1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Bannor/Basium

Discussion in 'Wildmana Modmod' started by Industrious1, Nov 13, 2017.

  1. Industrious1

    Industrious1 Chieftain

    Joined:
    Apr 3, 2011
    Messages:
    9
    Good day.

    Just finished a brutal war as the Hippus against the Bannor/Basium combo. Lost two cities and eventually settled for peace because of some sort of magic or ability that froze all my best units in their tracks while they walked by my defenses .

    Just wondering what that ability or spell was because although I have magic that will hold a unit in place, it is for one or two turns tops. What they were using had one of my most experienced units trapped for 28 turns, effectively removing him from the war.

    Any insight from some veteran players?
     
    Last edited: Nov 13, 2017
  2. Psychodad

    Psychodad Chieftain

    Joined:
    Feb 25, 2015
    Messages:
    93
    Never seen anything like that!
     
  3. Industrious1

    Industrious1 Chieftain

    Joined:
    Apr 3, 2011
    Messages:
    9
    Alright guess I am going to have to assume this is a bug then.
     
  4. Guru-Meditation

    Guru-Meditation Chieftain

    Joined:
    Oct 9, 2010
    Messages:
    88
    Was it this blinding spell?

    If yes it takes your moves for a few turns, like you described. But it has to be reapplied to last longer then that, so if you kill the caster you will be good eventually.

    Iirc the idea behind this spell was to have a semi-counter for super-units, so that you still need an army, instead of having 3 or 4 super-units that destroy everything by themselves.
     
  5. Industrious1

    Industrious1 Chieftain

    Joined:
    Apr 3, 2011
    Messages:
    9
    Which blinding spell is that?

    The tool tip under the units affected would say (Cannot Move). It isn't just that though, it is true the units cannot move...but they cannot cast spells either, such as a cleanse to rid themselves of this debuff.

    I just replayed some turns of my troubled empire and in one application I had my Magnadine unit taken out of play for 11 turns.

    If this is working as intended, it is by far the most powerful combat control spell I have encountered in any incarnation of this mod.
     
  6. Vital Brasil

    Vital Brasil Chieftain

    Joined:
    Sep 4, 2010
    Messages:
    93
    Location:
    Brazil
    I'd guess its the energy lash spell, granted by the destroyer staff.

    If you use it multiple times in the same enemy, the immobility effect stacks indefinitely.

    I didnt test it, but i think the dispel magic spell and the abolish magic spell (from the order religion) may remove that effect.

    Edit: Just tested it, the effect cant be dispelled.
     
    Last edited: Nov 18, 2017
  7. Vital Brasil

    Vital Brasil Chieftain

    Joined:
    Sep 4, 2010
    Messages:
    93
    Location:
    Brazil
    If it could be dispelled it would not be that powerful.

    So, i think a good strategy against this is using assassins (they can't be hit by the spell, since they are hidden or invisible), with marksman promotion, to kill the arcane units fast, and to promote some disciple units to high inquisitor class, to attack their disciples in the stacks. Only disciple and arcane units can equip the destroyer staff.
     
  8. Industrious1

    Industrious1 Chieftain

    Joined:
    Apr 3, 2011
    Messages:
    9
    If it could be dispelled one unit at a time I think that would be a happy medium considering half your army can be incapacitated in just a few turns.

    Oh well, time to adjust tactics and level a few mage killing specialists.
     
  9. esvath

    esvath Apprentice of Erebus

    Joined:
    Mar 27, 2008
    Messages:
    1,403
    If it is Energy Lash (granted by Destroyer staff, which is a unique equipment for Bannor/Austrin/Jotnar), it disables 4 units for two rounds. It is similar to Sunlight miracles of Empyrean religion. AFAIK, casting the spell on same targets won't increase the duration (should be 2 turns still) but I might be mistaken here.

    Another possibility is that your unit is Stunned. Check for the unit's promotion, do you see Stunned promotion there? Stunned disables the unit from moving or cast spells, but it can be dispelled using Dispel Magic spell or Abolish Magic miracle (Order religion). It also has 30% chance to wear off per turn.
     

Share This Page