Thanks for the help guys... A couple more questions: 1. I like to role-play a magic-focused game with casting sovereign and heroes. You can make them go faster with boots & cloaks etc. But then the summons or armies they need as tanks slow them down to 2 moves/turn. Does anyone have ideas for ways around this? 2. There are loads of summon spells [Fire, Stone, whatever] Giant, [Fire, air, water, earth] elemental, demons, "lord of the deep" etc. Is there a list of their stat
tmh31
Possibly newb questions, but I can't find answers in the game: 1. What exactly is the formula for melee (i) chance to hit and (ii) damage (as a function of atk, def, armor, etc)? How are we supposed to know if to invest heroes as casters or fighters without raw data? :-p. 2. I can see on my city info screen that caravans give bonus to food. But i've also heard they give gold? If this is true, where is this documented? Exactly how much do you get, where and when, an
How about some kind of tiles (e.g., spiders nest) that spawns rampaging monsters (E.g., spiders) periodically until it is invaded and conquered. It would be a challenging battle, but players have an incentive so as to secure their territory...
Spell Name: Magical Bounty Strategic Arcane Knowledge: Avg Mana required to cast: Avg Shards: Any two shard Effect: 1% *interest* on current stockpile of materials (Gold, Materials, etc). -1atk/def globally. Takes an enchantment slot. Spell Book: Restoration Note: (So you only want to use if you are not at war). <div id="ctl00
Name: Magical Bounty Type: Strategic Knowledge: Average Mana: Average Shards: Any one (Or any two?) Effect: 1% *interest* per turn on current resource stockpile (materials, etc), but -1 attack and -1 def to all units. (So only usable at peace-time). Requires an enchantment slot. Book: Enchantment. Name: Call To Arms Type: Strategic Knowledge: Average Mana: Average
One of my favorite magics from Baldur's Gate / NWN... Name: Time Stop Type: Tactical Arcane Knowledge: Greater than average. <span style="font-family: arial,helvetica,sans-serif;
Hi, I played alot of DL and DA. I enjoy tech whoring to get lots of build options, and especially to collect all the passive bonuses. But i'm confused about how this works now that I started playing ToA. If you trade to get many techs with passive bonuses, do they all stack? If so, then presumably it's possible to make a much more powerful race in ToA as opposed to DL/DA by trading to get all the "foreign" techs with passive bonuses? I suspect some bo
I just updated to 1.4 after being away for a while. Every game I play seems to have no minor races in it even though I dont't turn them off in the game setup. (The Minor races tab is grey). Is this just unlucky? How can I check to see if they are enabled/get them back? Maybe a bug?