Thread: Guide Magic Path Booster Guide
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Old January 17th, 2008, 08:12 PM
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Default Re: Magic Path Booster Guide

re:tartarians

Quote:
Micah said:
This is just based on a random sampling from a test game I have, but it should be pretty accurate. The picks can double up, and I'm not sure what the distribution restrictions are.

Full list of distribution restrictions = { not holy }

Ex. the 3/2/2 male titan is indeed
100% 3x FAWESDNB
100% 2x FAWESDNB
100% 2x FAWESDNB

and can lead to 3/2/2, 5/2, 4/3... or even 7 in any path but holy. Same goes for the other variable Tartarians (that is, not the guaranteed earth/air or earth/death ones).

But yes, unless research is incredibly easy, it's a long road to diversify one's magic, and it requires both death and nature (for GoR, and probably Gift of Health. Granted, summon enough and you'll eventually get a strong non-feebleminded nature caster as a commander, but it might take a while).

Quote:

The air-clops is the best chassis by far, while the manticore is nearly useless as a commander, being AFAIK the only unit to not get misc. item slots.

Manticore gets 1 helmet, 1 misc slot, IIRC. No weapon slots, so you can send them into the arena and they won't get the trident.

A Vastness on the other hand... no equipment slots.
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