.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Guide: Unit Buffs Quick reference (http://forum.shrapnelgames.com/showthread.php?t=39851)

WraithLord July 28th, 2008 05:18 AM

Unit Buffs Quick reference
 
Quick reference list of buffs available in dominions III, for use of the lazy would be emperor http://forum.shrapnelgames.com/images/smilies/cool.gif

<font color="red">
(F)ire
Self:
Phoenix Power, F+1, Conjuration3, F2
Phoenix Pyre, re-incarnate upon death with fatigue penalty of 30 + d20. So 31 - 50 fat, Alteration7, F2
Fire Shield, Attackers take 7AP+1 per lvl in F above 1 - attackers weapon length damage per attack attempt, Enchantment3, F1
Fire Resistance, 100%FR, Alteration1, F1

Units:
Fire Fend, Gives units +50%FR, Enchantment5, F2

Battlefield wide:
Inner Furnace, Abysia only - +3 heat radius, must fail MR+4 roll to gain effect, all units with heat auras on battlefield, says Abysia units only but according to evidence effects all units so use carefully when not whole army is fire immune, Enchantment5, F3 1F gem
Flaming Arrows, Missile weapons cause 8AP fire damage and considered magic, Enchantment4, F4 1F gem
Warriors of Muspelheim, All units receive +50%FR, Enchantment8, F4 1F gems
End of Culture, description +berserk all friendly demons on battlefield, Thaumaturgy6, F2 1F gems
</font>
<font color="blue">
(W)aterQuicken self, gain +3 Attack, +3 Def, Double AP, Alteration2, W1
Breath of Winter, give cold aura and immunity, stronger in cold climate, Enchantment1, W1
Water Shield, +5 def - only underwater, Enchantment2, W1
Cold Resistance, 100%CR, Alteration1, W1
Summon Water Power, caster,UW,+1W, Conjuration2, W1
Resist Fire, 100% FR, Alteration 1, W1E1

Units:
Quickness, give units quicken self effect, Alteration4, W2
Water Ward, give water shield, Enchantment6, W1
Winter Ward, gives 100% cold protection, Enchantment5, W2 1W gems
Quickening, give quickness, Alteration8, W2 1W gems
Fire Ward, 100% FR, Alteration 4, W2E2, 1N gem

Battlefield wide:
Warriors of Niefelheim, gives 100% cold protection, Enchantment8, W4 1W gems
Friendly currents: friendly units have Action Points +4 and Enc -2, enemy units Action Points -4 and Enc+2, underwater only, Enchantment 5, W2, 1W gem
</font>
<font color="white">
(A)ir
Self:
Summon Storm Power, A+1 works only in storm, Conjuration2, A1
Air Shield, 80% missile protection, Alteration0, A1
Charge Body, both attacker and mage receives a strong electrical shock on first hit, Alteration1, A1
Aim, Receive +5 bonus to precision, Alteration1, A1
Mirror Image, Get mirror images that will make it harder to score a hit in melee, stronger air mages get more images, ends when hit, Alteration2, A1
Mistform, mage receives small damage from hits, ends on very hard hit or magical weapon, Alteration3, A2
Flight, give flying, Enchantment1, A1
Resist Lightning, 100%SR, Alteration1, A1

Units:
Gift Of Flight, give flying, Enchantment2, A2
Thunder Ward, (a lesser Storm Warriors) increases by 50% the SR of some units (Range 5, AoE 15), Enchantment 5, A2 1A gem

Battlefield wide:
Wind Guide, give +5 bonus to precision, Alteration4, A2 1A gems
Fog Warriors, give mistform, Alteration7, A5 3A gems
Arrow Fend, give air shield, Enchantment6, A3 1A gem
Mass Flight, give flying, Enchantment7, A4 2A gems
Storm Warriors, give 50% shock resistance, Enchantment8, A4 1A gems
</font>
<font color="brown">
(E)arth
Self:
Self:
Summon Earthpower, E+1 and reinvigoration +4, Conjuration3, E2
Stoneskin, get 15 prot or +2 if already above 15 and CR malus of 50% , Alteration2, E1
Ironskin, Ironskin is 20 protection or +3 if already greater, and 75% SR malus, Alteration3, E1
Invulnerability, 25 protection and gives PR 100% malus, Alteration5, E3

