Post by Boaster on Feb 25, 2010 13:42:42 GMT -6
GS5 Frequently Asked Questions
From 2/26/12
Updated 4/26/2016
[/u][/b]
Q: How do I [simple] install the GS5R3 mod? [101]
Q: How do I [manually] install the GS5R3 mod? [102]
[200] GENERAL
Q: What is a tick? [201]
Q: How does Hit Recovery work? [202]
Q: What is an Elemental faith? [203]
Q: What is a Spirtual (otherwise known as Arcane) faith? [204]
Q: What does Luck do? [205]
[300] UNIT INFO
Q: What is a 'Leader'? [301]
Q: What is an 'Heir'? [302]
Q: What is a 'Lord' or 'Lord Class' Champion? [303]
Q: What is a 'Special Champion'? [304]
Q: What is a 'Unique' unit/target? [305]
Q: What is an Undead unit? [306]
Q: What is a Champion or 'Champion Class' unit? [307]
Q: What is a 'Military Class' unit? [308]
Q: What is a 'military unit'? [309]
Q: What is a 'Creature Class' unit? [310]
Q: What is a 'Legendary Creature'? [311]
Q: What is a 'group/party subset'? [312]
Q: Why do Infantry units have low armor? [313]
Q: Why do Cavalry units have missile resistance? [314]
Q: Why don't Cavalry ever improve hit recovery rates? [315]
Q: Why don't Cavalry ever improve hit recovery rates? [315]
Q: Why don't Missile Groups ever improve hit recovery rates? [316]
Q: I cannot train any more units! Why? [317]
[400] SPELL INFO
[500] ARTIFACT INFO
Q: How many charges do spell scrolls have and when do they recharge? [501]
Q: When do my artifacts recharge their spell casting abilities? [502]
Q: What does it mean when an artifact says, "After combat, partial Health is restored?" [503]
[600] COMBAT INFO
Q: What does the hit table look like? [601]
Q: What is a Deadly Strike? [602]
Q: What is a 'Critical Strike'? [603]
Q: What is a Crushing Attack/Crushing Blow? [604]
Q: What is a 'Piercing Attack'? [605]
Q: What is Negate Attack? [606]
Q: What is a 'Wisdom Bonus'? [607]
Q: What is a 'Desperation Bonus'? [608]
Q: What is a 'Blinding Attack'? [609]
Q: What is the 'Blindness' Condition? [609]
Q: What is a 'Bleeding Attack'? [610]
Q: What is the 'Bleeding' Condition? [610]
Q: What does a 'Weakening Attack' do? [611]
Q: What is the 'Weaken' Condition? [611]
Q: What does an 'Armor Cracking' attack do? [612]
Q: What is the 'Cracked Armor' Condition? [612]
Q: What does a 'Crippling Attack' do? [613]
Q: What is the 'Cripple' Condition? [613]
Q: What does a 'Deep Wounding' Attack do? [614]
Q: What is the 'Deep Wounds' Condition? [614]
Q: What does a 'Stunning Attack' do? [615]
Q: Why does my thief take more damage from attacks while Stealthed? [616]
Q: What is a 'Burning Attack'? [617]
Q: What is a 'Shocking Attack'? [618]
Q: What is a Biting Attack? [619]
Q: What are the factors that reduce the chances of performing Biting Attacks, Burning Attacks and Shocking Attacks? [620]
Q: What is a 'Vampyric' or 'Life Stealing' attack? [621]
Q: Why is it when I have more health than my maximum health that I start losing health inexplicably? [622]
Q: Why do Marauders regain all of their health and mana after combat? [623]
Q: Why is my unit still taking damage when it has over 100 melee/missile resistance? [624]
Q: Why is my Thief's Subdue Icon disabled? [625]
Q: How are Trolls regaining their health when they don't have any spell buffs? [626]
Q: How much experience is gained from each conquered dungeon? [627]
Q: What effect does a dungeon's level have on experience received? [628]
Q: Why is it when my artifact says it gives a stat bonus versus a specific unit or type of attack, but the stat does not increase in the stat window? [629]
[700] OVERLAND / ECONOMY / RESOURCE INFO
Q: When I rest inside, without moving, why am I being healed more than the listed value for Health Recovery Inside? [701]
Q: Why doesn't my fame/turn give me a bunch of extra followers? [702]
Q: Why can't I hire Mercenaries from my local buildings after I liberate my temple? [703]
Q: Why is the upkeep of Mercenaries so high? [704]
Q: Why do Mercenaries cost less/more? [705]
Q: Where can I hire Mercenaries if I have a Capital City higher than Level Zero? [706]
Q: Why can't I train my Mercenaries? [707]
Q: Why do resource buildings, such as Gold Mines, only provide half the resources per turn than they normally did? [708]
Q: How do I know what dungeon strength my Great Temple is? [709]
Q: Why is stealing/spying so difficult and how does it work? [710]
Q: When stealing artifacts from a party, what factors are involved? [711]
From 2/26/12
Updated 4/26/2016
Q: How do I [simple] install the GS5R3 mod? [101]
- Download the GS5R3.
- Download the PIC5R3.
- Unpack/extract/unzip GS5R3 and PIC5R3 from their respective RAR Archives to your 'SIERRA\LOMSE' folder.
- Run the Install_GS5R3.bat file that comes with GS5R3.
- Run the Install_PIC5R3.bat file that comes with GS5R3.
- Run LOMSE and check in the corners of the Main Menu screen for version/build information.
Q: How do I [manually] install the GS5R3 mod? [102]
- Download the GS5R3.
