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  #1  
Old October 25th, 2006, 04:36 PM
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Default Random Magic ability

In playing the Pale ones, early era, I noticed that those mages that have a question mark for random magic, that when you ck them it shows the percentage of what you can get, this is usually a possiblity of an increase of magic they already have. In D2, when you would pick them, they would get a random magic path. So far this has not been the case in D3, what I've seen is usually an increase in one of the paths that they already have, or if the percentage is low, they don't get an increase nor do they get another magic path. I looked in the manual to see if this was correct, but so far unable to find an answer. Is this the way its supposed to be or is this a bug? So if this is the case, then Random ? only will be a possible increase in those magic paths that it shows with the percentage. Is this correct? tks for the help

2nd. I also noticed that in one of the neutral sea provinces, have Cavalary. Is this a bug? its a solid sea province, no land.. Seems strange that a sea province would have land cavalry units.. tks for any info
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  #2  
Old October 25th, 2006, 04:38 PM

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Default Re: Random Magic ability

If a mage has a ?1 (FAWE +100%, FAWE +10%) that mage will get one of either FAWE and have a 10% chance of getting one of FAWE.
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Old October 25th, 2006, 04:43 PM
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Default Re: Random Magic ability

First, 10% random means that about one in ten mages of that type are going to be more powerful in magic. The paths available from a random depend on the mage, and there may even be multiple randoms with multiple chances. Arcoscephale Mystics, as an example, have Astral 1, always one of Fire, Water, Earth and Astral (100% chance), and 50% chance in each of Water, Earth and Astral.

S
100% FWES
50% F
50% W
50% E

Or, maximum of 2 in each of the four paths, often only 1 in two, perhaps three paths, and in theory a lucky Mystic could even get 5 picks in magic.
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Old October 25th, 2006, 05:37 PM
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Default Re: Random Magic ability

It works the way it's supposed to work. Random magic now often indeed increases a path the mage already has.
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Old October 25th, 2006, 05:41 PM
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Default Re: Random Magic ability

Regarding the cavalry in the sea, which map and province is it? Ex. I know there are a couple of what should be sea zones (based on the map itself...) in the Cradle of Dominion map that are flagged as plains instead.
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Old October 26th, 2006, 01:04 AM
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Default Re: Random Magic ability

Its the Cradle of Domion Map and the Great Bear Gulf the province. It shows heavy Cav and heavy Inf.
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Old October 26th, 2006, 02:05 AM
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Default Re: Random Magic ability

-from cradle.map-

#landname 167 "Great Bear Gulf"
#terrain 167 0


Terrain 0 is plains, I believe; it's being treated as a land province. Terrain 4 would probably be more appropriate.
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Old October 26th, 2006, 03:34 AM
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Default Re: Random Magic ability

Quote:
Endoperez said:
First, 10% random means that about one in ten mages of that type are going to be more powerful in magic. The paths available from a random depend on the mage, and there may even be multiple randoms with multiple chances. Arcoscephale Mystics, as an example, have Astral 1, always one of Fire, Water, Earth and Astral (100% chance), and 50% chance in each of Water, Earth and Astral.

S
100% FWES
50% F
50% W
50% E

Or, maximum of 2 in each of the four paths, often only 1 in two, perhaps three paths, and in theory a lucky Mystic could even get 5 picks in magic.
Is this correct? I was assuming that, say, 50% FWE meant a 50% chance of an additional magic point, which would be either F, or W, or E - but that it was impossible to get more than one of these (kind of like it works with the 100%).
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Old October 26th, 2006, 06:24 AM
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Default Re: Random Magic ability

When you have 50% FWE then you can just get one of them. But Arcos mystics have randoms of 50% each (not 50% FWE but 50% F, 50% W and 50% W) so you have a 12.5% chance that the Mystic gets all of them.
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