Units:
Iron Will, +4 MR, Thaumaturgy3, E1
Iron Warriors, give iron skin, Alteration5, E2
strength of giants, increase strength by +4 Enchantment3, E3
Legions of Steel, give +3 prot (note - May give more than +3 protection as it is applied at every armor part), Construction3, E3
weapons of sharpness, Weapons are armor piercing, Construction7, E5
Marble Warriors, give stoneskinn, Alteration7, E3
Tempering the Will, MA Ulm only - +4 MR on all national units, Thaumaturgy5, E3
Iron Marionettes, LA Agartha only - It gives Att+4 and Action Points + 4 to undeads, Alteration5, E3
Earth Might, (Range 15 AoE 1) units get +4 strength, Alteration 1, E2

Battlefield wide:
End of Weakness, Yomi only - Gives Barkskin to all friendly Demons, Alteration6, E2 1E gem
army of gold , Ironskin and fire resist 50%, Alteration9, E4
army of led, Ironskin and +4 MR, Alteration9, E5
</font>




<font color="gray">
A(S)tral
Self:
Power of the Spheres, +1 to magic paths, Conjuration3, S1 1S gems
Twist Fate, negate first received hit, Alteration0, S1
Personal Luck, 50% chance to evade hits, Alteration1, S1
Body Ethereal, give etherality - 75% to evade non magic weapons, Alteration 3, S1
Resist Magic, increase MR by 4, Enchantment1, S1
Astral Shield, Shield that may paralyze attackers if they fail MR check of ???, Enchantment3, S1

Units:
luck, give luck, Alteration4, S1
Battle Fortune, like luck but more units benefit, Alteration6, S3 1S gem

Battlefield wide:
Antimagic, Increase MR+4, Enchantment4, S3 1S gem
Will of the Fates, give luck, Alteration8, S4 4S gems
Celestial Music, Bandar Log only - Gives quickness to all Apsaras, Gandharvas and Yakshas, Thaumaturgy6, S3 ???S gems
Light of the Northern Star(!), All mages in the battlefield (even enemies) gain 1 point of Astral, Conjuration 4, S3 1S gem
</font>

<font color="purple">
(D)eath
Self:
Soul Vortex, drain life force from anyone close to necromancer - restore life force and reinvigorate, Alteration6, D3
Twiceborn, protect a living necromancer - dying in friendly dominion will revive as wight mage, Enchantment4, D2 10D gems

Units:

Battlefield wide:
Life after Death, all living beings will revive as soulless in case of death in battle, Enchantment7, D4 4 death gems
</font>

<font color="green">
(N)ature,
Self:
Eagle Eyes, improve caster's precision by 5, Alteration1, N1
Bark skin, raise protection to at least 10 or by 1 if already above 10 -25% fire resistance, Alteration1, N1
Elemental Fortitude, +50% resistance to fire, lightning and cold, Alteration4, N1
Personal Regeneration, living caster will regenerate, Enchantment2, N2
Resist Poison, 100%PR, Alteration1, N1
Strenght of Gaia (!), caster gains Personal Regeneration and Str+4 and Barkskin and +1 Nature Bonus, Conjuration 4, N3E1

Units:
Healing Mists, a 3 rounds lasting mist which heals all units inside the AoE to full HP, Evocation 5, N3A1
Mossbody, units nearby have 75% chance of receiving from 10 to 20 points of Prot, if affected unit is damaged releases an AoE 4, 1AN poison damage, Alteration 3, N1W1
Protection, like bark skin for a few units, Alteration3, N2
Wooden warriors, give barkskin, Alteration5, N2
Poison Ward, 50% poison resistence, Enchantment4, N2 1N gem
Regeneration, give Regeneration, Enchantment3, N3
Haste, double movement, Enchantment4, N3 1N gem
Berserkers, make units go berserk - increase protection, decrease defence and never route, Thaumaturgy2, N2
Touch of Madness, more units go berserk, Thaumaturgy4, N3 1N gem
Song of Bravery, MA Man only, from +1 to +5 morale, Enchantment 0, N1

