![]() ![]() Essentially, you must wait 1.5 turns for the gated creature to be able to act. Additionally, while the gated creature needs the turn from the creature from which it was gated to come around again, it cannot act in the turn it appears. That is, a creature cannot gate and take another action in the same turn (its ATB value is reset to 1/2 of what it would be if it were to move, for example). The process of gating in itself is considered as half an action for that creature. If you manage to defeat all other creatures in combat aside from those which have been gated, they will disappear, and combat will end as normal. Also note that a gated creature does not contribute to experience gained. It is also important to realise that the gated creatures will always disappear after combat has ended, and there is no modifier that can prevent that. In the same vein, it is possible to gate 0 creatures, in which case, that gate is wasted, and you will be notified straight away that no creatures were called. For example, if 5 Imps (with 30% reinforcements) gate, then between 1 and 2 Imps will be gated. Note that if the given % of reinforcements arriving is not a whole number, the number of gated units a creature can call upon is given as a range. Effect: 10% more reinforcements (cumulative).Effect: 10%-35% chance that twice as many reinforcements will be gated (chance depends on hero's Luck: 10% + Luck * 5%, and 10% if Luck is negative).Effect: Gating units spends only 25% of their turn to call in reinforcements (instead of 50%).Requires: Teleport Assault, Dead Man's Curse, Power of Speed.Effect: Reinforcements are 45% of the gated troops.Ability to gate: all Inferno troops (adds Devils and Arch Devils).Effect: Reinforcements are 40% of the gated troops. ![]() Ability to gate: up to tier 6 (adds Hell Chargers, Pit Fiends and their upgrades).Effect: Reinforcements are 35% of the gated troops.Ability to gate: up to tier 4 (adds Hell Hounds, Succubi and their upgrades).Effect: Reinforcements are 30% of the gated troops.Ability to gate: up to tier 2 (Imps, Demons and their upgrades).Refer to the following table for information. Needless to say, there are numerous enhancements that may be learnt to improve the speed and potency of the gating skill. The gating unit (caller) spends only half its turn to call in reinforcements. Spell effects (like Haste), are not transferred to the newly gated creature. The gated unit (reinforcements) will need one turn to appear on the battlefield, and then another turn to be able to act. When in the process of gating, you can define the grid square for the creature to be gated to. That is, Basic Gating only allows you to gate Imps and Horned Demons, and hence you cannot use the Gating ability with a Hell Hound until your hero learns Advanced Gating. In order to gate, the Inferno hero must have the Basic Gating skill, and have creatures that do not exceed the limitations of that skill. The Inferno's Gating ability allows creatures to summon (or "gate") more of their own kind onto the battlefield. ![]()
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