- Download the PIC5R3.
- Unpack/extract/unzip GS5R3 and PIC5R3 from their respective RAR Archives to your 'SIERRA\LOMSE' folder.
- Go to 'SIERRA\LOMSE' folder.
- Rename 'gs.mpq' to 'gs300.mpq' or delete 'gs.mpq'.
- Rename 'pic.mpq' to 'pic300.mpq' or delete 'pic.mpq'.
- Rename 'GS5R3.mpq' to 'gs.mpq'.
- Rename 'PIC5R3.mpq' to 'pic.mpq'.
- Run LOMSE and check in the corners of the Main Menu screen for version/build information.
[200] GENERAL
Q: What is a tick? [201]
- A tenth of a second.
- Ten ticks equals one second.
- A tick is also a parasite (watch out!).
Q: How does Hit Recovery work? [202]
- Hit Recovery is timed in ticks. The smaller the number, the quicker the recovery time.
- Hit Recovery is the time it takes for a unit to be able to attack, or execute commands, again after having been hit.
- Fast Hit Recovery rates, in some cases, will cause units to have attack rates faster than normal--which can potentially be imbalanced.
- Hit Recovery does not encompass a units frame rate.
Q: What is an Elemental faith? [203]
- Group classification of four faiths of Elemental origin.
- Air
- Fire
- Earth
- Water
Q: What is a Spirtual (otherwise known as Arcane) faith? [204]
- Group classifications of four faiths with mystical origin.
- Chaos
- Death
- Order
- Life
Q: What does Luck do? [205]
- In most cases, provides a 1% chance bonus to combat abilities and with spells which are cast on attack or cast on being attacked.
- With many offensive spells, Luck influences the base damage of the spell. Such that, if you cast a spell that inflicts [2 + 1/2] damage and you have 3 Luck, you will instead inflict [3 + 1/2] damage with that spell.
- In the unmodded game, the Luck stat has no actual direct function or implementation. However, in the unmodded game, Luck is handled through 'gs\combat.gs' by way of the variable '/random_value'.
[300] UNIT INFO
Q: What is a 'Leader'? [301]
- A Leader is your main character. If slain, your faith is defeated.
- Leaders benefit from reduced durations or effects from certain spells, in some cases avoiding fatal damage from a spell.
- Leaders are not capturable by thieves.
- Leaders may display the Dragon Banner upon left-clicking the 'L' icon in the stat window (GS5R3).
Q: What is an 'Heir'? [302]
- An Heir is a secondary character, or back up Leader.
- When a player's Leader is slain, an Heir takes over as Leader.
- Heirs are expendable, but very valuable.
- Heirs are acquired through liberating the temple of another faith, with whom you have good relations with (their Lord becomes your Heir).
- Heirs may be acquired through the Lord Editor by purchasing a 'Lord Class' Champion.
- Heirs benefit from reduced durations or effects from certain spells, in some cases avoiding fatal damage from a spell.
- Heirs are not capturable by thieves.
- An Heir can be manually designated the Leader upon clicking the 'H' icon in the stat window (GS5R3).
Q: What is a 'Lord' or 'Lord Class' Champion? [303]
- Lords, also known as 'Lord Class' Champions, are 'Champion Class' units who are not trainable or hirable, who also far exceed the limitations to their respective champion classes.
- Lords may obtain Level 15.
- Lords have at least 2 movement points more than their respective champion classes (4 for thieves).
- Lords have 75% resistance to the magic of their own faith and no reduced magical resistances.
- Lords require more experience per level than their respective champion classes.
- Lords are often designated as the Leader of a faith.
- Lords benefit from reduced durations or effects from certain spells, in some cases avoiding fatal damage from a spell.
Q: What is a 'Special Champion'? [304]
- Special Champions are champions who are exceptional to the normally trainable champions.
- Special Champions may obtain a Level higher than 10.
- Most Special Champions start as Level 3.
- Special Champions require more experience per Level than Lords.
- Arch Demon, Orc Warlord, Lich, Yeoman, Cavalier, Kreuzritter, Sacred Knight, Valkyrie and the Witch are all Special Champions.
- Special Champions benefit from reduced durations or effects from certain spells, in some cases avoiding fatal damage from a spell.
Q: What is a 'Unique' unit/target? [305]
- The term 'unique', is a shorthand expression created to refer a unit who is either a Leader, Heir, Lord or Special Champion.
Q: What is an Undead unit? [306]
- The term 'Undead' is used to explain lifeless but animated bodies.
- Undead units are Death Creatures: Skeletons (CR1), Shades (CR2), Vampires (CR3), Bats (CR4, even though they're technically not undead), Zombies (WM1) and Liches (WZ2).
- While the Lich is not technically a Creature Class, it is classified as Undead.
- How do you kill that which has no life?
- Everybody knows, that in order to kill a zombie, you have to destroy the brain.
Q: What is a Champion or 'Champion Class' unit? [307]
- A Champion is a single unit group who heads one of three subgroups in a party.
- Champions may obtain Level 10.
- Champions have 50% resistance to the magic of their own faith.
- Champions have abilities which far exceed the non-champion unit groups.
- Champions may wield and use artifacts, scrolls or potions.
Q: What is a 'Military Class' unit? [308]
- A 'Military Class' unit is defined as a Cavalry, Infantry or Missile unit group.
- Most 'Military Class' units may obtain Level 5, while a few may obtain Level 6.
- 'Military Class' units have 25% resistance to the magic of their own faith.
- 'Military Class' units are expendable where necessary.
