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Arker said:
BTW, advice on Equipment? At the moment I've got two traitor princes with the endless buckets of slop and moon blades.
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Ah, don't do that. Put 1 cauldron on a
scout - a 2nd wouldn't do any good, "producing" items works only 1 per commander. Add a vineskin. Set the scout to sneak and let him move around with the army. While sneaking, he wouldn't get into combat at all (battle, assassines) and will be save from ranged spells, thereby making your gem investment much saver. You can even use him to hold magic gems for your battle-mages ... only have to remember to transfer the appropiate amount to the mages pouch each turn.
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Umm, the flameshooting helms - fire blasts should be good against undead, right?
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Undead are not paritcularly vulnerable to fire, but they aren't resistant neither.
The helmet is quite tricky to use, though: the range of the fireblast spell isn't that great, therefore you would have to script your commander to "attack, attack, "fireblast","fireblast","fireblast"; "cast spells") - and risk him in th e front line of the battle. Better use the heaviest armored commander with the biggest shield available - encumbrance doesn't matter as spellcasting from items is always "+5 fatigue" no matter how heavy the commanders equipment is.
Try using the "Sceptre of Authority" - while not so powerful, it lets you target the enemy from afar. If you give it to your priest (which you will have to buy to fight the ermorian hordes anyway), he'll gladly use the spells from the item, therefore being not totally useless againts mundane foes.
Later you might want to switch to the staff that lets you shoots fireballs - but you'll have to get a mage to fire-2 to forge them, and they are somewhat pricey.
With Ulm, you could even get the sceptre for 2 gems if you give a dwarven hammmer to a smith.