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  #31  
Old February 20th, 2004, 08:53 PM

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Default Re: Blessing Effects and National/Theme Starting Spells

I apologize if this is a stupid question, but

What is "Reinvigoration"?

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- Matt Lepinski :->
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  #32  
Old February 20th, 2004, 10:53 PM

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Default Re: Blessing Effects and National/Theme Starting Spells

Reinvigoration is the amount of fatigue that is regenerated by the unit even while conscious. So Reinvigoration: 2 will allow the unit to heal 2 fatigue every round. When you get above 100 fatigue, you become unconsious and regain 5 + Reinvigoration per round and become conscious (able to cast spells/attack) when you get below 100 Fatigue.
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  #33  
Old February 28th, 2004, 12:50 AM
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Default Re: Blessing Effects and National/Theme Starting Spells

Zen-

Are you still planning to release a "Strengths/Weaknesses" document? I'm sure many would get *HUGE* benefit from such a thing. Myself included of course.
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  #34  
Old February 28th, 2004, 05:28 PM

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Default Re: Blessing Effects and National/Theme Starting Spells

Oh Demo, yes, it's on the list. It's actually weighing in around 23 pages right now. I'm certain it will be the death of me. Every time I get the will to start writing on it, I come across something interesting or something more urgent comes to mind and I get distracted. Comes from not having a deadline or an editor I guess

I'm thinking by the end of the month I'll have the entire thing ready. Just getting it so it doesn't feel like you are swimming through a wasteland of grammar and sentance structure.
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  #35  
Old March 1st, 2004, 08:14 PM
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archaeolept archaeolept is offline
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Default Re: Blessing Effects and National/Theme Starting Spells

Zen - C'tis Desert Tombs doesn't start w/ Terror, though Hell knows they need it.

also, Water 9 gives +4 defense, not +3 attact/defense AFAICT.

[ March 01, 2004, 18:15: Message edited by: archaeolept ]
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  #36  
Old March 2nd, 2004, 05:45 AM

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Default Re: Blessing Effects and National/Theme Starting Spells

They may have had it previously. I haven't updated the starting spells to recheck everything. I'll go ahead and go through again and look.

[ March 02, 2004, 06:34: Message edited by: Zen ]
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  #37  
Old March 2nd, 2004, 08:17 AM
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Default Re: Blessing Effects and National/Theme Starting Spells

Water-9 Blessing quickness is 50% Heroic quickness, not Magical quickness. Magical quickness gives +3 att / +3 def and 2X attacks / moves; Heroic quickness only gives increased increased attacks and moves. The two are multiplicative. Water-9 itself gives +4 def, of course, so a Water-9 blessed unit with Boots of Quickness would have +3 attack and +7 defense, and 1.5 * 2 = 3X normal movement. That makes the unit very strong

Be wary of quickness. It is not good for high-encumbrance units, since they tire at double (or 1.5x) the normal rate. Earth-blessing does not help much, since reinvigoration is not affected by quickness. Life-draining attacks solve the problem. In other words, do not give quickness to a supercombattant with 6 encumbrance and 6 reinvigoration, or it will pass out eventually (gaining 6 fatigue per round).
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