- 'Military Class' units may be trained or hired from qualifying Barracks or Thief Guilds.
Q: What is a 'military unit'? [309]
- A 'military unit' is defined as any non-champion unit or unit group.
- A 'military unit' occupies one of three unit groups in a group subset.
Q: What is a 'Creature Class' unit? [310]
- A 'Creature Class' unit is defined as any non-champion class unit which can be 'Summoned' from the Mage's Tower or the Great Temple.
- Creatures often have special combat abilities when attack or defending.
- Creatures cannot be produced as Mercenaries.
- Creatures do not require any followers as a resource.
Q: What is a 'Legendary Creature'? [311]
- A 'Legendary Creature' is defined as the ultimate unit group which is 'Summoned' from the Great Temple.
- Some 'Legendary Creatures' have special Action abilities which cast spells when commanded.
- 'Legendary Creatures' are Level 15, with the exception of the Water Worshipping Spiders.
- 'Legendary Creatures' can only be summoned once per game and may not be produced as Mercenaries. However, the Water Worshipping Spiders may be produced as many times as the player can afford to.
- In the more recent build of the GS5R3, players are limited to owning six Arachnids at one time.
Q: What is a 'group/party subset'? [312]
- A 'group subset' or 'party subset' is defined as a set of one 'champion' and three 'military units'.
- A total of three (3) 'group subsets' can appear in a single party.
- Only one unit (champion or military unit) is required to have a subset.
- Only one champion can occupy one subset. Also, only three 'military units' can occupy one subset.
- A single unit party occupies one subset.
- For each champion a party has, there is an equal number of subsets. Example: Two champions equals two subsets.
Q: Why do Infantry units have low armor? [313]
- Primarily for balance.
- While having low armor does make them easier to hit, they only recieve 2/3 of the damage dealt to them in melee combat.
- They're weak versus missile attacks, but strong against melee attacks.
Q: Why do Cavalry units have missile resistance? [314]
- Primarily for balance.
- While having moderate to high armor does make them harder to hit and therefore take less damage, they're designed to take even less damage from missile attacks.
- They're strong versus missile attacks, but have no considerable defense beyond just armor versus melee attacks.
Q: Why don't Cavalry ever improve hit recovery rates? [315]
- Primarily for balance.
- While riding a beast/animal may allow you to increase your defensive capacity, it doesn't do much for overall stability.
Q: Why don't Cavalry ever improve hit recovery rates? [315]
- Primarily for balance.
- While riding a beast/animal may allow you to increase your defensive capacity, it doesn't do much for overall stability.
Q: Why don't Missile Groups ever improve hit recovery rates? [316]
- Primarily for balance.
- If their hit recovery were to improve with level, they would retaliate by attacking faster than their normal attack rate warrants.
Q: I cannot train any more units! Why? [317]
- This limit is enforced for Human players, primarily for balance.
- Each Human player may have a maximum amount of units equal to 99 times the number of capital cities under ownership, otherwise may have a maximum amount of 18 units if no capital city is under ownership.
- Each player may only own up to, of each faith and type, 9 champions (FIT, THF, WIZ), 9 Greater Creatures (CR3), 18 military units (INF, CAV, MIS), 18 sets of lesser creatures (CR1, CR2, WM1, WM2), and up to 18 scouts (CR4). A Player may possess nine Assassins, but may still train other thieves (i.e. 3 Huntresses or 4 Rangers, or 5 Burglars).
[400] SPELL INFO
[500] ARTIFACT INFO
Q: How many charges do spell scrolls have and when do they recharge? [501]
- Scrolls which cast a spell that cost...
...1 mana will have 4 charges and replenish one charge each turn.
...2 to 3 mana will have 3 charges and replenish one charge each turn.
...4 mana will have 2 charges and replenish one charge each turn.
...5 mana will have 2 charges and replenish one charge every third turn.
...6 mana or more will have 1 charge and replenish one charge every third turn.
- Scrolls will replenish at their fastest rate, if equipped, otherwise they will replenish one charge every seventh turn while not equipped.
- Any Champion may wield or use scrolls in the GS5.
- The GS5R2 mod will display current and maximum charges in the artifact's display window as well as in the Artifact Spell command button's tooltip, but does not display when they will recharge.
Q: When do my artifacts recharge their spell casting abilities? [502]
- Generally artifacts which cast "big ticket" (powerful offensive) spells will replenish one charge every third turn, while other artifacts which cast weaker spells will likley replenish one charge each turn.
- Artifacts generally recharge on the same basis as scrolls do, though some execptions do apply.
Q: What does it mean when an artifact says, "After combat, partial Health is restored?" [503]
- A small health portion of the artifact bearer's health is restored.
- If before combat, the artifact bearer is inside of a sprite, health equal to his/her Inside Health Recovery is recovered.
- If before combat, the artifact bearer is outside of a sprite, health equal to his/her Outside ealth Recovery is recovered.
[600] COMBAT INFO
Q: What does the hit table look like? [601]
- [-6 -5 -5 -4 -4 -3 -3 -3 -2 -2 -2 -1 -1 -1 -1 0 0 0 0 0 0 0 0 0 0 1 1 1 1 2 2 2 3 3 3 4 4 5 5 6]
- A random 0 to 39 is rolled.
- From the table above, wherever the hit adjustment rolls, it will pull that number. A roll of zero yields a -6 (Ranged) Attack modifier. A roll of 39 yields a +6 (Ranged) Attack modifier.
