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yeas they do, or at least they did some versions ago.
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(August 11th, 2017, 16:38)Domon Wrote: yeas they do, or at least they did some versions ago.
Ah right thanks. If I can get transmute then perhaps orilhacon adamantium focus magic invisible halfings might be interesting.
Next question, is there any spell that protects against ghouls ranged attack? Resist elements, resist magic or bless perhaps? Sharee has 8 in her fortress.
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anything that protects against ranged magical attacks? i don't have a convenient savegame to look at the in-game help texts, but your answer should be there.
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August 12th, 2017, 07:20
(This post was last modified: August 12th, 2017, 07:22 by Nelphine.)
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Ghoul ranged attacks are both magical (resist elements/elemental armor/magic immunity; also all general armor increases, holy armor, endurance, iron skin, chaos channels with the right buff, etc) and poison (lionheart). Depending on the units your using, the poison is often much worse than the magic.
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(August 12th, 2017, 07:20)Nelphine Wrote: Ghoul ranged attacks are both magical (resist elements/elemental armor/magic immunity; also all general armor increases, holy armor, endurance, iron skin, chaos channels with the right buff, etc) and poison (lionheart). Depending on the units your using, the poison is often much worse than the magic.
Ah thanks. So the attack has two components magical and poison? And resist elements only does the magical part?
Poison is defended by crosses isn't it? So if my hero has 10 resistance then it can't be harmed by it, is that right?
Also does immunity to illusions mean my hero can use shields against psionic blast? He'll get hit straight away by this twice each turn.
I'm trying to work out if my horse archers and hero (with holy bonus) can take the fortress.
August 12th, 2017, 15:06
(This post was last modified: August 12th, 2017, 15:07 by Seravy.)
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I would like to add "Bless" to the list, as it's a Chaos realm magical ranged attack.
Yes, Illusion Immunity mean you can use shields against illusion attacks such as Psionic Blast.
August 13th, 2017, 06:57
(This post was last modified: August 13th, 2017, 07:00 by Maledict.)
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I have an astral gate in a nomad city. Its located between 2 towers, so i hoped to travel with my mighty horsebowmen. But they are not allowed. So i had to wait a few turns for my Pegasai. But they can´t travel either! Is this a bug or did i miss something?
Edit: Could an enemy city cause this?
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Or an enemy unit, or lair etc. You can't use planar travel if there is a unit on the other plane. (You can take advantage of this to block enemy astral gates)
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I'm wondering why my buffed slingers don't seem to be damaging the enemies in a wizards capital.
They are adamantium ultra-elite so they have 9 rocks per figure and 8 figures so that is 9*8 = 72 attack a turn if I understand correctly.
There are magicians behind a city wall with 6 figures and nine shields, but the attacks seem to do no damage whatsoever. It is the same on the enemy hero that comes out the fortress.
They have missile immunity, but I thought that didn't work with rock attacks.
I buffed 9 slingers but between them they did absolutely no damage to any of the units. Any ideas?
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missile immunity works with slinger's rock attack. maybe it doen't work with catapult's, 'cause it's a big boulder 'n stuff.
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