Battlefield wide:
Mass Protection, barksikn, Alteration7, N3 1N gem
Serpent's Blessing, 50% poison resistance, Enchantment7, N4 1N gem
Mass Regeneration, give regeneration, Enchantment8, N4 2N gems
Growing Fury, all friendly units wounded or with berserker tag go berserker - enemy berserker tagged unit as 5% every round to go berserker too, Thaumaturgy 4, N4, 1N gem
Relief, +1 reinvig to all friendly units, Enchantment 6, N5, 1N gem
Gaia's Blessing (!), +50% FR, CR, SR, PR, Enchantment 9, N6E2, 3N gems
</font>
<font color="#FF2400">
(B)lood
Self:
Pain Transfer, woods taken by mage will be transfered to his blood slaves, Blood3, B2 1B slave
Hell Power, get +2 in all magic path and attracts horrors, Blood2, B3 3B slaves

Units:
Blood Lust, give deamons +4 strength, Blood4, B2 1B slave

Battlefield wide:
Rush of Strength, +4 strength, Blood8, B3 1B slave
</font>

EDIT: Buff list complete.
EDIT: Original post
Hi, My goal is to put together a concise buff list.

The categories I think should be:
1. Area of effect: self, units, battlefield.
2. Spell effect and limitations.
3. Research school and level.
4. Casting requirement.

If such a list already exists I'll appreciate if someone could point me to it, otherwise I hope the kind hearted gurus on these threads will volunteer information so that I could add it to the list in the first post.

From the top of my mind I could come up with some very basic start.

quantum_mechani July 28th, 2008 06:09 AM

Re: Unit Buffs Quick reference
 
Additions:

E
Self: Ironskin, Stoneskin, Invulnerability, summon earth power
Units: Iron Will

S
Self: Twist Fate, Soul Drain (also death), power of the spheres, (astral weapons no longer exists)
Battlefield: Luck, magic resistance, light of the northern star

N
Self: Personal Regeneration, resist poison, strength of gaia (also earth), eagle eyes
Units: Poison Ward, berserkers, haste
Battlefield: Serpent's blessing, gaia's blessing (also earth), mass regeneration, growing fury, relief

D
Self: Soul Vortex
Battlefield: Life after death

F
Self: Fire resistance, phoenix pyre, phoenix power
Units: Fire fend
Battlefield: Warriors of muspelhiem, flaming arrows

A
Self: Charge body, flight, summon stormpower
Units: Lightning ward, aim
Battlefield: Mistform, Flight, storm warriors, arrow fend, wind guide

W
Self: summon water power, water shield, breath of winter, cold resistance, resist fire (also earth)
Units: winter ward, water ward, fire ward (also earth)
Battlefield: Friendly currents, warriors of niefelhiem

B
Self: Hell power, Blood Vengeance, Pain Transfer
Battlefield: Rush of Stregth, Bloodlust

Tifone July 28th, 2008 08:52 AM

Re: Unit Buffs Quick reference
 
Very nice and helpful idea. Gonna print it and put it in the manual ^^ Why don't you glue those 2 posts together? ^^

WraithLord July 28th, 2008 09:12 AM

Re: Unit Buffs Quick reference
 
http://forum.shrapnelgames.com/images/smilies/happy.gif I'll not only glue, I plan to add some more info as well. I want this to be useful for players while in game and I'll also add it to my KB.

Oh, and thank you very much QM.

cleveland July 28th, 2008 09:33 AM

Re: Unit Buffs Quick reference
 
Check out DrPraetorious's spell database, online courtesy of Snoddasmannen:

http://www2.onyx.nu/pb/dom3/spells.html

Enter 9 for all levels of magic, then scan down the right column looking for "Buffs".

Hope that helps.

WraithLord July 28th, 2008 09:37 AM

Re: Unit Buffs Quick reference
 
Wow this DB is awesome http://forum.shrapnelgames.com/images/smilies/happy.gif

Thanks for the pointer cleveland!

WraithLord July 28th, 2008 11:16 AM

Re: Unit Buffs Quick reference
 
ok, start with Fire buffs. The ??? are missing data and as ever I'd be grateful for anyone who'll be able to complete them.

Self:
Phoenix Power, F+1, Conjuration3, F2
Phoenix Pyre, re-incarnate upon death with fatigue penalty of ???, Alteration7, F2
Fire Shield, Attackers take ??? damage per attack attempt, Enchantment3, F1

Units:
Fire Fend, Gives units fire prot ???, Enchantment5, F2

Battlefield wide:
Inner Furnace, Abysia only - increase heat effect of Abysian units by ???, Enchantment5, F3 1F gem
Flaming Arrows, Missile weapons cause ??? fire damage, Enchantment4, F4 1F gem
Warriors of Muspelheim, All units receive ??? fire resistance, Enchantment8, F4 ???F gems
End of Culture, description ???, Thaumaturgy6, F2 ???F gems

Tifone July 28th, 2008 11:51 AM

Re: Unit Buffs Quick reference
 
isn't fire shield always 8 damage? I may be HORRIBLY wrong but i think i remember something like this ^^

Meglobob July 28th, 2008 12:24 PM

Re: Unit Buffs Quick reference
 
Phoenix Pyre, fat. pen. 30 + d20. So 31 - 50 fat.

