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  #31  
Old October 2nd, 2008, 05:01 AM
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Default Re: Nature magic bonus to regeneration?

The very first Pretender I clearly remember using was a Wyrm, and the reason I remember it so well is because of how disappointed I was, having taken so much Nature magic, that my Wyrm's regeneration wasn't being effected by it. Definitely a let-down.

By the way, the Wyrm in Dominions is a lot closer to the Lambton Worm, in that he's a poisonous regenerator, than he is to Jormungandr-who would have some kind of poison breath or poison cloud weapon, rather than just a bite, since that's what he'll use to kill Thor in the final battle. The two heads thing is marginal for either legend, in that the Amphisbaena is of Greek origin.
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  #32  
Old October 2nd, 2008, 08:51 AM
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Default Re: Nature magic bonus to regeneration?

Test of Regeneration
Tartaran titans + regeneration artefacts = affliction NOT cured
Tartaran titans + Gift of Health = affliction slowly cured
Tartaran titans + regeneration artefacts + Gift of Health = afflicions cured much faster (~30-50% bonus)
Tartaran titans + regeneration artefacts + Gift of Healts + hero-healer = 1 affliction in 1-2 turns removed!
====
Test of leadership. Too many tests failed, result only one: I can get Awe ONLY with +100 artefact boost. Also Fear ability - just when Death skill raized up to 6 with any way: artefacts or skills
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  #33  
Old October 3rd, 2008, 01:07 AM
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Default Re: Nature magic bonus to regeneration?

Quote:
Originally Posted by Crevan View Post
Test of Regeneration
Test of leadership. Too many tests failed, result only one: I can get Awe ONLY with +100 artefact boost. Also Fear ability - just when Death skill raized up to 6 with any way: artefacts or skills
I got the same result with leadership and awe.

I think the link between Fear and Death magic is mentioned somewhere in the manual. Death magic above 5 gives Fear, and all Death magic increses existing Fear. See Prince of Death pretender: high starting fear and high starting Death magic combine into pretty scary results. That's why he works so well with dominion 9 and 10 (which give Awe +0 and +2).
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  #34  
Old October 3rd, 2008, 04:02 PM

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Default Re: Nature magic bonus to regeneration?

Quote:
Originally Posted by Endoperez View Post
Quote:
Originally Posted by Crevan View Post
Test of Regeneration
Test of leadership. Too many tests failed, result only one: I can get Awe ONLY with +100 artefact boost. Also Fear ability - just when Death skill raized up to 6 with any way: artefacts or skills
I got the same result with leadership and awe.

I think the link between Fear and Death magic is mentioned somewhere in the manual. Death magic above 5 gives Fear, and all Death magic increses existing Fear. See Prince of Death pretender: high starting fear and high starting Death magic combine into pretty scary results. That's why he works so well with dominion 9 and 10 (which give Awe +0 and +2).
Hmmm, I guess that makes sense.

So Death increases Fear, Fire increases Attack, Water increases Defense, Air increases Precision, Earth increases Armor, Nature makes increases your Maximum Age.

Am I missing anything?

Does Astral or Blood do anything for the mage?
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  #35  
Old October 3rd, 2008, 04:03 PM

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Default Re: Nature magic bonus to regeneration?

I wish Astral increased MR
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  #36  
Old October 3rd, 2008, 04:15 PM
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Default Re: Nature magic bonus to regeneration?

Well, it does in a way. Your MR versus astral is increased by +(astral level/2). That's true for all paths, your MR versus path is increased by +(path/2).

Astral grants additional magic leadership.
Blood grants additional undead leadership.

Details are on page 85 of the manual.
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  #37  
Old October 3rd, 2008, 04:23 PM
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Default Re: Nature magic bonus to regeneration?

Earth increases Natural Protection, not armour, which functions differently. Nature also gives you a Supply bonus. And Fire, I think, actually *reduces* your max age.

I think Astral should *de*crease your chance to go insane, and maybe give you a slight chance to be reincarnated, like the White Ones, at 5+ Astral. That would be nice.

Blood and Death both give you the ability to lead undead units, and Astral, I think, gives the best leadership bonus to leading magic creatures.

Maybe Blood could decrease your chance to get Afflictions? And maybe extend your life, like Nature does, at 5+Blood. That would also be nice.
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  #38  
Old October 3rd, 2008, 06:08 PM
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Default Re: Nature magic bonus to regeneration?

IIRC, this should be everything: (numbers may not be correct)
All - +(path/2) MR against spells of that type (as per vfb), +5 Magic Leadership
Air - +1 Precision
Earth - +1 Natural Protection
Fire - +1 Attack, +5 Regular Leadership, -5 Max Age
Water - +1 Defense
Nature - +10 Supplies, +N Maximum Age (I think it is the greatest of +25 or +25%), The regeneration bonus discussed here.
Death - +30 Undead Leadership, +1 Fear if you have any. Gives you fear at 5.
Astral - +5 Magical Leadership (on top of the usual +5)
Blood - +5 Undead Leadership
I'm pretty sure this is complete and correct. If someone knows better, I suggest they copy&paste or at least post a complete listing of their own, so it will be clearly visible in a single organized post.
Perhaps even post a complete list in the FAQ or somewhere it will be kept accessible?
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  #39  
Old October 3rd, 2008, 06:43 PM
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Default Re: Nature magic bonus to regeneration?

Hmmm, can't edit old posts.
Just wanted to point out I forgot the obvious, this stuff is in the manual.
However, the age stuff isn't in the same place in the manual, so's the regeneration bonus and the MR bonus, and I'm pretty sure it's 30 and not 20 undead leadership from death.
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  #40  
Old October 3rd, 2008, 07:07 PM

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Default Re: Nature magic bonus to regeneration?

Death doesn't actually give the usual +5 magic leadership and it does seem to be +30 undead. (I wonder if the +20 in the manual is a holdover from Dom2?)
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