing abilities
Try to heal wounded units - not diseased, just wounded - or do as I say, summon titans. Quite expensive, but clear test
-

Anybody know, does enchantment "Gift of Health" regeneration or recuperation bonuses to uints and heroes, or just boost HP and prows growth/supply scale?
The only incurable afflictions are those from equipped items. There are some units and commanders that start with afflictions, but those only govern what they start with. If Arcoscephale has a Forge Lord pretender, the priestesses can heal his Limp, etc. I just tested this to make sure, and it works. Allfather (the northern god you mentioned), works the same way, and so do Flagellants and such units.

Gift of Health heals afflictions inside your own dominion. That's what healed your Tartarians' afflictions, not regeneration. FAQ has details on how to heal afflictions.

Quote:
Originally Posted by Edi View Post
Regeneration in and of itself does not cause afflictions to disappear. However, there are special effects when combining certain items.

Whip of Command + Scepter of Authority + Crown of Command = Awe(+0) and if you switch the command scepter for O'al Kan's scepter, it's awe(+1). But if you only have any two of those items instead of all three, no bonus.
That's due to high Leadership stat. Once Leadership is boosted high enough, it starts giving Awe.
I'm pretty sure that high leadership doesn't give awe. I've had commanders with incredibly high leadership, but without those exact boosters, they didn't get awe.
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