View Full Version : A couple of q's
Benthien
May 23rd, 2007, 06:07 AM
Hey guys been wondering..
If you have a guy who radiate cold (chill) and give him an item which radiate the same amount of heat or vica versa..would he get both heat and cold radiation..or would the effects cancel eachother out?
..And does the bless effect get better, if you empower your pretender, or will the effect only be what you started out with?
Nick_K
May 23rd, 2007, 07:00 AM
I haven't tested it, but from what i know about the game he would almost certainly radiate both heat and cold.
The bless effect does not change after character creation no matter what you do.
Benthien
May 23rd, 2007, 07:09 AM
Ok, cool thx :-)
Meglobob
May 23rd, 2007, 09:03 AM
I know that if a commander has the chill aura and you give him a item or cast a spell that gives chill aura, the AoE increases.
Alot of special powers seem to stack, put a ring of regeneration on a water queen and she regenerates 100% hps back, not 90%.
Ironhawk
May 23rd, 2007, 02:50 PM
Be careful that whatever item you use doesnt lower your heat/cold resistance tho or you will be hurt by your own auras.
jutetrea
May 23rd, 2007, 03:09 PM
Horror marked immortal unit - gets attacked by horrors and killed in positive domain castle.
What happens?
Respawn? (with items or without?)
If in capital, returning does not work - correct?
Ewierl
May 23rd, 2007, 03:24 PM
Meglobob said:
I know that if a commander has the chill aura and you give him a item or cast a spell that gives chill aura, the AoE increases.
You sure? I remember scripting Ice Devils to cast Breath of Winter in a SP game once, and they simply wouldn't cast it, as if there were no valid target.
jutetrea
May 23rd, 2007, 03:36 PM
I also remember giving a charcoal shield to a native fire shielder and having it increasing. Think from a 7AP base to a 10AP base, but not positive.
MaxWilson
May 23rd, 2007, 04:02 PM
Never been attacked by any horrors, but my understanding is that he'll return just like any other death, without items.
Returning works fine in capital as long as capital is positive dominion. He'll just keep returning over and over to the same spot.
-Max
Meglobob
May 23rd, 2007, 04:12 PM
Ewierl said:
Meglobob said:
I know that if a commander has the chill aura and you give him a item or cast a spell that gives chill aura, the AoE increases.
You sure? I remember scripting Ice Devils to cast Breath of Winter in a SP game once, and they simply wouldn't cast it, as if there were no valid target.
Not tried it with a ice devil but I remember it working with Niefel Jarl.
Baalz
May 23rd, 2007, 04:16 PM
Meglobob said:
Ewierl said:
Meglobob said:
I know that if a commander has the chill aura and you give him a item or cast a spell that gives chill aura, the AoE increases.
You sure? I remember scripting Ice Devils to cast Breath of Winter in a SP game once, and they simply wouldn't cast it, as if there were no valid target.
Not tried it with a ice devil but I remember it working with Niefel Jarl.
Definitely works with Ice Devils. Did you have a Rhime Haubrik on at the time your Ice Devils tried to cast it? I'm pretty sure the Rhime Haubrik auto-casts Breath of Winter- so it won't stack with a second casting. Same with the charcoal shield (etc.), it'll stack with natural abilities but you can't cast another spell to stack on top.
On immortals and horrors, it's pretty funny as you'll respawn fine (with no items), but the horror will probably have horror marked you even more than you were before, causing you to be more likely to be attacked again. The cycle will repeat faster and faster until you're getting hit by doom horrors every turn...at which point the immortal can't move (the horror will attack, kill him, and send him back home every turn), you can still use him to forge or cast things - but of course it's pretty wasteful to give him any boosters.
Taqwus
May 23rd, 2007, 04:21 PM
Immortals lose any non-intrinsic gear (*) when killed and returned to the capital, regardless of how they were killed.
(*) Main example of decent gear intrinsic to an immortal
unit: wraith lords, and Etimmu in particular
atul
May 23rd, 2007, 04:28 PM
Meglobob said:
Not tried it with a ice devil but I remember it working with Niefel Jarl.
Niefel Jarls have only chill aura, not active BoF naturally. And IIRC they are different things. Or at least were.
jutetrea
May 24th, 2007, 12:37 AM
Hmm, I always forge the forbidden light.. and then never use it. Thought an immortal might get his items back.
Move the user to an adjacent lab province and use returning? Or just fill him up with +penetration and hope for an enslave http://forum.shrapnelgames.com/images/smilies/happy.gif Anyone know the horror chance on the forbidden light? Is it like the chalice where it never happens or a lantern where it may not happen all game or some games 10 times?
Micah
May 24th, 2007, 02:21 AM
It's far and away nastier than anything else I've used, although I haven't played around with the Oath Rod of Kurgi or Kurgi's gift. Probably an order of magnitude nastier than lanterns.
K
May 24th, 2007, 01:32 PM
In my experience, it takes about 20 turns of wearing the Forbidden Light to start getting Doom Horrors. At that time, you might be getting up to three Horror attacks a turn.
jutetrea
May 24th, 2007, 02:01 PM
bugger that for a lark. What's the point of the item then? Spend the gems for a short term solution? I'm assuming its a continuous adding of horror marks that are cumulative? I think I have this item in like 6 or 7 of my SP games, thinking its a great deal with +2S2F...and then I've never used it.
MaxWilson
May 25th, 2007, 02:37 PM
Well, that's 20 turns worth of Master Enslaves, and when that's done you can transfer it to another caster. Probably depends upon whether your nation has high-level recruitable astral or fire mages in order to be worth it. Obviously if it's just sitting in your inventory it's not doing you any good.
-Max
Taqwus
May 25th, 2007, 03:20 PM
Horror marks are indeed cumulative.
It -is- possible to beat horrors (although Kurgi's a bit of a tough customer)... and it should be noted that an astral mage worthy of the Forbidden Light should be able to cast Ritual of Returning as well as the in-battle version. The Solar Brilliance effect may also be useful in certain battles, especially when you don't care much about blindness (ex. R'lyeh mindblasts -- prec 100 attacks hit even if firer is blind).
Magebane would help. It'll boost MR (sort of important for when the Eater of Gods shows up -- given his 'save or die' attack), and when you hit, it'll knock the horror unconscious.
Endoperez
May 25th, 2007, 03:34 PM
Cumulative Horror Marks are much, MUCH less severe than they used to be, though. I'm not sure if the "Doom Horror attack every turn" thing can happen without wearing the Forbidden Light for a few dozen turns or something similarly drastic, though.
Ironhawk
May 25th, 2007, 06:21 PM
Can you enslave/charm horrors? I would be curious if you could make a "horror factory" in this way....
Shovah32
May 25th, 2007, 06:46 PM
I think you can but(i think this may only apply for the bigger, unique horrors) they can disappear randomly.
Endoperez
May 25th, 2007, 06:57 PM
AFAIK, Horrors appearing in battles act like Lammashtas and disappear afterwards. Horrors summoned via Wish (except the uniques) might stay for multiple fights.
Ironhawk
May 25th, 2007, 07:13 PM
Only commander-type horrors disappear, right?
If you charm someone, dont they turn into a regular unit? I'm envisioning an army of like 30 doom horror units.
Taqwus
May 25th, 2007, 07:32 PM
All Special Monsters vanish after battle, I believe. And unless you're Wish-ing for them, horrors only show up as special monsters.
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