Fire Shield 7AP+1 per lvl in F above 1 - attackers weapon length.

Fire Fiend +50%FR.

Inner Furnace +3 heat radius, must fail MR+4 roll to gain effect, all units with heat auras on battlefield, says Abysia units only but you never know.

Flaming Arrows 8AP fire damage.

W of M +50%FR all units. 1F gem to cast.

E of C +berserk all demons on battlefield, 1F gem to cast.

WraithLord July 28th, 2008 12:38 PM

Re: Unit Buffs Quick reference
 
Thank you Meglobob,

So fire is almost complete:
Self:
Phoenix Power, F+1, Conjuration3, F2
Phoenix Pyre, re-incarnate upon death with fatigue penalty of 30 + d20. So 31 - 50 fat, Alteration7, F2
Fire Shield, Attackers take 7AP+1 per lvl in F above 1 - attackers weapon length damage per attack attempt, Enchantment3, F1

Units:
Fire Fend, Gives units +50%FR, Enchantment5, F2

Battlefield wide:
Inner Furnace, +3 heat radius, must fail MR+4 roll to gain effect, all units with heat auras on battlefield, says Abysia units only but you never know, Enchantment5, F3 1F gem
Flaming Arrows, Missile weapons cause 8AP fire damage, Enchantment4, F4 1F gem
Warriors of Muspelheim, All units receive +50%FR, Enchantment8, F4 1F gems
End of Culture, description +berserk all demons on battlefield, Thaumaturgy6, F2 ???F gems

Next is air.

JimMorrison July 28th, 2008 08:08 PM

Re: Unit Buffs Quick reference
 
Quote:

Meglobob said:
Fire Shield 7AP+1 per lvl in F above 1 - attackers weapon length.


Isn't this the same as "6 +1/level of Fire"? It seems to just make it harder to read and understand, if you add 1 and then subtract 1. http://forum.shrapnelgames.com/image...ies/tongue.gif

MaxWilson July 28th, 2008 09:33 PM

Re: Unit Buffs Quick reference
 
No, because you can have a Fire Shield with no paths in Fire, if you have a Charcoal Shield. If you have 0F or 1F and a Charcoal Shield you will do 7AP, 2F will do 8 AP, 3F will do 9AP, etc.

-Max

JimMorrison July 28th, 2008 10:06 PM

Re: Unit Buffs Quick reference
 
Hmmmm. Well it just seems to me that with such a special case, it is still easier on the math uninclined to list it the other way..... But I am just 1 dead rockstar, battling uphill against a sea of opinions. Or something like that. http://forum.shrapnelgames.com/image...ies/tongue.gif

Renojustin July 29th, 2008 02:55 AM

Re: Unit Buffs Quick reference
 
Earth: Army of Led Zeppelin

Causes all units to rock out.

WraithLord July 29th, 2008 03:37 AM

Re: Unit Buffs Quick reference
 
LOL

I'd like to see *that* spell implemented

WraithLord July 29th, 2008 08:38 AM

Re: Unit Buffs Quick reference
 
Gurus, for your reviewing pleasure:

(A)ir
Self:
Summon Storm Power, A+1 works only in storm, Conjuration2, A1
Air Shield, 80% missile protection, Alteration0, A1
Charge Body, First attacker receives a ??? strong electrical shock, Alteration1, A1
Aim, Receive ??? bonus to precision, Alteration1, A1
Mirror Image, Get ??? mirror images that will make it harder to score a hit in melee (or maybe I'm completely off here http://forum.shrapnelgames.com/images/smilies/happy.gif ), Alteration2, A1
Mistform, ??? (after mirror image I won't risk stating a description I'm not sure about), Alteration3, A2

Units:
Flight, give flying, Enchantment1, A2

Battlefield wide:
Wind Guide, give ??? bonus to precision, Alteration4, A2
Fog Warriors, give mistform, Alteration7, A5 ???A gems
Arrow Fend, give air shield, Enchantment6, A3 1A gem
Mass Flight, give flying, Enchantment7, A4 ???A gems
Storm Warriors, give ??? shock resistance, Enchantment8, A4 ???A gems