- Depending on which direction the unit is facing, the hit adjustment can be improved. [Click Here] to see the unit facing and bonus associated. If the unit is facing away, you can gain a bonus to your hit adjustment roll. If the unit is facing you, you won't get a bonus to your hit adjustment roll.
Q: What is a Deadly Strike? [602]
- A Deadly Strike is a combat ability which doubles the amount of damage inflicted. A unit must do at least 1 damage to perform a Deadly Strike.
- All Warriors (except Life Warriors) have a 1% base chance to perform a Deadly Strike.
- For every 10 points of Strength the unit has, the chance of performing Deadly Strikes is improved by 1%.
Q: What is a 'Critical Strike'? [603]
- A 'Critical Strike' is a combat ability which doubles the (Ranged) Attack value for the attack performed.
- All Thieves have a 1% base chance to perform a 'Critical Strike'.
- For every 10 points of Dexterity the unit has, the chance of performing 'Critical Strikes' is improved by 1%.
- Thieves have a hidden 'Critical Strike' bonus. This bonus is known as the 'Critical Hit bonus' (39+ Hit Roll).
- The Potion of Dexterity will enable a champion to use this ability.
Q: What is a Crushing Attack/Crushing Blow? [604]
- A 'Crushing Blow' is a combat ability which inflicts additional damage equal to a portion of the defender's current health. A unit must do at least 1 point of damage to perform a 'Crushing Blow'.
- In melee combat, a 'Crushing Blow' will inflict additional damage equal to 1/4 of the defender's (current) health.
- In ranged combat, a 'Crushing Blow' will inflict additional damage equal to 1/8 of the defender's (current) health.
- Most Cavalry and Infantry have a 1% base chance to perform a 'Crushing Blow'.
- For every 10 points of Strength the unit has, the chance of performing a 'Crushing Blow' is improved by 1%.
- Yeoman, Cavalier, Life Warriors, Rock Hurlers, Rock Trolls, Grendels, Krakens, Cyclops' and Stone Giants are capable of performing 'Crushing Blow'.
- The Potion of Strength will enable a champion to use this ability.
Q: What is a 'Piercing Attack'? [605]
- A 'Piercing Attack' is a combat ability which reduces a defender's armor to zero for the attack made.
- Lords and Special Champions are immune to Piercing Attacks.
- Most Missile Troops have a base 1% chance to perform a 'Piercing Attack'.
- For every 10 points of Dexterity the unit has, the chance of performing a 'Piercing Attack' is improved by 1%.
Q: What is Negate Attack? [606]
- Negate Attack is a defensive combat ability which reduce's the attacker's (Ranged) Attack value to zero, thus negating his attack as if it never happened.
- Units who have the ability have a 1% base chance to perform a Negate Attack.
- For every 10 points of Dexterity the unit has, the chance of performing Negate Attack is improved by 1%.
- Dryads can Negate Attacks and do so at a static 5%.
Q: What is a 'Wisdom Bonus'? [607]
- A 'Wisdom Bonus' is a bonus for all Wizards, except the Arch Demon (Balkoth), to perform combat abilities such as 'Deadly Strike'. This wisdom bonus will not be applied towards magical combat abilities.
- Wizards do not naturally have a combat ability, such as 'Critical Strike'. They would have to gain these abilities from Potions of Artifacts.
- Non-Wizards and the Arch Demon (Balkoth) can obtain this 'Wisdom Bonus' by consuming a Potion of Wisdom.
- For units with the 'Wisdom Bonus', every 10 points of Wisdom the unit has, the chance of performing a combat ability is improved by 1%.
- Wizards with 43 Wisdom improve combat ability chances by 4%. It's quite a bit, especially if you have your wizard buffed up with spells.
- It's almost like Luck, but only for physical combat abilities.
Q: What is a 'Desperation Bonus'? [608]
- A 'Desperation Bonus' is applied to Champions who have 10% or less of their maximum health. Champions with less than 10 health will recieve a desperation bonus with 1 health remaining.
- The 'Desperation Bonus' will increase a Champion's chance of performing a Deadly, Critical, Crushing or Piercing Attack by 1% for each Level of the Champion.
Q: What is a 'Blinding Attack'? [609]
Q: What is the 'Blindness' Condition? [609]
- 'Blindness' is a physical condition that reduces a target's sight radius and missile range. It also modifies a unit's hit adjustment in combat when attacking, and also improves an enemy's hit adjustment when attacking you.
- 'Blindness' status lasts for 12 seconds, standard.
- Duration is halved in ranged combat (6 seconds).
- Duration is halved versus Unique units.
- Sight Radius and Missile Range are reduced to one (effective only against Ranged units).
- When a Defender is Blinded, the attacker's hit adjustment is improved by 5 (not actual Attack, just the adjustment modifier). This makes the defender relatively easier to hit. This means that while attacking a blinded defender, a roll of 34 is sufficient to achieve the maximum hit adjustment attack bonus.
- When an Attacker is Blinded, the attacker's hit adjustment is reduced by 10. This makes a defender relatively more difficult to hit. The attacker will never have a better roll than 29 (39 - 10), which yields no possitive hit adjustment.
- Blindness lasts half as long versus Unique units.
- 'Blindness' effects do not stack.
- Refer to the "Hit Table" in this FAQ to find the hit adjustment Attack bonus.
Q: What is a 'Bleeding Attack'? [610]
Q: What is the 'Bleeding' Condition? [610]
- 'Bleeding' is a physical condition that gradually reduce the hit points of a defender over time.
- A 'bleeding' unit will lose 1 health every 6 seconds.
