Any way to cure injuries from defeat yet?
I was wondering if there is as of yet any way to cure the injuries heroes get from being defeated? Or are they just relgated to being city bound cripples?
I was wondering if there is as of yet any way to cure the injuries heroes get from being defeated? Or are they just relgated to being city bound cripples?
there are restoration potions out there that cure injuries.
Something that has to be found or is it somehting that a town can produce?
I think you have to find them through quests...
Well, I'm playing Men so I can buy quest maps until I get one I guess.
Oh, you mean your game doesn't have a Heal Injury Spell for level 15 Path of the Healer?
I'd like it if there was some reliable way, spells or something that has to be build or researched, to get rid of injuries. It can be expensive, I wouldn't want it to be too easy to do, but I would also like to do something about all my damaged people.
It should be that the potions are attainable late game and only cure one injury at a time. Late game Life and Death should have spells that either transfer (Death) or heal (life) a single injury. Having one per game is a clear human advantage. Having them cure all injuries is too powerful.
Until then I'll just keep it as a Path of the Healer trait and level 15, which is ~level 35 in the vanilla.
Stormworld Undead have a spell called Endless Resurrection which can be used on any champion with 3 or more injuries, removes them and renders the target immune to any further injuries. After that, hero gains 50% less experience and can't learn any more spell traits. Oh and it drains one death shard power as well.
This, I like. It's both a cure and consequence of the injuries.
I have a spell in my personal Murteas' Grimoire that heals injuries (life lvl 4 or death lvl 4). I could share that spell. It's pretty pricey but it works. ![]()
Very well characterized, and nicely balanced.
Ditto
I agree. Early game is rough.
For some reason this thread became a discussion about how injuries could be healed: https://forums.elementalgame.com/432646/page/1/#3238129
I think each magic school should have some high level spell which helps get rid of injuries. My contribution yesterday was:
Life: Highish level (4?) spell costing a moderate amount of mana (150-300?) to heal one injury (probably random?). I think Life magic should by a small margin be the simplest and best of the schools at healing injuries.
Earth: A hero who spends 100 turns (not necessarily consecutively to not make it punishing if dispelled at 95) auto heals one random injury. Could make it a bit harder by making them then go to an earth shrine after the 100 turns and cast another spell or use an ability or whatever.
Death: A Rebuild as Undead spell (level 5) which costs moderate mana and turns the hero into undead, healing all injuries and giving them +20 strength but at a cost of and healing half as much each strategic turn. Subsequent casts on the hero still heal all injuries but reduce also permenantly reduce health by 1 (or similar) to reflect growing wear and tear to the undead heroes body.
Fire: A high level spell which costs moderate mana and can only be cast on a full HP hero standing on a friendly fire shrine, heals 1 random injury but drops them to 1 current HP, and reduces their movement to 1 for 5 turns while they recover from the fire purifying their body.
Water: A high level "floating meditation" spell which costs moderate mana. Heals 1 random injury after the hero spends 5 turns not moving and not casting any spells (would need the strategic spell selection screen to warn if you tried to get the hero to cast a spell during that time).
All numbers (ie spell levels/mana costs/bonuses/penalties) prob need tweaking but the point is to make it interesting. HeavenFall's Stormworld Undead is along a similar theme I believe.
You and your stupid UnitStats.
They really need to look at this. I downloaded the game a few days ago and been playing and it's just infuriating early game when your hero dies and gets a horrible injury. I basically ragequit or reload at that point. Of the weak early enemies, wolf packs seem to be the worst enemies that can just gib a unit on you because they cast berserk and then run across the map and smash the same unit.
I have heard you can get a potion or something through quests, but this is way to random of a solution. High gold cost to cure, high mana cost of spell to heal, or long downtime in town, whatever but something just needs to be done.
I know you guys are trying to balance the super stack of hero units but this solution really kills the fun of building and equipping them and I'm just asking myself why should I even bother with them if they eventually become useless.
As someone who does not reload, I have found that by level 4, a hero either becomes a badass who should not be dying, or can just opt to be a governor, and lead armies (governors still get the swordsman and trainer lines, and those are all you need to be a good army leader)
My last playthrough, I started with Magar the Basher and Tearny the Governor. By turn 50, they were Magar the Governor (three injuries, in change of the conquered Athilga) and Tearny the Basher (a fearsome warrior using Skulla's mace)
Of course, if I get the restoration potion, Magar will be back in the fray soon enough.
This approach only works if you get enough heroes. Often in games, I only receive 1 or 2. They cannot afford to become useless, stagnate, govenors.
An alternative is to be very, very careful about assessing your stack, and choosing your battles. I don't write this to diss you. There are many low level lairs that my low level sovereign will avoid in the early game. And if you find that frustrates you, there is no shame in lowering the overall AI, monster density, or both.
Ya but being new to the game it's a painful experience finding out what you can handle and what you can't. (sup dark wizard that said weakling and killed my noob army in one shot hehe)
Ya maybe I'm bad but oh well, it doesn't change the fact that this mechanic is too punishing.
Did you just call my Janusk from this playthrough useless? He led my trained units to victories over Pariden and Magnar, forced surrenders, and governed the captured cities while the war was going on, fending attacks partolling borders, etc... This update was all about him. He's the half-naked horseman in the middle of the first picture.
Governors are not useless.
But I have to admit, while I did have three governors in that game, I also had my sovereign and two other heroes on the front lines.
Tis true, though to be fair, you learn which ones to avoid by experience and ragequitting. For example, hi dodge skill? Go ahead and attack the cave Bear. No/low dodge skill? Leave the Cave bear for now (Maul is a ridiculous ability)
I kinda think the game would be better served if injuries could heal off one at a time by going 50 turns without dying.
BTW - Brad noted in the New Content since .992, that the Berserk spell has been removed!
Late game magic can be used to raise volcanoes and obliterate armies with tidal waves... but it can't cure a broken arm!
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