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-   -   No-magic pretenders (http://forum.shrapnelgames.com/showthread.php?t=17658)

Peter Ebbesen February 4th, 2004 11:25 PM

Re: No-magic pretenders
 
Quote:

Originally posted by Gandalf Parker:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Peter Ebbesen:
The Wyrm... The one pretender capable of wiping out the neighbouring land independents and then continuing into the sea.

<font size="2" face="sans-serif, arial, verdana">The Blue Dragon. http://forum.shrapnelgames.com/images/icons/icon7.gif Pros and Cons. Having a magic boost and flying transport can make the Blue Dragon more useful than the Wyrm for some (same thing, taking out dependents and can enter water) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Good point. It does not qualify in the non-magic pretender Category, of course, but that hardly makes it worse for the purpose on hand. I would tend to think the Wyrm had the advantage for the purposes of taking out independents and entering water in the early game due to its impressive regeneration, though, and rank the Dragon's water magic as nearly irrelevant. (Later on, the Dragon might be of more utility, however)

It must be admitted that a great part of my admiration for the Wyrm comes from a test game where I equipped a Wyrm with two horror helmets (D1, 10 death gems) and two bracers (E1, 10 earth gems). That can be done at construction 2, national mages permitting the right paths, resulting in a 75 point regeneration high hitpoint monster with decent defense and protection, and greater fear 10. My usual problem with Super Combatants vs independents, especially water independents like tritons, is that of getting swamped. Fear 10 goes a long way to resolve that problem, and regeneration keeps the Wyrm alive until everybody has fled.

Graeme Dice February 4th, 2004 11:34 PM

Re: No-magic pretenders
 
Quote:

Originally posted by Peter Ebbesen:
It must be admitted that a great part of my admiration for the Wyrm comes from a test game where I equipped a Wyrm with two horror helmets (D1, 10 death gems) and two bracers (E1, 10 earth gems).
<font size="2" face="sans-serif, arial, verdana">Item gem cost is directly related to the skill required to manufacture it, so both items require a skill of two.

Peter Ebbesen February 4th, 2004 11:39 PM

Re: No-magic pretenders
 
Quote:

Originally posted by Graeme Dice:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Peter Ebbesen:
It must be admitted that a great part of my admiration for the Wyrm comes from a test game where I equipped a Wyrm with two horror helmets (D1, 10 death gems) and two bracers (E1, 10 earth gems).

<font size="2" face="sans-serif, arial, verdana">Item gem cost is directly related to the skill required to manufacture it, so both items require a skill of two. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">As an astute reader, you will notice that I listed the requirements/cost for TWO helmets and TWO bracers, i.e. the total cost. They cost 5 each due to their level of 1.

The required resources for this strategy are, indeed, D1, E1, 10 death gems, 10 earth gems, and construction 2.

[ February 04, 2004, 21:42: Message edited by: Peter Ebbesen ]


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