WraithLord July 29th, 2008 08:49 AM

Re: Unit Buffs Quick reference
 
And

(W)ater
Self:
Quicken self, gain ??? quicknes, Alteration2, W1
Breath of Winter, give ??? cold aura, Enchantment1, W1
Water Shield, Desc ??? - only underwater, Enchantment2, W1


Units:
Quickness, give units quicken self effect, Alteration4, W2
Water Ward, Description ???, Enchantment6, W1
Winter Ward, gives ??? cold protection, Enchantment5, W2 ???W gems

Battlefield wide:
Quickening, Description ???, Alteration8, W2 ???W gems
Warriors of Niefelheim, gives ??? cold protection, Enchantment8, W4 ???W gems

Next, earth.

Meglobob July 29th, 2008 03:43 PM

Re: Unit Buffs Quick reference
 
Quote:

JimMorrison said:
Quote:

Meglobob said:
Fire Shield 7AP+1 per lvl in F above 1 - attackers weapon length.


Isn't this the same as "6 +1/level of Fire"? It seems to just make it harder to read and understand, if you add 1 and then subtract 1. http://forum.shrapnelgames.com/image...ies/tongue.gif

I am no maths expert, so understand my way better. http://forum.shrapnelgames.com/images/smilies/wink.gif

WraithLord July 30th, 2008 09:22 AM

Re: Unit Buffs Quick reference
 
Quote:

cleveland said:
Check out DrPraetorious's spell database, online courtesy of Snoddasmannen:

http://www2.onyx.nu/pb/dom3/spells.html

Enter 9 for all levels of magic, then scan down the right column looking for "Buffs".

Hope that helps.

Do you possibly know where I could get DrPs spell DB?- If it has spell descriptions it could be quite helpful for me.

WraithLord July 31st, 2008 05:54 AM

Re: Unit Buffs Quick reference
 
I searched long hard for said DB but couldn't locate it http://forum.shrapnelgames.com/images/smilies/frown.gif

Tifone July 31st, 2008 06:04 AM

Re: Unit Buffs Quick reference
 
Great work til now WraithLord! http://forum.shrapnelgames.com/images/smilies/smile.gif

If you stop upgrading this list before finishing it, I think I will cry http://forum.shrapnelgames.com/images/smilies/frown.gif

WraithLord July 31st, 2008 06:47 AM

Re: Unit Buffs Quick reference
 
Thanks 4 the encouragement http://forum.shrapnelgames.com/images/smilies/happy.gif

I do plan to complete the list.

WraithLord July 31st, 2008 07:12 AM

Re: Unit Buffs Quick reference
 
First post updated with earth. Astral coming next.

Dedas July 31st, 2008 10:16 AM

Re: Unit Buffs Quick reference
 
WraithLord, "flight" has been changed from unit affecting to self (caster).

cleveland July 31st, 2008 11:32 AM

Re: Unit Buffs Quick reference
 
Quote:

WraithLord said:
Do you possibly know where I could get DrPs spell DB?- If it has spell descriptions it could be quite helpful for me.

Sure.

WraithLord July 31st, 2008 03:57 PM

Re: Unit Buffs Quick reference
 
Dedas, thanks, I meant gift of flight. I'll fix both.

cleveland, thank you for the link. I D\Led the DB, was able to filter by buffs but couldn't see info. like magic school and casting requirements. I was using open office to open the file so maybe its more limited then MS Excel, or maybe I'm just using it wrong.

WraithLord August 4th, 2008 07:02 AM

Re: Unit Buffs Quick reference
 
Astral in. Death next.

WraithLord August 4th, 2008 09:32 AM

Re: Unit Buffs Quick reference
 
All buffs are listed http://forum.shrapnelgames.com/images/smilies/happy.gif

Tifone August 4th, 2008 01:54 PM

Re: Unit Buffs Quick reference
 
Great job Wraith! My sincere congrats http://forum.shrapnelgames.com/images/smilies/wink.gif

baruk August 4th, 2008 02:44 PM

Re: Unit Buffs Quick reference
 
Quote:

WraithLord said:
Battlefield wide:
Inner Furnace, +3 heat radius, must fail MR+4 roll to gain effect, all units with heat auras on battlefield, says Abysia units only but you never know, Enchantment5, F3 1F gem


I can confirm that Inner Furnace affects all friendly units on the battlefield (not just Abysian nationals/heat aura units).