- 'Bleeding' status lasts for 60 seconds, standard.
- Duration is halved in ranged combat (30 seconds, 5 health).
- Duration is halved versus Unique units.
- 'Bleeding' duration is reduced by positive physical resistance, increased by negative physical resistance. The type physical resistance used in the duration depends on the original method of attack (melee or ranged).
- The Legendary Water Spitter currently possesses this ability.
- 'Bleeding' effects do not stack.
- 'Bleeding' condition will discontinue if a healing spell (not Visage of Horror, Bless or Holy Visit) or health potion is used.
Q: What does a 'Weakening Attack' do? [611]
Q: What is the 'Weaken' Condition? [611]
- 'Weaken' is a physical condition that reduces the Attack and Ranged attack of a defender by 33%.
- The 'Weaken' status lasts for 12 seconds, standard.
- Duration is halved in ranged combat (6 seconds).
- Duration is halved versus Unique units.
- 'Weaken' effects do not stack.
Q: What does an 'Armor Cracking' attack do? [612]
Q: What is the 'Cracked Armor' Condition? [612]
- 'Cracked Armor' is a physical condition that reduces the Armor of a defender by 33%.
- The 'Cracked Armor' status lasts for 12 seconds, standard.
- Duration is halved in ranged combat (6 seconds).
- Duration is halved versus Unique units.
- 'Cracked Armor' effects do not stack.
Q: What does a 'Crippling Attack' do? [613]
Q: What is the 'Cripple' Condition? [613]
- 'Cripple' is a physical condition that halves the combat speed of a defender.
- The 'Crippled' status lasts for 12 seconds, standard.
- Duration is halved in ranged combat (6 seconds).
- Duration is halved versus Unique units.
- The Legendary Earthshaker Bow currently possesses this ability.
- 'Cripple' effects do not stack.
- Attackers must inflict at least one point of damage to Cripple a unit.
Q: What does a 'Deep Wounding' Attack do? [614]
Q: What is the 'Deep Wounds' Condition? [614]
- 'Deep Wounds' is a physical condition that reduces a target's maximum health by 20%.
- If the target's current hit points are greater than the target's maximum hit points, as a result of the 'Deep Wounds' condition, the target's current health is automatically reduced to it's new (but temporary) maximum. These current hit points are not restored when the duration of the inflicted condition expires.
- The 'Deep Wounds' status lasts for 12 seconds,standard.
- Duration is halved in ranged combat (6 seconds).
- Duration is halved versus Unique units.
- Why is 'Deep Wounds' useful? [1] Instantly reduces the current health by a potentially large amount (20 health if used against a full health hydra) if the current health is more than what 'Deep Wounds' sets the target's maximum health. [2] Limits the target's ability to heal.
Q: What does a 'Stunning Attack' do? [615]
- 'Stun' is a physical condition that makes a unit completely immobile and non-responsive.
- The 'Stunned' status lasts for 6 seconds, standard.
- Duration is halved in ranged combat (3 seconds).
- Duration is halved versus Unique units.
- The Legendary Tornado Bow and Thunder Blade currently possesses this ability.
- Attackers must inflict at least one point of damage to Stun a unit.
Q: Why does my thief take more damage from attacks while Stealthed? [616]
- While Stealthed, only half the thief's armor is considered in combat calculations.
- Avoid being attacked while stealthed.
- Avoid close proximity to enemies, especially if they can detect you easily.
Q: What is a 'Burning Attack'? [617]
- A 'Burning Attack' can be performed by Fire Elementals, Demons and Dragons.
- 'Burning Attacks' inflict (1 to X) random damage and factors in the defender's fire resistance; X equals the attacker's level.
- 'Burning Attacks' are half as effective when the attacker has less than half health remaining.
- In ranged combat, Burning Attacks inflict (1 to X/2) random damage.
- 'Burning Attacks' trigger an effect aura and an invocation sound when performed.
- In the GS5R3, the chance of performing a Burning Attack is reduced by several factors (see below).
Q: What is a 'Shocking Attack'? [618]
- A 'Shocking Attack' can be performed by Wisps and Drakes (CR3).
- 'Shocking Attacks' inflict (1 to X) random damage and factors in the defender's air resistance; X equals the attacker's level.
- 'Shocking Attacks' are half as effective when the attacker has less than half health remaining.
- In ranged combat, Shocking Attacks inflict (1 to X/2) random damage.
- 'Shocking Attacks' trigger an effect aura and an invocation sound when performed.
- In the GS5R3, the chance of performing a Shocking Attack is reduced by several factors (see below).
Q: What is a Biting Attack? [619]
- A 'Biting Attack' can be performed by Wolves, Bears, Panthers, Lions, Gargoyles and Stags.
- 'Biting Attacks' inflict (1 to X) random damage and factor in the defender's melee resistance.
- 'Biting Attacks' chance is reduced by half when the attacker is of lesser level.
- 'Biting Attacks' chance is reduced by half when the attacker has less Attack than the defender has Armor.
- 'Biting Attacks' chance is penalized by percentage of Attacker Health.
- 'Biting Attacks' chance is penalized by percentage of Defender Health.
- 'Biting Attacks' trigger an invocation sound when performed.
- In the GS5R3, the chance of performing a Biting Attack is reduced by several factors (see below).
- Biting Attacks cannot be performed in ranged combat (you ever meet a wolf that could bite you from a distance? Unless of course, it could talk and hurled yo-momma jokes.).
