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  #1  
Old February 7th, 2007, 01:45 PM

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Default Re: Gems, fatigue and increasing magic levels

Thinking about it, that means that if you expect your opponent to cast some weasely battle-winning spell that'll cost him 200 fatigue (like Fog Warriors, Darkness, Earthquake or something) and you have the first turn (I think the defender has the first turn), you only need to get his mages to have at least 1 fatigue and you're safe. I suppose immediately casting Grip of Winter/Heat from Hell/Rigor Mortis would have a chance of saving you, I don't know if there's anything else that would work.
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Old February 7th, 2007, 04:03 PM
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Default Re: Gems, fatigue and increasing magic levels

Nah. They'll just use extra gems + Communion + reinvig.

They won't voluntarily exceed 200 fatigue... for themselves. The unit AI hasn't cared about communicants, ever, IIRC, but at least this can be somewhat ameliorated by a Master casting Summon Earthpower, and an Earth blessing for any sacred communion slaves. Relief also works although it's no longer the mass-fatigue-reduction one-off.
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Old February 7th, 2007, 05:22 PM

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Default Re: Gems, fatigue and increasing magic levels

I just tested this, it seems like casting fatigue stops at 200, at least for non-communion slaves...I had an E3 mage cast Iron warriors for 40 fatigue, summon earth power for another few (and the needed path boost), and then earthquake with 3 gems, which is a 300 fatigue spell, so all 3 were used to get the casting off...he took a bit of damage, which I assume was from the earthquake spell, but didn't explode in blood from the 150 points of fatigue damage he would have taken if there was no cap.
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Old February 7th, 2007, 08:29 PM
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Default Re: Gems, fatigue and increasing magic levels

Quote:
Micah said:
I just tested this, it seems like casting fatigue stops at 200, at least for non-communion slaves...I had an E3 mage cast Iron warriors for 40 fatigue, summon earth power for another few (and the needed path boost), and then earthquake with 3 gems, which is a 300 fatigue spell, so all 3 were used to get the casting off...he took a bit of damage, which I assume was from the earthquake spell, but didn't explode in blood from the 150 points of fatigue damage he would have taken if there was no cap.
Wow, this is good, so basically as long as your capable of casting the spell, you can ignore any fatigue over 200?

Whats the point in having all those spells at 300, 700 etc fatigue?
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Old February 7th, 2007, 08:34 PM
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Default Re: Gems, fatigue and increasing magic levels

Isn't gem cost still linked with fatigue cost? That was the case in Dom2.

Anyway - the normal fatigue cost also decides how much stronger you need to be able to cast it and stay conscious. So there's still a higher cost to 400 than 200.
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Old February 7th, 2007, 09:58 PM
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Default Re: Gems, fatigue and increasing magic levels

So you guys are saying that a single lvl 7 air mage can cast Air7 spell which require 7 gems and generates 700 fatigue. And that the mage can do it while being at 99 fatique, in which case he would only get +101 fatique and the spell will be cast?


I never knew that, but it is very good to know, if this is indeed the case. Could somebody run few more tests just to confirm it beyond any doubts?
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Old February 9th, 2007, 09:32 AM

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Default Re: Gems, fatigue and increasing magic levels

No, I think in the above case, that particular Air mage will explode in blood... What they are saying is that no one particular spell will cost more than 200 fatigue, even if it is listed as 700. In your example, your mage would end up at 299 fatique (assuming 0 encumberance), and would take 99 damage.

The reason casting fatigue seems to "stop" at 200 is because everying above 200 automatically goes to your health.
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