Not good when you are using a lot of independent crossbowmen/archers, and your flaming arrows caster decides to spend his spare gems on inner furnace - the heat auras literally engulfed my entire army, setting fire to some units and doing considerable fatigue to everyone.

vfb August 4th, 2008 06:28 PM

Re: Unit Buffs Quick reference
 
Quote:

Quicken self, gain ??? quicknes, Alteration2, W1

+3 Attack, +3 Def, Double AP

Quote:

End of Weakness, (guessing here) gives +3 strenght to all units, Alteration6, E2

1 E gem, Gives Barkskin to all friendly Demons.

Quote:

End of Culture, description +berserk all demons on battlefield, Thaumaturgy6, F2 ???F gems

1 F gem, Berserks all friendly Demons.

WraithLord August 5th, 2008 08:05 AM

Re: Unit Buffs Quick reference
 
Thank you all for the positive feedback and corrections.
First post updated accordingly.

vfb August 5th, 2008 08:15 AM

Re: Unit Buffs Quick reference
 
And thank you for putting it all together!

Do you think you could somehow mention the buffs that don't stack together? (eg. you cannot stack Antimagic and Tempering the Will.)

Tifone August 5th, 2008 09:14 AM

Re: Unit Buffs Quick reference
 
Did you already put this list in your already wonderful DominionsKB, Wraithlord? It would be very nice

WraithLord August 5th, 2008 10:14 AM

Re: Unit Buffs Quick reference
 
Already there http://forum.shrapnelgames.com/images/smilies/happy.gif

I could mention some of the buffs that don't stack together - the ones that I'm aware of - but I'm afraid this will be awfully incomplete. Hence I'm inclined not to add this.

vfb August 6th, 2008 04:17 AM

Re: Unit Buffs Quick reference
 
I know what you mean, it's hard to keep track!

By the way, the list is still missing some early buffs that QM mentioned:

A:
Resist Lightning (A1,Alt1,caster,100%SR)

F:
Fire Resistance (F1,Alt1,caster,100%FR)

N:
Resist Poison (N1,Alt1,caster,100%PR)

W:
Cold Resistance (W1,Alt1,caster,100%CR)
Summon Water Power (W1,Conj2,caster,UW,+1W)

I only noticed because I just got the hero Yukinaga and I was trying to think of what I could possibly do with his F1D1 besides Fire Shield. Looks like ... not much!

MaxWilson August 6th, 2008 05:00 AM

Re: Unit Buffs Quick reference
 
He cast cast Phoenix Pyre with a gem... and gems don't take up slots.

-Max

Tifone August 6th, 2008 08:49 AM

Re: Unit Buffs Quick reference
 
I like this list very much as I already said WraithLord, so if I can help I'll add, and maybe correct, something. I didn't mention the ones already said by vfb.

Air:
Units:
Thunder Ward, (a lesser Storm Warriors) increases by 50% the SR of some units (Range 5, AoE 15), Enchantment 5, A2 1A gem

Astral
Resist Magic increases caster's MR by 4 (manual)
Astral Shield is said to be Enchantment 3, and that deals even a "paralyzing damage" (?)
Communion Master and Communion Slave can be considered buffs?
If you include Doom on the list, we shall consider the many others that "negative buff" enemies? (Spirit Curse, Curse, Seven Year Fever, Mist, Slime, Rain, Rust Mist, Destruction, Iron Bane, Demon Cleansing...) Maybe better not?
Celestial Music is Bandar Log only. Gives quickness to all Apsaras, Gandharvas and Yakshas.
Battlefield
Light of the Northern Star(!), All mages in the battlefield (even enemies) gain 1 point of Astral, Conjuration 4, S3 1S gem

Blood
Sabbath Master and Sabbath Slave?
Both Blood lust and Rush of Strength increase the strenght of their respective target by 4 (manual)