Q: What are the factors that reduce the chances of performing Biting Attacks, Burning Attacks and Shocking Attacks? [620]
-
Total remaining military units (a full health pack of Wolves = 3) [divide chance by 3]; designed so the effectiveness of a group doesn't get weaker with fewer units and does not become overbearing with a full group. With three units attacking, and the total chance being divided by 3, between the full group the effective chance remains unchanged. For each unit of the group slain, the total effective chance remains unchanged.
- Attacker health being half or less [divide chance by 2]; the weaker the attacker, the weaker its chances of Biting successfully.
- Defender health being half or less [divide chance by 2]; a break for wounded units since they're close to dieing already.
- Attacker level less than Defender level [divide chance by 2]; swarm protection and/or giving benefit to the superior unit.
- Defender's Armor, plus Five, being greater than Attacker's Attack [divide chance by 2]; Biting Attacks don't consider a combat equation to do damage, they bypass armor. This gives a breaker to superiors.
- Defender's Armor, plus Five, being greater than Attacker's Attack [divide chance by 2]; Biting Attacks don't consider a combat equation to do damage, they bypass armor. This gives a breaker to superiors.
- If the attack is a missile attack [divide by 2]; Missile Attacks aren't limited to the eight (8) squares around the defender. This could mean that several groups could focus on a defender, singling it out, thus creating multiple chances of performing the ability by way of multiple attackers.
Q: What is a 'Vampyric' or 'Life Stealing' attack? [621]
- 'Vampyric' or 'Life Stealing' attacks replenish the health of an attacker based on how much damage is inflicted.
- In melee combat, 'Vampyric' attacks generally replenish health equal to 1/4 damage inflicted.
- In ranged combat, 'Vampyric' attacks generally replenish health equal to 1/8 damage inflicted.
- The Crusader Blade (Order) and Wave Blade (Water) have a 25% chance to transfer up to 1/4 of the damage the wielder inflicts to his/her health. Therefore the wielder of either artifact will have to roll a successful chance to do a 'Life Stealing' attack and must inflict at least 4 damage, which will yield a possible range of 0 to 1 health receivable.
- Soul Stealer and Knife of Lifestealing have a 100% chance to transfer up to (1/4 melee) (1/8 ranged) damage inflicted by the wielder to his/her health. An attack must inflict at least 4 damage (twice the damage if ranged) which will yield a possible range of 0 to 1 health receivable.
- The Scythe of Balkoth has a 100% chance to transfer (1/4 melee) (1/8 ranged) damage inflicted by the wielder to his/her health. An attack must inflict at least 4 damage (twice the damage if ranged) which will yield one point of health to the wielder.
- The Lich and Vampires have a natural 'Life Stealing' attack, which transfers a quarter of the damage inflicted to their health. An attack must inflict at least 4 damage in order to replenish 1 health.
- Bats (CR4) have a natural 'Life Stealing' attack, which transfers half of the damage inflicted to their health. An attack must inflict at least 2 damage in order to replenish 1 health.
- 'Vampyric' or 'Life Stealing' attacks will not replenish more health than the defender has remaining.
- Inflicting 8 damage in melee on a defender with only 1 health left will not replenish 2 points of health for the attacker, but only 1 instead. However, inflicting 32 damage in melee on a defender with 8 health remaining will replenish 8 points of health for the attacker.
- You can do more damage than the defender has health to steal as much of the defender's remaining health as you can, but you can never steal more health than the defender has remaining.
Q: Why is it when I have more health than my maximum health that I start losing health inexplicably? [622]
- This is due to a new function in the GS5R3 mod.
- If a unit has more current health than maximum health, then it will degenerate any health exceeding the maximum.
- Every 6 seconds, one point of health is drained from a unit whose current health exceeds their maximum health.
- A unit with 12 current health and 10 maximum health will degenerate a total of two points of health over 12 seconds.
- This is a soft way of reducing an over-buffed unit and return its health to maximum over time.
Q: Why do Marauders regain all of their health and mana after combat? [623]
- Marauders 6th level and greater will regain all of their hit points and mana--if applicable--to prevent players from 'cheesing' dungeons.
- Eliminates a player's cheap tactic of sending scouts into an encounter just to drain the enemy wizard's mana, thus making the battle easier for the player.
Q: Why is my unit still taking damage when it has over 100 melee/missile resistance? [624]
- While the Unit Information Panel does display your actual melee/missile resistance, but there is an enforced cap of 75% physical resistance in combat calculations.
- Units with the Freeze spell buff are excepted from this rule and will have 100% physical resistance.
- Units with the Reincarnation spell buff are excepted from this rule and will have 100% physical resistance.
- Honestly, 75% physical resistance is enough for any unit to with stand a thorough beating.
Q: Why is my Thief's Subdue Icon disabled? [625]
- Thieves may now only subdue a target if they are Stealthed.
- It is a new measure to prevent player's from using the Subdue button when they break stealth to attack a target.
- To enable the Subdue Icon button, your Thief must be stealthed. However, when you change from one state to another (stealth/unstealthed) the icon may appear disabled, but the game was not updated to reflect the change. If you are stealthed and the icon appears to be disabled, it really is not disabled.
Q: How are Trolls regaining their health when they don't have any spell buffs? [626]
- Trolls have a natural life regeneration.
- Trolls will regain 3 HP every 30 seconds. Being that there are 3 military units to 1 group, in combat, this equals to 9 net HP regenerated.
- In addition to their in-combat regeneration, Trolls will automatically restore 25% of their maximum health when combat concludes.
Q: How much experience is gained from each conquered dungeon? [627]
- The Level of the Dungeon, alone, has no effect on experience gained.
