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Re: Equipment: which to use and what to avoid?
Of course, extra attacks are not always preferable.
I recall a set of gauntlets that gives you 4 attacks, however most of the other stats on the item aren't that grand. One of the things I'd love to see would be an equipment guide. One with general suggestions, and/or on a per nation/magic path/strategy section. It's all nice and well when you read *get a mage with this path ASAP*, but what if you want to stick to JUST a nation's paths? Some people might prefer sticking to their nation's own magical paths, or maybe they have such bad luck that they just can not find the right paths for the stuff. For example, those following a science victory would probably do best picking a nation with death, fire and wind magic skills, in that order of preferance. As the 3 research boosting items are in those paths, from best to lowest.(and 2 copies of the same RP booster don't stack I think) Some Nature aligned nations with high HP sacreds could well be following a strong Nature bless for Regeneration boosts. You could potentially decide to pick up items to boost this further(on the regenerating commanders at least) Several water related nations literally drown in water magic skill, but are often a fish out of water in the other paths. What could be a good choice for a 100% water set of equipment in their case? Of course, depending on one's gem income, you technicly have access to most if not all the magic paths, but those are still "if" scenario's.(or at least not without "wasting" alot of gems on empowering) And I for one like to minimize "if" impacts in management portions of games. Can't always be helped, of course. One thing which will probably help save ALOT of confusion, is clearing up how some items work. Bear Claw talisman only lists it strengthen the wielder and can make female ones grow beards. Knowing WHAT it actually strengthens(= exact stat mods) and/or if it changes the audio track from female to male when dying would be info the current game mechanics don't tell us for this item. Just used the item as an example, but there are several items which are dubious at best. |
Re: Equipment: which to use and what to avoid?
Check out Zen's Magic Item Quick Reference for Dominions II. You can get it from the download section of shrapnel's D2 page. Much of it still applies...but it would be really nice to have an updated version....
He did Summoned Creature QR as well. |
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Re: Shameless self-promotion
For the dragon armors to be more usefull, they should give 100% resitance for their element, and more protection.
I would also like a lot more choices for helmets. It is hard to find a helmet that is any good. There is the helmet that give 50 percent resitance for fire. Equivalent ones that give resitance for electricty, and cold would be nice. Right now there are lots of items that give fire resitance, but it is harder to find items for the other elements. |
Re: Equipment: which to use and what to avoid?
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Re: Equipment: which to use and what to avoid?
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Do you even care if you're hit with a nonmagical whip, though? Damage taken after protection is reduced is capped at 1, and you don't need much protection to negate even that. |
Re: Equipment: which to use and what to avoid?
Does anyone actually use the whips? They seem useless to me.
I;ve used Crystal shield on a TC (rainbow) mage + reinvig boots to good effect. |
Re: Equipment: which to use and what to avoid?
I use whips, but only on my blood slaves. Whoops, might have let out a little too much info there.
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Re: Equipment: which to use and what to avoid?
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I've also tried making a repel thug armed with a whip, but that seems like a dead end. |
Re: Equipment: which to use and what to avoid?
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Yes, Rainbow Armor is generally better for the fatigue-watchers, but there are situations (especially in early game) when an extra 6 protection can be better than the MR/revig. And more importantly, you don't always have the NA paths. |
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