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  #1  
Old January 17th, 2004, 03:12 PM
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Wauthan Wauthan is offline
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Default Re: Giving weapons / items to commanders (dual wielding)?

Right click on Attack Skill to see the Attack score on each melee weapon as well as bonuses like Ambidexterity.

Attack Skill reflects melee. Precision reflects ranged. Giving ranged weapons to commanders is a great way to keep them useful without risking their lives in melee. Poor precision commanders should however be given spellgranting equipment with no range effect, like the Skull Talisman.

AI is pretty straightforward. A ranged unit will fire missiles until it either runs out of ammo or an enemy closes to melee range. It doesn't use nonworkingspells against immune units but will use harmful spells regardless of friendly fire. Thus when you're up against abyssians your mage might skip incinerate and cast breath of the dragon, miss and poison your own units.
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Old January 17th, 2004, 08:11 PM
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Default Re: Giving weapons / items to commanders (dual wielding)?

From Doms 1, I had the impression you couldn't give a commander both a magic missile weapon and any other hand weapon (or shield). Thus commanders with magic missile weapons resort to bare hands if engaged at close quarters. This might've been improved in Doms 2, or I might've been wrong, though.

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Old January 17th, 2004, 08:20 PM
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Default Re: Giving weapons / items to commanders (dual wielding)?

No this is correct.Though If the commander has a onehanded weapon in its basic setup it will retain it if given a bow or crossbow. The bola is a better choice for commanders who will see melee more often.
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