Septimius Severus wrote:Can someone give me a primer in fatigue.
It seems to work rather oddly.
Not including reinvigoration or magic items, I need to know:
1. How much fatigue does a commander/melee unit recover per turn?
2. How much is required to move?
3. I noticed some commanders can still move even though their fatigue is over 100? Aren't units supposed to become unconscious or something at that level?
4. Magic using commanders: Some of the more powerfull spells require 100,200,300 or so in fatigue. How much fatigue does a mage recover between turns?
After casting say a 100 fatigue spell on the first round, I've noticed they only seem to recover like 3 or 4 points of fatigue, yet in subsequent rounds they are able (still highly fatigued) to cast another 100 fatigue spell without reinvig or anything, why is that?
What is the best order in terms of fatigue for casting spells, high fatigue first, then lower? After casting a 100 fatigue spell, I noticed that on the second round, I wasn't even able to cast a 20 or 40 fatigue spell like communion master.
Thanks for any help. If it is in the manual perhaps I can take the time to look.
It is in the manual but it's not that easy to understand. Pages 75-76 (combat) & 86-87 (spell casting).
This is how it works - I think!
1) I think everyone gets back fatigue at a rate of 5 per turn (??) but you add it at a fair rate. But this may only apply when you are over 100 fatigue but I think you always get this back.
2) Moving and attacking (each set of attacks, so quickened units get more fatigue as they attack more, but those with say 6 attacks a turn naturally just get it once). Basically attack/moving fatigue is your encumberance value. So undead/0 encumberance units take no fatigue here and everyone else does.
3) I don't think anyone can move or do anything with over 100 fatigue. They can't even run away. So I don't understand thisunless they were being 'moved' by a trample or something. Or maybe they dropped below 100 fatigue - moved - which then took them back over 100?
4) Spell casters also get their encumberance fatigue when casting a spell. This might also apply to undead/zero encumberance commanders. i.e. I think that if you add some armour to them they still read zero encumberance but it is recorded and added when they cast a spell.
Re the spell casting the manual and game tells you the fatigue cost. Each spell level over the minimum you have reduces the fatigue cost. One spell level over (S3 casting an S2 spell like Mind Burn) reduce fatigue by 50%. An S4 casting the spell the spell would get fatigue of 1/3rd. An S5 would get just 1/4 fatigue from Mind Burn. This does not affect your added 'encumberance' fatigue which is always your encumberance and in addition to the spell fatigue.
Communions are therefore very helpful as they boost the spell levels of all casters (masters and slaves) and hence reduce fatigue costs for all.
Note that only fatigue over 200 physically harms you. I don't think you can get more than 200 by casting a spell yourself. It is capped at 200. So you can't kill yourself by casting. Communion slaves can get given more than 200 fatigue by other communion members casting and will take damage/die from it if you are not careful.
But once over 100 fatigue you should just stand there like a lemon unable to do anything. Plus pages 75-76 of the manual explains how you become more vulnerable and less effective at high fatigue levels. Basically you are more likely to lose protection and therefore take damage and critical hits when fatigued.
For the order of spell casting you basically need to work it out
Once you go over 100 fatigue you stop casting anyway.
A solitary spell caster might buff (usually low spell fatigue per buff) then cast the one big spell which puts it in to 'fatigue sleep' for the rest of the battle. But of course you may want to simply cast your one big spell in the first round (if you can without buffs).
Unless you fear a first battle round hit of some kind it is almost always worth setting up your communion (if you can) on the first turn of battle. The spell casting boost to masters and slaves makes them last longer in the fight.
Re Communions. If you want your slaves to cast (as opposed to just soaking up fatigue) they must all be ABOVE the masters in the order of commanders. If even one master is above any slaves the slaves below it will not cast spells.