![]() ![]() 7, 2.8, 4.9 fatigue per round in heat 3, neutral and cold 3 respectively (with no resistances).Įvery 320 ticks: 5% of the battlefield must make an easy MR check or become blinded. Does nothing if Heat from Hell is also active. The amount of damage dealt is 4+Cold scale, +2 if it is snowing and a storm is present. Strikes 3% of the battlefield with AN cold fatigue damage every 320 ticks. Approximately 1.4, 3.5, 5.8 fatigue per round fatigue per round in cold 3, neutral, and heat 3 respectively (with no resistances). Does nothing if Grip of Winter is also active. The amount of damage dealt is 5+Heat scale, -3 if raining. Strikes 3% of the battlefield with AN fire fatigue damage every 320 ticks. Approximately 3.8 fatigue reduction per round. Approximately 7 fatigue a round per tile. Undead and inanimate beings are unaffected. Strikes 3% of the battlefield with 10 AN fatigue damage every 320 ticks. Strikes 1% of the battlefield with 5 AN poison damage every 320 ticks. ![]() Expected hits per tile per round: 1.74%Ĭreatures without swamp survival have -1 attack, -1 defence, +2 encumbrance, and -20% combat speed.įriendly creatures gain +4 combat speed and -2 encumbrance, enemies suffer -4 combat speed and +2 encumbrance. Not sure which one is off so I can't fix it.)Įvery 320 ticks, each square has a 3/4000 chance to have a meteor dropped on it, inflicting 150 magical blunt damage. Expected hits per tile per round for interrupt: 14% (NOTE: these percentages vs hit rates disagree by a factor of 15. Expected hits per tile per round for damage: 7%. Additionally strikes 4% of the battlefield with 100 Interrupt damage, that does not affect Mindless creatures and can be negated by passing a MR check. Expected hits per tile per round: 70%Įvery 320 ticks: Strikes 2% of the battlefield with 1 AN magic damage, negated by MR. Strikes 3% of the battlefield with 4 AP acid damage every 320 ticks. Strikes 3% of the battlefield with 6 AP fire damage every 320 ticks. Additionally hits 10% of squares containing units for 5 non-magical blunt damage, which may miss all units in the square as per usual ranged attack calculations. Does not affect friendlies.Įvery 320 ticks, strikes 1% of the battlefield with falling stones that inflict 5 non-magical capped blunt damage to a creature in the affected square. Strikes 5% of the battlefield with a strength 1 Fear effect every 320 ticks. Strikes 0.3% of the battlefield with 15 AN shock damage every 320 ticks. All creatures without storm immunity or storm power have their precision halved. 50% of weapon-based missiles are not fired (unless the weapon can be used underwater). If cast in cold it snows instead, which does not double fire magic fatigue.įlight is prevented for all creatures without storm immunity or storm power. Creatures on fire are very likely to stop burning quickly. Heat aura effect is reduced, Fire magic fatigue is doubled. The battlefield becomes dark, applying darkness penalties of -6 to attack, defence, and precision. The battlefield becomes dark, applying darkness penalties of -3 to attack, defence, and precision. Every time the spell is cast, the counter is reset, but this does not allow the spell to be cast again while it is already active. There is a 50% chance to spawn a Small Shark instead. Has a (25 - (counter * 2))% chance to spawn a Shark at either edge of the battlefield, in line with the wounded unit. Checks every unit in the battle that is not inanimate, not undead, not a Shark, and that has less hitpoints than their maximum. Every activation adds 1 to a hidden counter. The wolf die rolls can explode.Įvery 320 ticks, there is a 1 in 24 chance to activate. 1d6 are instead summoned in forests and mountains. 1d3 are summoned if the provinces is neither a forest nor a mountain. +1 Astral to all astral mages on the battlefield.Įvery 320 ticks, there is a 1 in 12 chance that wolves appear at the edge of the battlefield. ![]()
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