- Experience gained from combat is equal to the total Barter Value of the defeated army, multiplied by: 1.35 unmodded; 1.0 Easy Mode, 0.75 Medium Mode, 0.5 Hard Mode in GS5R3.
- Experience gained is divided equally among all members of your party, regardless of how much experience the unit has.
Q: What effect does a dungeon's level have on experience received? [628]
- Dungeon levels have NO direct in granting experience.
- Dungeon levels DO effect the experience of combatants generated into the dungeons.
- Experience received from battle depends on the total "barter value" of the defeated army.
- The are also experience modifiers based on the difficulty the game is set to.
- GS5R3 Difficulty modifiers: 100% (Easy); 75% (Medium); 50% (Hard).
- Enemy Barter Value * [0.5] (Hard Difficulty Modifier) equals Total Party Experience.
- After Total Party Experience gets divided among all units in the Winning party, a Wisdom Bonus is applied to each unit's individual experience gains.
- Each individual unit's Wisdom provides 1/1000 of a percent. Example a unit with 40 Wisdom has a 4% Experience Bonus.
Q: Why is it when my artifact says it gives a stat bonus versus a specific unit or type of attack, but the stat does not increase in the stat window? [629]
- Stat Bonuses (such as Attack or Armor) versus a specific unit is only listed in the artifact's data.
- The unit's stats will not reflect specific/situational stat bonuses.
- Be confident in knowing that if an artifact says it gives a bonus in a specific situation, it will. If you can prove otherwise, report it and it will be investigated.
[700] OVERLAND / ECONOMY / RESOURCE INFO
Q: When I rest inside, without moving, why am I being healed more than the listed value for Health Recovery Inside? [701]
- The Health Recovery Inside stat is actually a bonus which is added onto your Health Recovery Outside stat when you rest inside a sprite, without moving.
- Health Recovery Outside restores health when you rest, but not inside a sprite, without moving.
- Health Recovery Moved restores health when you have less than your maximum movement points, regardless if you are inside a sprite or on the overland map.
Q: Why doesn't my fame/turn give me a bunch of extra followers? [702]
- Followers arrive every 7th turn (i.e. 7, 14, 21, 35, 70, etc.).
- Receiving followers is based on a few factors: Total fame, Fame from Actions (victories), number of Capital Cities WITH Great Temples owned and the Level of the Capital receiving followers.
- (100 300 900 1800 3600 7200 14400 28800 50000 125000), as found in 'gs/initiates.gs'.
- In the numbers listed above, that is how much fame you need to have total to increase your follower count by +1. With 3600 fame, you'll receive +5 followers each week (any turn number divisible by 7). This is assuming you own a Capital and it's respective Great Temple.
- The Bare Minimum Followers, or Base Followers received every seventh turn is the Level of the Capital City. You will receive these followers, regardless if you own the Great Temple of the respective Capital, or not. If you own three different Capitals that are each Level 3, and you happen to NOT own any of the associated Great Temples, then you will have (3 Capitals * 3 Capitals Level) +9 followers on the seventh turn.
- The amount of fame you accumulate from military victories before followers arrive will grant additional followers. The total number of fame gained through military victories alone, divided by 50, will equal your extra followers from "actions." Earn 1057 fame through victories and you can expect (1057 / 50 = 21.14) 21 extra followers. This is assuming you own both a Capital and its respective Great Temple.
- If you have not yet liberated your Great Temple and have not acquired additional Capital Cities, beyond your own with a Capital above Level Zero, your fame earned through actions will accumulate and roll over. So if you've earned 5000 fame before you Liberate your Great Temple, you'll be sure to earn (5000 / 50 = 100) 100 additional followers when the next batch follower arrives. If you liberate your great temple on turn 69, have not previously received ANY followers of any kind, and you have accumulated 5000 fame through military conquest, then on turn 70 (a turn divisible by seven) you will get +100 additional followers from "actions."
Q: Why can't I hire Mercenaries from my local buildings after I liberate my temple? [703]
- Foremost, to eliminate a player's option of 'cheesing' encounters by massing mercenaries for a battle, have them all die off before combat is finished, and allow their Lord to reap all of the experience gained from the encounter.
- Gives an incentive to use Trained units.
Q: Why is the upkeep of Mercenaries so high? [704]
- Mercenaries do not cost followers.
- Mercenary upkeeps increase with their level.
- Mercenary upkeeps are equal to the unit type's normal upkeep, multiplied by its level.
Q: Why do Mercenaries cost less/more? [705]
- A Mercenary's cost is determined by the Level of your Primary Capital.
- A Mercenary's cost is half the price of a Trained unit when a player has a Level Zero or Level One Capital.
- A Mercenary's cost is the same price of a Trained unit when a player has a Level Two Capital.
- A Mercenary's cost is 50% more than the price of a Trained unit when a player has a Level Three Capital.
Q: Where can I hire Mercenaries if I have a Capital City higher than Level Zero? [706]
- Mercenaries can always be hired from buildings created from villages.
- A player cannot create a building from a village unless that player controls one of the two closest Capital Cities to the village and the capital city controlled must have a Stronghold.
- Creatures cannot be hired as Mercenaries and will be summonable normally when produced from a Mage's Tower created from a village.
Q: Why can't I train my Mercenaries? [707]
- Mercenaries no longer benefit from a Champion's experience. Instead, Mercenaries benefit from thier own expeditions.
- When hired, Mercenaries will have experience equal to 50 times the turn number, multiplied by the Level of the Building. (I.E. On turn 100, Mercenaries will be hired with 5000 experience from a Level 1 building).
