![]()  | 
	
		
 Secondary Magic Effects 
		
		
		What exactly are the secondary effects from magic levels? I know that water magic gives a unit the capability of water breathing and more water magic allows more units to be taken underwater.... earth magic increases protection... fire attack skill.... where i can find all the effects? 
	 | 
		
 Re: Secondary Magic Effects 
		
		
		Manual has it covered pretty well. Page 85. 
	 | 
		
 Re: Secondary Magic Effects 
		
		
		You mean the effects listed on page 85 in the manual? 
	EDIT: Bah, Quitti beat me by a few seconds :(  | 
		
 Re: Secondary Magic Effects 
		
		
		Thanks... forgot about the manual.... now i must dig it from my storage boxes..... 
	 | 
		
 Re: Secondary Magic Effects 
		
		
		Except water magic hasn't given water breathing since Dom2. 
	 | 
		
 Re: Secondary Magic Effects 
		
		
		Seriously? I didn´t noticed.... Maybe it´s because i rarely play maps with water.... 
	 | 
		
 Re: Secondary Magic Effects 
		
		
		From memory : 
	Fire: attack+, old age-, and maybe normal leadership+ too Water: defense+ Air: precision+ Earth: protection+ Astral: magic leadership++ Nature: old age++, supply+ Death: undead/demon leadership++, Fear+ (no fear aura until D5) Blood: undead/demon leadership+, and maybe something else I'm forgetting I think that other Path that astral give a (lesser) magic leadership bonus, but I cannot remember exactly, and as I'm posting from work I don't have the manual with me.  | 
		
 Re: Secondary Magic Effects 
		
		
		From the Manual, pg. 85: 
	Air - Precision +1, Magic Leadership +5 Astral - Magic Leadership +10 Death - Undead Leadership +20, +1 do existing Fear Earth - Protection +1, Magic Leadership +5 Fire - Attack +1, Leadership +5, Magic Leadership +5 Nature - Supply Bonus +10, Magic Leadership +5 Water - +1 Defense, Magic Leadership +5 Blood - Undead Leadership +5, Magic Leadership +5  | 
		
 Re: Secondary Magic Effects 
		
		
		Also, nature increases your maximum age by 25 years I think, and death by 10. I think death also reduced the chance to get diseased (or all afflictions?) by old age. Is there anyone who knows better? 
	 | 
		
 Re: Secondary Magic Effects 
		
		
		Age bonuses are explained in the FAQ. Death magic grants +30 undead leadership per level, not +20 as the manual erroneously claims. It was +20 in Dom2, but with the larger armies in Dom3, the bonus was increased. 
	Death magic does reduce chance of old age afflcitions. Someone did extensive testing on that sometime back.  | 
		
 Re: Secondary Magic Effects 
		
		
		The age boosts from magic paths are linked to creature type, IIRC. 
	I think it's Fire and Nature for living mages, death for demons and undead. EDIT: Sorry Edi, didn't see that part of your post >.<  | 
		
 Re: Secondary Magic Effects 
		
		
		Quote: 
	
 nature (generally) for humanish type earth for constructs death (iirc) for demons/undead. Also, blood 9 gives a blood curse; air 9 gives shock resistance; fire - fire weapons; water quickness. ETc. death 5 also gives fear, if not previously present.  | 
		
 Re: Secondary Magic Effects 
		
		
		Quote: 
	
  | 
		
 Re: Secondary Magic Effects 
		
		
		What does death curse actually do? Is it just a euphamism for curse? 
	And what does 2 an+mr mean for death weapons?  | 
		
 Re: Secondary Magic Effects 
		
		
		2 an+mr means 2 Armor negating damage, with a magic resistance roll. 
	Which is actually, like most Dom damage, 2 plus a random roll, open ended d6.  | 
		
 Re: Secondary Magic Effects 
		
		
		"Death curse" means that somebody who kills you has a chance (MR check?) of being cursed.  Might be useful if you've got piles of flagellants or the like, but bear in mind that curse doesn't stack -- you're either cursed or you're not -- and the only impact is increased chance of afflictions when wounded. 
	 | 
| All times are GMT -4. The time now is 12:45 AM. | 
	Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.