Earth
Summon Earthpower also gives Reinvig+4
Stoneskin is CR malus of 50% (manual)
Ironskin is 20 protection or +3 if already greater, and 75% SR malus (manual)
Invulnerability is said to be (manual) 25 protection, not 30, and gives PR 100% malus
Legions of steel gives more than +3 protection, as it is applied at every armor part.
Iron Will: MR +4 (manual)
Strenght of Giants is +4, not +3
Both Army of Gold and Army of Lead give Ironskin (doesn't stack!), and Army of Lead MR+4 (manual)
Tempering the Will is just for MA Ulm so I would specify this in the list. Anyway, it gives MR+4 to all *national* units.
Iron Marionettes is just LA Agarthan as well. It's not Battlefiel wide but affects a wide area. It gives Att+4 and Action Points + 4 to undeads (who said "Umbrals even better" ? http://forum.shrapnelgames.com/images/smilies/wink.gif ), while I don't know if it is applied even to enemy undeads.
End of Weakness is just for Yomi, but I think it is not known if it affects even enemy demons.
Units:
Earth Might: (Range 15 AoE 1) units get +4 strenght, Alteration 1, E2

Fire
Flaming Arrows are also magical
Inner Furnace is anyway castable by Abysia only
End of Culture avaible only to Yomi and equally not known if it affects even enemy demons.

Nature
Eagle Eyes precision +5
Wooden Warriors gives some units Barkskin.
Self:
Strenght of Gaia (!), caster gains Personal Regeneration, Str+4, Barkskin, +1 Nature Bonus (and a coffee at Starbucks? http://forum.shrapnelgames.com/image...es/biggrin.gif ), Conjuration 4, N3E1
Units:
Mossbody, units nearby have 75% chance of receiving from 10 to 20 points of Prot, if affected unit is damaged releases an AoE 4, 1AN poison damage, Alteration 3, N1W1
Healing Mists, a 3 rounds lasting mist which heals all units inside the AoE to full HP, Evocation 5, N3A1
Song of Bravery, MA Man only, from +1 to +5 morale, Enchantment 0, N1
Battlefield:
Growing Fury, all friendly units wounded or with berserker tag go berserker - enemy berserker tagged unit as 5% every round to go berserker too, Thaumaturgy 4, N4, 1N gem
Relief, +1 reinvig to all friendly units, Enchantment 6, N5, 1N gem
Gaia's Blessing (!), +50% FR, CR, SR, PR, Enchantment 9, N6E2, 3N gems.

Water
Water Shield is Def+5
Winter Ward is 100% CR, not 50% (manual)
Self:
Resist Fire, 100% FR, Alteration 1, W1E1
Units:
Fire Ward, 100% FR, Alteration 4, W2E2, 1N gem
Battlefield:
Friendly currents: friendly units have Action Points +4 and Enc -2, enemy units Action Points -4 and Enc+2, underwater only, Enchantment 5, W2, 1W gem

That's all I think http://forum.shrapnelgames.com/images/smilies/wink.gif
Hope I have helped.

Peace

WraithLord August 6th, 2008 09:38 AM

Re: Unit Buffs Quick reference
 
Thank you vfb and Tifone (its evident you have gone to great lengths to help and you use my format as well so less work for me http://forum.shrapnelgames.com/images/smilies/happy.gif).

Tifone, I don't want to include malus effects in this thread. Only buffs http://forum.shrapnelgames.com/images/smilies/happy.gif

Also CM and CS can be considered buffs but I wanted a list of buffs that a player could take a glance at and easily match what buffs he can and should cast on his units. For some reason I can't quite put my finger on I don't see CM and CS fit exactly to the buff list as I perceive it.

WraithLord August 6th, 2008 09:46 AM

Re: Unit Buffs Quick reference
 
First post updated.

Tifone August 6th, 2008 10:37 AM

Re: Unit Buffs Quick reference
 
Quote:

WraithLord said:
Thank you vfb and Tifone (its evident you have gone to great lengths to help and you use my format as well so less work for me http://forum.shrapnelgames.com/images/smilies/happy.gif).

Tifone, I don't want to include malus effects in this thread. Only buffs http://forum.shrapnelgames.com/images/smilies/happy.gif


Yeah I was almost sure about that but as you included Doom, I thought maybe you would have liked the "unbuffs" in the list as well http://forum.shrapnelgames.com/images/smilies/wink.gif

Yes I tried to use your format and to put my little corrections in the order the original spells of you were, sorry if I put the paths in alphabetical order instead of in you one, it was a little faster for me.

Glad I've been helping and thanks again for your efforts for the list and the DominionsKB http://forum.shrapnelgames.com/images/smilies/wink.gif

Best wishes for yor next project!!

