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Author | Initiative bar and Necromancer's abilities |
Hello
I have some questions regarding the Necro's skills or the ones of his monsters related to the initiative bar. I know some of the answers but I just wanna comfirm them, others I dont.
I'll be using the Runners and the Laps as an example so that we can all understand n explain easier.
The questions are the following ones:
-Summon Phantom: Does the Phantom appear with half a turn already gained in its initiative bar? Like when you have to do a Lap and you are suddendly in half the way before even doing a thing. Since I summon a Phantom and it plays before the real stack actually.
-Raise the dead: Does the raised stack (When TOTALLY dead) appear with some of the initiative bar gained or it has to accumulate it all right from the beggining?
-Lethargize: This is the skill I have no idea about tbh, just the effect it does. Some time ago I lethargized a stack of Poisoners in a hunt, some time later woke it up with a hit, and it suddendly played its move. The stack of Poisoners was supposed to be sleeping, so I expected it to have to win all its initiative, but it played right after.
My theory in this skill is that we could say the Poisoner's """Runner""" keeps running even when you make the stack sleep, but the Laps dont count, and when you wake it up the stack may already be in a part of the Lap already and won some initiative.
I'd REALLY like to solve the Lethargize mistery since I got surprised sometimes in GBs by the stack suddendly playing right after awoken. And the other questions I just wanna comfirm, since they arent totally explained in the "About the game" section.
And well, ty in advance for the help. ;) | Hi! I would share what I know/think but I am not sure, anyway here I go.
For summon and raise, I believe when they come depends directly on the initiative of the creature, so a guess would be they are dropped right at the middle of the race track and the start running, so they come in as much time from your hero's spell, as they would have if they waited.
For lethargize, of course if u don't hit at all, they would wake up after two turns. In case you do wake them up, they start where they slept. So your case was an exception when the poisoners came right after you hit them, probably because the rest of your troops moved right before you woke it and/or you lethargized it right before it got its turn. In other words, it sleeps exactly where it is on the track, and wakes up from there.
To make it more clear, let's suppose you only have vamps and appas, and poisoners have a little more initiative than ur appas(so no hero). Now, imagine you lethargize it with vamps when its halfway through. Now should be your appas' turn and let's say you defend and then it is your vamps' turn. Now let's suppose by the END of your vamps' turn, your appas will reach halfway through on the race track. You vamps wake the poisoners and now ur vamps are now far behind your appas and the poisoners, who are both tied in the middle of the track, however, since poisoners "run" faster, they will get their turn right after waking up. | I see, so they wake up right where they slept... Allright, makes sense tbh.
Thx a lot buddy!
QATC | closed by Ipsen (2015-09-17 08:57:27) |
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