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  #11  
Old January 8th, 2009, 06:53 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Awe Question

So, having a high-dominion Virtue with a posse of ghosts might actually work? Excellent...
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  #12  
Old January 8th, 2009, 06:55 PM

Agema Agema is offline
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Default Re: Awe Question

To slightly correct Jim to avoid confusion, It's Mor+DRN v 10+Awe bonus+DRN.
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  #13  
Old January 8th, 2009, 07:26 PM
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Default Re: Awe Question

I was just assuming that we had all already established that as the manual states, the base for Awe is 10. So in this case, referring to Awe+DRN means: 10 + (Awe bonus) + DRN.

I think that the interesting part of Virtue (besides starting with high Awe, and having StartDom of 4, for a combatant pretender) is that you could theoretically skimp on the dominion score, and roll those points into boosting her to D5. Having Fear+0 and Awe+4 may in most cases be as effective as Awe+7 without the Fear, and would give you more late game tactical options, though it costs more points (she is SO expensive to add paths to). The point to bear in mind with that, is there is -no- reason to go Dom9 with Virtue, since the difference between Awe+4 and Awe+5 is fairly slight, so you are only comparing your point cost against Dom10, which even starting at 4, nets you a lot of points if you gimp down to Dom6 or something in order to get more magic.
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  #14  
Old January 8th, 2009, 07:38 PM
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Default Re: Awe Question

Awe 8 results in awe +7. The reason being that the first point of awe goes to giving you the ability. The remaining points add to its effect.

A dominion 10 Virtue actually has Awe 5 + Awe 3. The Awe 5 is natural while the Awe 3 is from the dominion. If you had dominion 8 or less the result would be only Awe 5, which translates to awe +4. If you kept dominion 10 and choose a god without natural awe the final result would be awe +2. A dominion of 9 only offers Awe 1.

This mechanic might make more sense with fear. Fear requires 5 points rather then 1 in order to obtain the ability. Therefore, an item that grants fear +0 actually grants Fear 5. Stack on a horror helm and get fear +0. Add an implimentor axe which normally does the same thing and you'll see your fear jump to fear +5, not fear +1. Each rank of death magic grants Fear 1, which is why you don't actually get the fear ability from death magic alone until you have death 5.

That said, Amon Hotep, an artifact requiring F5 and S5 to make grants Awe 5. The more attainable Armor of Vitrue offers Awe 4. That with a Shield of Glimmering Gold on a Dom 10 Virtue is Awe 5 + Awe 3 + Awe 5 + Awe 4 + Awe 1, which equals Awe 18, which in turn results in awe +17.
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  #15  
Old January 8th, 2009, 07:46 PM
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Default Re: Awe Question

And then you just need to meet some undead or berserkers to totally ruin your day.
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  #16  
Old January 8th, 2009, 07:57 PM
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Default Re: Awe Question

Indeed. This is more of an exercise in achieving the highest possible awe. This in no way means that you have created a powerful all-purpose fighting machine. Such a combatant is riddled with weaknesses. It will likely be effective in single player, but I wouldn't dare try this in an MP game.
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  #17  
Old January 8th, 2009, 08:30 PM
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Default Re: Awe Question

I think I prefer the Lady of Love as an awe chassis over the Virtue. If just because her combat animation is hilarious
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  #18  
Old January 8th, 2009, 09:04 PM
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Default Re: Awe Question

Just so everyone doesn't need to start a test game to see it, here she is (just a little more bouncy than normal):

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http://z7.invisionfree.com/Dom3mods/index.php?
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  #19  
Old January 8th, 2009, 09:08 PM

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Default Re: Awe Question

Quote:
Originally Posted by vfb View Post
And then you just need to meet some undead or berserkers to totally ruin your day.

Berserkers ignore awe? I did *not* know that.
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  #20  
Old January 8th, 2009, 09:21 PM

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Default Re: Awe Question

They never fail morale checks, that's what 99 morale means
If you want it on your thug, berserker's pelt (through nature) & the Flesh Eater axe (through blood) is your goto items, though I imagine the berserker nature buffs in thaumaturgy could work like a charm

I think berserkers stay and fight after round 50/75 too.
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