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Empowerment
The cost of empowerment is based upon the already existing magic skill. I am in the office, so I can not check this quickly, but does the cost get determined by the actual level or the level modified by any items?
As a follow on, does it make sense to hand off any magic items when empowering, then getting them back the next turn. Alternatively, I think that if you have zero skill, the cost of getting level one is higher than the cost of going from one to two. Would it make sense to give someone with zero an item, so as to empower them? I know, usually one does not empower a commander with zero power, I am just exploring this as a possible issue. Thanks from someone who is not taking work very seriously on Friday afternoon! |
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Good, it sounds like things are as they should be. I am always impressed with the level of detail the programmers have covered.
As for empowering a zero skill pretender SC, I will have to consider that. I usually shy away from SC and my first real experiments were with immobile pretenders. Some good fun with an immortal saurlich have made me more open to the idea of SC. |
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Empowering is something you can afford to do in SP games, I'd keep away from strategies that revolve around putting 50 Gems into a unit that doesn't fully equip them in MP.
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On the other hand, it does allow you to have some awesome scales, even if you never find enough sites to justify boosting the Nataraja later on. |
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I have to wonder - should empowering your pretender allow him to improve his bless effects? If the current magic is higher than the original, the current magic becomes the new bless effective level (to prevent dying from changing blessings). I don't see that as being abusive, since increasing a bless effect means spending at least 60 gems, potentially 110 to gain a level 9 blessing. Mostly it would just be fun in single player, though a rainbow mage focusing on Astral could really Wish for some great bless effects. Also, I'd love a random event that empowers one of your mages! For nations like Ulm with fixed magic paths, this would be pretty cool and a reason to take a good luck scale. Edit note:added the note about empowering to level 2! [ February 20, 2004, 15:43: Message edited by: geo981010 ] |
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It might be interesting if there were a heroic ability which reduced empowerment costs ('heroic versatility'? 'heroic magical aptitude'?) for that commander, or a very rare magical site that had a similar local effect.
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Hi,
One bonus of the Nat if you give him any paths is that they make a fantastic smith. They can hold the Dwarven Hammer and Hammer of the Forge Lord. (Or if you wish for it, Hammer of the Cyclops and HoFL.) Of course, that benefit only applies if you empower them or pick paths, but it is something to consider. Ciao, V'ger gone |
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Hmmm, it'd make an interesting unique pretender concept (or possibly a bonus for the Freak Lord or somesuch) to have one of their effects be cheaper empowerment costs (-10 perhaps, or 20% discount?)
~Aldin |
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