WraithLord August 6th, 2008 10:54 AM

Re: Unit Buffs Quick reference
 
I wrote a few dom related tools in the past (for turn backup, for querying TCP server and for auto hosting PBEM games (( like a simplified CLI based llamasever )) )

They're all posted on some ancient threads here http://forum.shrapnelgames.com/images/smilies/happy.gif

At one time I was thinking I might write a combat simulator, but I'm not 100% its a good idea, since I think its more fun if players need to guess a bit the outcome of a potential battle rather than just run it 1k time in a battle sim.

Definitely though my next project will be programming one. Documentation is nice but I much prefer to write apps and tools.

BTW, doom is there by mistake, and you may want to take the malus initiative all the way http://forum.shrapnelgames.com/images/smilies/wink.gif

WraithLord August 12th, 2008 03:30 PM

Re: Unit Buffs Quick reference
 
Ahmm, new forum settings has made astral section invisible (unless marked). I'll have to find an appropriate visible color instead.

ese-aSH October 26th, 2009 06:12 AM

Re: Unit Buffs Quick reference
 
some questions/remarks :
- is it possible to stack several shields ? (i.e. fire shield and astral shield ?)
- I noticed that when I cast a lot of buffs on a unit during a battle, there is not enough room to display them (when you click on the unit, all buffs are on one line, when the line is full the new buffs do not display). is there a 'limit' in the number of buff or is this just a UI limitation ?
- body etheral is not a self-buff (at least in last CBM version), it is a unit buff aoe 1.
- In reverse communion, if one slave gets 10 buffs in 5 turns (because two masters are buffing), it seems the slave cannot move for 10 turns, regardless of fatigue. Is this normal ?

Raiel October 26th, 2009 12:22 PM

Re: Unit Buffs Quick reference
 
I'm not sure about the rest, but I believe the reverse communion effect has to do with the order commander actions occur in - spells are cast before ANY commanders move regardless of unit ID order, IIRC.

So long as a communion master is casting spells, his communion slaves will not move. Have them fire a bow instead.

Can a vet please confirm this? And does anyone know if this will also apply to berserking communion slaves?

Edit: Forgot my main reason for replying...

I love this post, WraithLord! Thanks! The only thing that seems to be missing is which similar effects stack (e.g., Resist Lightning and Thunder Ward), but that could probably be a seperate post.

thejeff October 26th, 2009 12:41 PM

Re: Unit Buffs Quick reference
 
I'm not sure bows would work either. Haven't tested it, but I think bows come after casting.

I'm not sure that addresses the original question anyway. All I can say to that is that I've never seen that behavior. I know I've seen slaves cast even when they had gotten multiple buffs the turn before. (As long as they act before the masters.) I haven't played with communion buffed thugs lately so I'm not sure there isn't some weirdness there. I'm not sure I've ever arranged for 10 buffs. I assume you were using matrixes?

Raiel October 26th, 2009 01:03 PM

Re: Unit Buffs Quick reference
 
Sorry! By "them" I was referring to the communion masters after running through their buffs.

ese-aSH October 28th, 2009 03:25 AM

Re: Unit Buffs Quick reference
 
Quote:

Originally Posted by thejeff (Post 716071)
I'm not sure bows would work either. Haven't tested it, but I think bows come after casting.

I'm not sure that addresses the original question anyway. All I can say to that is that I've never seen that behavior. I know I've seen slaves cast even when they had gotten multiple buffs the turn before. (As long as they act before the masters.) I haven't played with communion buffed thugs lately so I'm not sure there isn't some weirdness there. I'm not sure I've ever arranged for 10 buffs. I assume you were using matrixes?

Yes using matrixes :) And yes I gave bows to my masters :)

I script my 2 masters : buff, buff, buff, buff, < fire >
And my slaves : hold, hold, hold, hold, hold, < attack >

And the slaves wait something like 8 turns before moving (yet some of them had only 35 fatigue by turn 5, which looks not much to me).

edit : problem is -> by turn 8 the masters may have been killed easily by the ennemy, while my slaves are just watching :(

chrispedersen October 28th, 2009 10:49 AM

Re: Unit Buffs Quick reference
 
For curiousity sake - what are the fatigues of the masters?

NTJedi November 1st, 2009 04:38 PM

Re: Unit Buffs Quick reference
 
original post needs to be updated to show wind guide with a cost of 1 air gem.


All times are GMT -4. The time now is 09:22 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.