
March 29th, 2004, 08:28 PM
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Sergeant
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Join Date: Sep 2003
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Re: [Beginner] Pointers about magic usage
Quote:
Originally posted by Alneyan:
As you can guess by the title, I was wondering about the best way to use magic when you are still learning the ropes, and how to design your Pretender magic paths.
While for now I have been having some success with *Coughs* the ever-so diplomatic Ulm, my Pretender did not do much in these games, which were won because of the low number of Normal AIs around, and not because of some clever strategy. My Pretender was then bases around Earth (5 if memory serves), with a few additional paths. (Mainly Water and Air) As it wasn't exactly used besides forging some items, I would like some advice about how to design a magic Pretender.
With a Nation strongly focused in a single path, should my Pretender pursue this path as well, or should I go for another complementary path? And likewise, would it make more sense to complement a nation strong in a single path with a Pretender focused in a single path as well, rather than using a Rainbow Mage? (And vice versa)
I am not asking for an advancer strategy, but merely for a few pointers to have a good beginning with the game. Thanks in advance for any help!
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There are no fix rule. To me, it's more a general design of your strategy, with your pretender factor in as one of the chess pieces. One example:
Trampling Death for Ulm. Ulm is strong in Earth and Earth magic has a very powerful item at Construction 2, "Boots of the Behemoth", which let your pretender trampling ability. Trampling inflict armor negating damage and a well protected trampler can easily take out 100+ heavy infantries. Its downside is being too tiring and the fatique on your pretender will pile up until he/she becomes unconscious. The only exceptions are when he has 0 encumbance, such as Prince of Death. Another consideration for Ulm is their poor magic diversity. The magic paths that could compensate this short-coming are Nature and to a lesser extent Death. One good pretender design for Ulm will therefore be a Prince of Death with 3 to 4 nature and 3 to 4 death. Then you go for Construction 2 at the beginning, giving the Boots and other Earth base protective gears to your pretender. Later in the game, go for Conjuration 6 or higher, so that you have access to more magical paths. An additional benefit is the spell "Summon Ghosts" at Conjuration 6. With a high death caster, like your pretender, this spell gives you very good units at a low gem cost. You see: everything just comes together with a relative low point cost .
Ideally, you can design your strategy for all nations like this. It's like making a recipe, and your components are your regular units, all the spells, items, the bless effects and the different kinds of pretender chassis...
Sorry if I'm not giving your very concrete advice but sometimes, you just need to be creative and read the spell book harder .
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