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View Full Version : effects of lvl3 scales


triqui
February 8th, 2008, 12:20 PM
I just learned that with Cold3, summon water elemental actually summon ice elementals. There are several similar effects for lvl 3 scales (mostly about unlocking events)

Does someone have a list about them?

Falkor
February 8th, 2008, 01:57 PM
Grip of winter is more effective in cold provinces. There is not many spell with scale dependence. Some nature spell proffit from growth scale too.

Omnirizon
February 8th, 2008, 03:47 PM
pangaea's pan ability to attract maened based on strength of turmoil scale.

carlosib
February 8th, 2008, 04:04 PM
Murdering Winter's damage is related to a province's cold scale.

Cor2
February 8th, 2008, 05:07 PM
The ea arco philosphers gain research bonus based on your sloth. The idea being that the more time they lounge the more research gets done.

others off the top of my head:
Heat from hell.
Any heat or cold aura.
any critter with heat or cold bonus.
murdering winter (does 7+2times cold an)

triqui
February 8th, 2008, 05:14 PM
Conscription (tien chi) is based on Order i think

How about the events? Which events are unlocked with which scales?

I think Death 3 unlocks the Vampire Count attacking province (never had it with less than death 3) Any other?

Zeldor
February 8th, 2008, 06:34 PM
triqui:

Vampire Count certainly is not Death scale dependant, I think you can get it with Death 0. Probably with growth too.

ano
February 8th, 2008, 08:26 PM
Tangle vines and vine shield both work in the same way

Units become unable to move or attack until they free themselves. The chance to do so depends on the unit's strength and the growth dominion in the province. Specifically, a unit's Str + DRN must exceed the total of 18 + growth scale - (1 if waste) + (1 if forest)


So it depends both on terrain and growth sacle.

Endoperez
February 9th, 2008, 04:20 AM
Many events are rare at certain scale levels, and common at others. So the Plague event is rare and probably can't happen with Growth, and another identical event is common and requires Death 3.

Turmoil OR high unrest makes barbarian raids, knight attacks etc common.



Units with Ice Armor (EA/MA Caelum, LA Atlantis) or similar tag get more protection in cold and lose some in warm provinces.

Extreme heat or cold gives +2 encumberance to units fighting without even partial fire/cold resistance.