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Boosting Air Magic?
Boosting Air Magic. I have usually missed something when I have to ask this sort of question, so please feel very free to point it out. Unless you have someone with A4, there is no easy way to boost Air magic. Sure, the items that boost all four elements, but they are expensive and are not “easy”, like Thistle Mace.
My pretender got killed and is now down to A3. Any suggestions? |
Re: Boosting Air Magic?
Air and fire aren't easy to boost 'easy'. At least you've only Level 3 Mages.
With Air 4 you got 2 greater items which is quite good but with 3 you've some problems. Besites the Thistle Mace there are only Earth boots and Skull staff which are really easy, maybe the robe of the sea. For the rest you need at least very powerfull items or higher magic/magic combinations. |
Re: Boosting Air Magic?
There's always empowerment.
And since that's your pretender, you can be pretty sure he is worth the cost. Either way, I suggest you always keep a booster or two of a certain kind if your mages can't forge it without boosters. (So for example in this case you should have forged an air booster before your pretender went down to A3) |
Re: Boosting Air Magic?
Fire can be boosted by fire skulls (f1 d1 con6), Air is the only magic with no low skill booster if you include the cross path ones (and empowering a fire 1 mage to death 1 cost 130 less gems than empowering an air 1 mage to air 4).
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Re: Boosting Air Magic?
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Re: Boosting Air Magic?
Air magic was noticeably very powerful in Dom2, now I think they've made Air too hard to boost in Dom3.
It's really not fun to require A4 for *any* boost now, only some random high-end mages of Air nations can reach that (High seraphs or Vanadrott).. And empowering for 100+ gems is only a SP game option http://forum.shrapnelgames.com/images/smilies/wink.gif IMHO the simple Air Helm should be A3, and the (better) Bag could stay A4. |
Re: Boosting Air Magic?
Good thing I am playing SP then, isn’t it… I agree, short of designing a pretender around it, not many folks will get those boosters. Having the helmet at A3, allowing you to go for the bag at A4, if you really want it, is a nice progression, perhaps the devs will consider it. However, for now, my 100 A gems will go to two Contact Draconians, who can then summon more, and still leave change of 10A gems. For a mid level spell, it is pretty good and can add a nice mobile punch to non-Caleum nations.
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Re: Boosting Air Magic?
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Re: Boosting Air Magic?
It's not just air - most of the path boosters were made more difficult to forge. Rings of Sorcery/Wizardry, elemental staffs, etc, were all made more difficult. Seems that anything that previously required three or more in a path to forge was increased by one, leaving a curious lack of level-3 boosters now. |
Re: Boosting Air Magic?
Maybe level2 path boosters should be changed to require level 3 now ?
From the discussions about the conceptual mod, it was also noted that site searching spells might need to need higher level, to prevent the end game were you always have good access to all type of gems and magic. If site searching and path booster were to need level 3, the choice of the nation (and pretender) would have more impact on magical access. But maybe increasing both path boosters and site searching spells would bu too much. |
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