Dominions 6: Interrupts
Prep Time in Spellcasting: What’s the Deal?
When it comes to spellcasting in Dominions 6, it’s all about the prep. Every spell needs a bit of warm-up time, roughly half of the total casting time. It’s like stretching before a run – necessary to avoid a magical faceplant. Most spells will wrap up in about a combat round, but for those fancier spells – the ones with battle enchantments or costing magic gems – you’ll need to wait a bit longer…
Interruptions: The Spellcaster’s Headache
Now, here’s the kicker. If your caster takes a hit during prep time, their spell might just fizzle out. The chance of this happening?? It’s calculated based on the damage taken as a percentage of your full hit points, plus 25%. So let’s say you get smacked and lose half your health – your spell has a 75% chance of getting nixed.
Special Units: The Resilient & the Mindless
Some units in Dominions 6 have a bit of an edge. Units with the “combat caster” ability, like those heroic paladins, are tougher to shake – they’re half as likely to get their spells interrupted. The same goes for mindless units; their lack of, well, minds, makes them less prone to distraction…
Innate Spell Casters: The Naturally Gifted
Some monsters are just naturally good at spellcasting. They’ve got this built-in ability to cast spells without needing any prep time. It doesn’t matter how long a spell usually takes to cast — these guys can do it on the fly…