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Re: 101 uses of Death 10 pretender
Having 10 in one path means the combat spells also cost 1/9 the fatigue. Powerful combat spells which had very high fatigue costs can become castable every combat turn. You can also add some bonus items to get your power up even farther.
PvK |
Re: 101 uses of Death 10 pretender
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The fatigue is only divided by the amount your skill EXCEEDS the requirements (+1). That is, with Death 10, you will have 1/9 the fatigue of Death 1 spells, but you will have 1/2 the fatigue of any Death 9 spell. As an example, Master Enslave (Astral 9, 800 Fatigue) is virtually uncastable by a lone mage. Without additional gems to lower the fatigue, you'd have to have Astral 12 (3 additional levels) to cast it at 1/4 the cost, which makes it 200 fatigue - so for the mage to cast it alone, I believe you need Astral 13. A good number of Communion Slaves will lower the requirements, though you may well end up killing the slaves. |
Re: 101 uses of Death 10 pretender
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Re: 101 uses of Death 10 pretender
Thanks PhilD. I knew that, but didn't convey it in what I wrote. Still, the more skill, the less the fatigue, which can be allow you to cast many of the more powerful combat spells, which would otherwise take all your fatigue to cast and/or gems, etc.
PvK |
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Re: 101 uses of Death 10 pretender
Um, Phil, not to nitpick, but if you have Magic Level 10 in anything and cast a level 1 req spell, you get 1/10th the fatigue, not 1/9th.
It's (according to everything you can get your hands on, including your own formula! http://forum.shrapnelgames.com/images/icons/icon12.gif ) 1/[(Your Level-Req Level)+1] Or, in this case: 1/[(10-1)+1] Or 0.1. http://forum.shrapnelgames.com/images/icons/icon7.gif Just a point. Wyatt |
Re: 101 uses of Death 10 pretender
Getting back to the original topic... http://forum.shrapnelgames.com/images/icons/icon12.gif
I tend to take a Death-10 Pretender when I play C'tis. Note that I still only have the demo, but the ability to rout entire armies with Terror cannot be underestimated. With a Saurolich or Prince of Death, C'tis can use this to take many provinces early. I generally play on lower Indep. Strength, so this might fall into the equation somewhere, but OTOH, you have a greater chance of hitting something with the Terror. Please note: I generally do _not_ take Death-10 if I'm playing for a Bless strategy. With the Serpent Dancers, Air is almost essential, and you can combine it with either Fire or Water (Fire is easier, with the Phoenix) for a really brutal combination. I was hoping that Death-9 might turn the Sacred Serpents into Tomb Wyrms, but it doesn't seem to, which I find distinctly odd. Ah well. Bayushi Tasogare |
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