Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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I doubt it, I don't think the AI has any way of knowing if your disjunction will succeed.. or where it's aimed at.
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The AI never cancels spells they already started casting. They'll target a different enchantment if the Armageddon is no longer there.
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How "to hit" works?
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It's the percentage chance of doing 1 damage. When an attack roll is done, the game rolls a D100 for each attack strength and each roll that's lower than the "To hit" chance does 1 damage. This is in CoM II, in CoM I it's the same concept except each 1 To Hit is worth 10% and a D10 roll is used.
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Why does Tactician not add the bonus stats directly on the stat screens? Does it require a workaround?
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Is spell ward supposed to protect against Earthquakes?
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No, but Flying Fortress does.
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Does Vampiric apply per attack point or is it a fixed HP drain? I imbued it on a sword and the ability felt quite weak despite the sword having high attack stats.
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(December 25th, 2020, 08:13)Anskiy Wrote: Does Vampiric apply per attack point or is it a fixed HP drain? I imbued it on a sword and the ability felt quite weak despite the sword having high attack stats.

It's an additional -2 resist life drain attack.  The damage done is how much the target fails the resistance roll by.  

So a 5 resistance target will suffer 0-7 additional life drain damage.  While a 12 resistance will be immune.
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Why horsebowmen movement point is only 4 which lower than other cavalry units, especially compare to typical heavy cavalry such as paladins which have 5? Historically horsearcher are among the best light cavalry due to heavier cavalry find it difficult to catch up.

I think horsebowmen as other (light) cavalry should have movement point 5 while heavier cavalry (such as knight) especially those which requires armourer guilds should have a bit more defense but lose 1 movement point (not more than 4) in process.

If you say it is about balance in this, I would want to say that in history real counter against horsebowmen are foot archers, crossbowmen and slingers which in this game also include something like range magic attack too.
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