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combat-magic [2021/10/27 21:02] naaira [Fatigue] |
combat-magic [2023/02/07 18:06] (current) tlagnoj [Combat Magic Workflow] |
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======Combat Magic====== | ======Combat Magic====== | ||
- | Battle magic can only be cast during a tactical battle. | + | Battle |
Some battle spells affect the whole battlefield and are termed [[battle enchantment]]s. | Some battle spells affect the whole battlefield and are termed [[battle enchantment]]s. | ||
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- The game checks if any potential targets are within range. | - The game checks if any potential targets are within range. | ||
- The mage's current path level is checked to determine if the mage is able to cast the spell at all. | - The mage's current path level is checked to determine if the mage is able to cast the spell at all. | ||
- | - If the spell requires [[gems]], those are spent. If the mage has additional gems those may be spent to help cast the spell. | + | - If the spell requires [[gems]], those are spent. If the mage has additional gems those may be spent to help cast the spell. The gems are consumed at the point of casting. |
- The casting point for the spell is calculated. It is approximately half the total casting time. | - The casting point for the spell is calculated. It is approximately half the total casting time. | ||
- If the mage takes damage before the casting point a check is made to determine if the spellcast was interrupted. | - If the mage takes damage before the casting point a check is made to determine if the spellcast was interrupted. | ||
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Certain spells have specific requirements to who they can affect. E.g. ??Dust to Dust?? only affects [[undead]] units within range. When attempting to cast a scripted spell, if no available targets are within range the mage will skip casting that spell. | Certain spells have specific requirements to who they can affect. E.g. ??Dust to Dust?? only affects [[undead]] units within range. When attempting to cast a scripted spell, if no available targets are within range the mage will skip casting that spell. | ||
- | When picking a target the mage will generally go for the square with the highest damage potential. This means that units with high hit points per square and no elemental resistances are more likely to be targeted by damage spells than other units. | + | When picking a target the mage will generally go for the square with the highest damage potential. This means that units with high [[units-attributes# |
* Note that the AI will regard units with high amounts of elemental resistance as being immune to spells of that damage type, even when they are clearly not. The AI might refuse to cast elemental damage spells if all possible targets have high elemental resistance. | * Note that the AI will regard units with high amounts of elemental resistance as being immune to spells of that damage type, even when they are clearly not. The AI might refuse to cast elemental damage spells if all possible targets have high elemental resistance. | ||
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When a spell has been succesfully cast the spell' | When a spell has been succesfully cast the spell' | ||
==== Fatigue ==== | ==== Fatigue ==== | ||
- | Just like attacking in combat, casting spells in battle incurs [[fatigue]]. And just like all other units a mage that reaches **100 fatigue** will pass out. For this reason, fatigue management is very important for spellcasters. It is often the limiting factor in combat, and higher-pathed mages thus have an advantage in that they incur less fatigue. | + | Just like attacking in combat, casting spells in battle incurs [[fatigue]]. And just like all other units, a mage that reaches **100 fatigue** will pass out. For this reason, fatigue management is very important for spellcasters. It is often the limiting factor in combat, and higher-pathed mages thus have an advantage in that they incur less fatigue. |
- | + | | |
- | Each spell has a listed fatigue cost which a caster incurs when casting that spell. | + | * In other words, having an extra skill level means the mage suffers only half fatigue. |
- | + | * Two extra skill levels means he suffers only 1/3 as much. | |
- | Spellcasters also incur fatigue equal to their base [[Encumbrance]] value + 2 x Encumbrance value of any armor worn for each spell cast. This is not subject to reduction by skill bonuses. | + | * Three extra is ¼, and so forth. |
- | + | | |
- | Finally there is a random component that might increase the fatigue cost of a spell. | + | |
Various factors may affect this basic calculation: | Various factors may affect this basic calculation: | ||
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* Some effects might incur a fatigue penalty to spellcasters. Most notably Fire spells cost double when cast during a ??Rain??. | * Some effects might incur a fatigue penalty to spellcasters. Most notably Fire spells cost double when cast during a ??Rain??. | ||
- | <WRAP box 800px center> | + | {{template>spellfatigue}} |
- | <WRAP column 120px rightalign> | + | |
- | +/- 10% per scale in [[Scales|Drain]] or [[Scales|Magic]] \\ | + | |
- | + Base [[Encumbrance]] \\ | + | |
- | + 2 x Armor [[Encumbrance]] value \\ | + | |
- | + [[Temperature|Cold]] / [[Temperature|Heat]] penalties \\ | + | |
- | + Other [[fatigue]] modifiers \\ | + | |
- | + a random component | + | |
- | </WRAP> | + | |
Spells that reduce fatigue, like ?? | Spells that reduce fatigue, like ?? | ||
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===== Communions ===== | ===== Communions ===== | ||
Joining a communion significantly changes spellcasting in different ways. It boosts the path level of communion masters and spreads the fatigue cost between masters and slaves. Please refer to the [[Communions]] page for an in-depth explanation. | Joining a communion significantly changes spellcasting in different ways. It boosts the path level of communion masters and spreads the fatigue cost between masters and slaves. Please refer to the [[Communions]] page for an in-depth explanation. | ||
+ | |||
+ | {{template> |