Quote:
Originally Posted by militarist
How exactly course of stones works? What mathematics is behind it?
How does it look like (result, not graphics)?
|
Curse of Stone applies an effect on all units that fail the resistance check that's visible on the unit screen like any other special attribute - it doesn't give an apparent increase in encumbrance or anything like that.
Units who suffer from the effect gain a massively increased amount of fatigue from their actions - the exact amount is random, but a cavalry unit might take 40-50 fatigue before reaching your lines and an elephant can go unconscious during a single turn of trampling. Units already in melee don't seem to be too severly affected.
Elephants is probably the unit that the spell's the most effective against, them being especially susceptible to MR targeting attacks.
Quote:
Furthermore, can the starting afflictions on pretenders (for example the Forge Lord's limp or the Allfather's missing eye) be healed?
|
As a definite answer: yes, they can be healed as easily as any other affliction.
Quote:
How is upkeep calculated ? How much percentage of the original gold cost is the monthly upkeep ?
|
Every 15gold worth of units in your army equates to an increased upkeep of 1 gold. Sacred units, however, have an upkeep of 1gold/30cost - half that of other units. The upkeep of commanders and common troops follow the same rules. Some summons have hidden upkeep costs, there's no way to see them in-game excepts through experimentation.
Quote:
How do hydras work ? sauromantia greater hydra has only 6 hp. I guess if they get killed, the spawn a new form with one less head and again 6 hp until all heads are depleted ?
|
Entirely correct, each form has one head less than the prior and the final form (with its single great head attack) has 40 hp and a protection 13, unlike the lesser forms. The Hydra returns with a full complement of heads after the battle.
Quote:
Moving on, does luck have a chance of preventing AoE damage like that from a Fire Brand or a fireball? The text for luck indicates it can prevent spell damage but I'm not sure if it only affects single target spells (like lightning bolt).
|
Luck has a 50% chance to prevent nearly everything - regular damage is something it always protects against. Its limits are found at "mind duel" and some more esoteric weapons - it still protects against spells like soul slay.