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Use Shield not Protect Leaders and Wizards
(07-13-2015, 01:09 PM)Ry Vor Wrote: The chance of leader death is based on the percentage loss of troops, with various modifications by rank and kingdom.  For example, the base for a captain is the same % as troop losses, so losing 30% gives a 30% chance of a captain dying, before kingdom modifications.  A general has 70% of the troop losses as his base, so 30% losses gives a general a 21% chance of dying.

Protect Heroes and Wizards is a core spell when facing wizard kingdoms, but yes, is not useful attacking PC's.

Don't forget the combat attack spells now feature density, so they are doing 250% of base against an army group.  Try it, you'll like it.  Remember magic damage occurs after missile phases and before charge / cavalry. 

I noticed that the description for guarded attack (#101) has not changed to account for density. Is this an oversight or is it not included?
The damage portion of presence (not the shield aspect) considers density.
(07-24-2015, 12:05 PM)unclemike Wrote: The damage portion of presence (not the shield aspect) considers density.

Cool. thx!
Re: Shield spell, is there a formula that indicates how much damage is prevented (e.g. 300 dmg * caster level) or some such?
Guys...thanks for this thread. I usually stay way from the wizard kingdoms because I'm not very confident with my ability to select the right spell for any given situation. (Strange since my first character I ever developed in my D&D days was a magic user...he is the one that I'll never forget.) Anyway, keep the advice coming...because I know that in the last game I played I did use Protect Heroes/Wizards against a PC.

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