- Mercenaries have a timeless quality, such that even if a building is destroyed and rebuilt, they can still come into play with experience.
- Mercenaries improve with the building level, because the better the equipment the facility provides, the more experienced Mercenaries you'll attract to use those facilities (in a manner of speaking).
Q: Why do resource buildings, such as Gold Mines, only provide half the resources per turn than they normally did? [708]
- Crystal Mines, Gold Mines, Breweries and Statues now provide resources per turn equal to half their dungeon level. However, every seventh turn they increase their production rate by 0.5.
- After conquering a resource building, it will provide spoils of its respective building type in the amount of at least twice the level of the building.
- This also cuts down on the immediate resource production rate benefits and allows the game to progress gradually.
Q: How do I know what dungeon strength my Great Temple is? [709]
- Great Temple's dungeon strength varies based on the game's difficulty and the level placement of the Great Temple.
- On Easy mode, a the Great Temple's dungeon strength can be no greater than 5.
- On Medium mode, a Great Temple's dungeon strength can be no greater than 6.
- On Hard mode, a Great Temple's dungeon strength can be no less than 6.
- A Great Temple's dungeon strength is otherwise what it was placed as.
- The higher the dungeon strength of the Great Temple, the high the Fame production it starts with [Dungeon Level + (Current Turn / 7)].
- The latest version of the GS5R3 will now display the dungeon strength of the Great Temples in it's opening encounter dialog.
Q: Why is stealing/spying so difficult and how does it work? [710]
- When you steal, spy or free a POW from an enemy party, you're rolling checks against every unit in the targeted party.
- Against every unit, your Thief rolls a d20 (random number, 0 to 19).
- The more units in the targeted party, the more difficult it becomes.
- The Level of the Thief and the Level of the target(s) can also play a role.
- (In the GS5) a Thief's Dexterity (divided by 10) is added to the d20 roll. It's a subtle improvement, but not drastic.
- (In the GS5) Leaders or Heirs who attempt to Steal, Spy or Free a POW can never be captured or executed. The end result for them, if their attempt was that unsuccessful, will force the Thief into combat.
- To gain more insight, use the latest version of the GS5 and review the 'Thief.log' after using one of the mentioned thieving abilities.
Q: When stealing artifacts from a party, what factors are involved? [711]
- Artifact Barter Value, if the Artifact is equipped, Thief Level, Target Level, Thief Dexterity, Target Dexterity, if the army is a City, if the army is in a Thieves Guild, if the target is a Creature, if the target is a Military unit, if the target is a Leader, if the target is an Heir.
- To successfully Steal, Spy or Free a POW, a Thief must make successful rolls against EVERY unit in the targeted party.
- First, a roll of 0 to 19 is generated.
- One-tenth of the Stealing Thief's Dexterity is added to the roll.
- If the Artifact being stolen is equipped by the target Champion, the Barter Value is multiplied by 1.5.
- The 'Greedy Factor' is the sum of the Barter Values of all artifacts being stolen, divided by 50 times the Level of the Thief. If the Barter Value of the Artifact is 3000 and is equipped by a Champion and the Thieving Champion is Level 10: 3000 (* 1.5), / (50 * 10); 4500 / 500 = 9. The Greedy Factor (9) is subtracted from the roll. The Greedy Factor is applied to the rolls against every unit in the targeted party.
- If the targeted party is currently stationed in a city, then a value equal to the Level of the City is subtracted from the roll. Stealing from a party stationed in a Level 3 city will yield a -3 modifier to the roll.
- If the targeted party is currently stationed in a Thieves Guild, then a value equal to the Level of the Thieves Guild is subtracted from the roll. Stealing from a party stationed in a Level 2 Thieves Guild will yield a -2 modifier to the roll.
- When stealing from Creatures, a +2 modifier is applied to the roll. Since artifacts cannot technically be stolen from Creatures and they cannot wield them, this modifier is a basically a bonus for stealing resources from Creatures. But when stealing Artifacts from a party with Creatures in it, this also helps.
- When stealing from Military units, a +3 modifier is applied to the roll. Since artifacts cannot technically be stolen from Military units and they cannot wield them, this modifier is a basically a bonus for stealing resources from Military units. But when stealing Artifacts from a party with Military units in it, this also helps.
- When stealing from a Leader unit, a -2 modifier is applied to the roll. This is an addition added in the GS5R2 mod. Stealing from Leaders should be more difficult, given that they will be the most likely to be wielding better artifacts.
- When stealing from an Heir unit, a -1 modifier is applied to the roll. This is an addition added in the GS5R2 mod. Stealing from Heirs should be more difficult, given that they will be highly likely to be wielding better artifacts.
- Stealing one equipped (Legendary) artifact from a Leader in a Level 2 City with a Level 15 Thief will yield the following resulting modifiers (most Legendart Artifacts have a Barter Value of 3000): (3000 * 1.5) / (15 * 50) = 4500 / 750 = 6, -6 (Greedy Factor). 23 (Thief Dexterity) / 10 = 2.3, +2 (Dex Modifier). -2 Leader Mod. -2 City Mod. -6 + 2 - 2 - 2 = -8 Total Modifications. Highest roll would be (19 - 8) 11.
- Stealing equipped artifacts with high Barter Values from Leaders will prove to be very difficult, even more difficult if stationed in a Capitol City or a Thieves Guild.
- Stealing unequipped artifacts from Champions in smaller parties will provide the best possible chances for stealing.