Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For example - If you use both Heat from Hell and Fire Storm, but your whole army consists of Kings of Fire, Flame Spirits and Fire Snakes, you will take zero damage from them.
Or use eathquake with a flying army
solar brilliance use magic resistance for avoiding damage, i believe
so if you have an army with high magic resistance and you drop antimagic spell, you casualties will be less then enemy (but not zero)
you can also have an army of non-undead, non-demon blind people =) (which is totally possible with some races, my beloved Xibalba for example)
Btw, you say you are unwilling to try them but honestly that's the best way to do this. Just umm... Make a new game, set Indy strength to higher than 5 so there's more victims, set gold multiplier income to max (don't remember what it is), and set magic research to very easy, and have an awake pretender to help research. Then just spam out some mages and run them into the strong indies, and experiment. If you don't want to worry about AI, do it on a large map with only 1 AI so he takes a looooooong time to find you
You need to keep the enemy busy while ensuring your own side doesn't take much damage - so cast the poison resistance spells. bring or summon naturally poison resistant units (undead, elementals), have units that have more HP than the enemy, so they can survive the poison, cast Mass Regeneration if it's later in the game....
The spell seems to be custom-made for MA C'tis in fact because they get a mage with a pretty good chance of being able to cast it right out of the box. For Late or Early Age C'tis you'll need to get tricky with summons (Couatls are surprisingly easy to summon and only 1W away from being able to cast it) and booster items.
Did not know that. Since it hits your own mage balls, is it even used for that much?
Actually if it is capped at one damage, even one buff spell like barkskin or ironskin totally protects you from it?
RoS causes *many* damage 5 + DRN vs prot+DRN hits, SOME are capped at 1 damage post-prot, some aren't.
And they are meant to target the head (75% to hit that), but I'm not sure it works in practice.