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  #1  
Old June 19th, 2007, 06:08 PM
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Default Re: Turn 2 Pretenders

Whenever I try expansion pretenders they always end up taking some weak hit and getting an affliction. I have pretty bad luck with afflictions, is there a way of reducing the chance of an affliction?
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Old June 19th, 2007, 06:13 PM

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Default Re: Turn 2 Pretenders

Take a tougher pretender or wait until they have some equipment(E9 cyclops, PoD with shield ect).
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Old June 19th, 2007, 06:38 PM
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Default Re: Turn 2 Pretenders

Ways to reduce afflictions:

If you give your pretender dominion 9 or 10 you get Awe ability which is the best defense.

Pretenders with regeneration have less chance of gaining aflictions (Wyrm,great mother)

magic path of Air 1 allows you to cast air shield which is very effective combined with Awe and fear.

High Earth path gives high protection.

Also, makes sure you have at least 1 candle of dominion in the territory you attack to gain extra health effects. The more hits you have, the bigger the hit has to be to cause afflictions.Do not attack territory with negative or severe negative dominion without equipment and or buff spells.
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Old June 19th, 2007, 08:15 PM

Ironhawk Ironhawk is offline
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Default Re: Turn 2 Pretenders

Regeneration is the only effect that directly impacts whether you take an affliction or not.
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Old June 19th, 2007, 09:37 PM
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Default Re: Turn 2 Pretenders

Quote:
Rytek said:
Also, makes sure you have at least 1 candle of dominion in the territory you attack to gain extra health effects. The more hits you have, the bigger the hit has to be to cause afflictions.Do not attack territory with negative or severe negative dominion without equipment and or buff spells.
It's the territory you're attacking from, not the territory you're attacking, that determines the dominion HP boost/penalty.
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Old June 19th, 2007, 11:03 PM
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Default Re: Turn 2 Pretenders

Quote:
vfb said:
It's the territory you're attacking from, not the territory you're attacking, that determines the dominion HP boost/penalty.
Is that true? That makes a big difference.

Does that apply for immortal ressurection?
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Old June 19th, 2007, 11:35 PM

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Default Re: Turn 2 Pretenders

I believe vfb is correct. Pretender (and prophet) HP are determined by the province that they are attacking from. So if your pretender teleports from a dom +10 prov into a dom - 10 prov he will fight with max HP.

However, magic resistance (and perhaps some of the other stats) are immediately scaled according to the dominion of the province that the fight takes place in. So teleporting into a dom -10 prov is risky if you suspect the presence of mages.

And no, it does not apply to immortal resurrection. If an immortal dies attacking from a province with + dom into a prov with - dom, he will not be resurrected.
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Old June 20th, 2007, 12:17 PM
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Default Re: Turn 2 Pretenders

Well, that is good to know. I hadnt ever noticed that before!

I have been getting some results that i don't understand. for instance: I tried a titan with Doinion 10, death 5, air 4. I figured this would work just as well as the Virtue. But the titan doesnt even come close to being as effective. It even has more hits and higher defense. It has a lower Awe rating, (2vs4) and doesnt seem to hit as often.
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