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Old December 30th, 2006, 03:31 PM
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Default Re: What is the best pretender for Ulm?

Master Smiths occassionally get Air or Astral randoms. Your pretender would probably have found few sites that would have generated gems, and depending on how much Air/Astral your Virtue had and how high you are in construction, you would get some magic-boosting items for your Smiths. S2 for Starshine Skullcap, Air 4 for Winged Helmet/Bag of Air... Even without Air boosters, Earth/Astral and Earth/Air item combinations can be very nice, and now you'd have the gems to use those.

Virtue is pretty expensive to take just for some magic in Air and Astral, though, because you'll have a hard time getting much use out of them. Astral 2 to 5 is enough for all forging purposes (and 4 is enough for mages with Head slot for Starshine Skullcap), and Air 4 gives you all major Air items I can think of. There are no Astral or Air spells in Construction that your virtue could cast, and very few useful things in Evocation or Conjuration. Enchantment, on the other hand, would allow you to protect your armies from lightning and give you access to Antimagic. There are only few Earth spells in Enchantment, but at least Enliven Statues can be used to great effect.

Most Ulm strategies rely on Conjuration 3 (Earth Power, +1 Earth for Master Smiths), Evocation for battles (Magma Bolts, Blade Wind, Magma Eruption, perhaps Rain of Stones, Gifts from Heaven, Phoenix Power/Falling Fires for the Smiths with randoms) and Construction for fancy items. Your Virtue won't fit this strategy, but as I said above, Enchantment-based strategy based on keeping your tough units alive might work.
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