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GrudgeBringer said:
If not how do I get them to level 2 or 3 or 4 ect?
Is it like Commanders when they would 'Level Up' because of exp?
I guess I am a little confused because It doesn't seem to say " Level 4 water Mage" ect.
The other thing that confuses me is that iF they are NOT LvL 4 Mages in Earth (example) then how can they forge Items at a Lvl 4 pace?
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In many cases, they can't, and you have to live without them or (in Multi-player games) trade with other nations. Dominions is pretty strong on "thematic" nations that do not all behave the same, and so you can't build other nations' troops and you often can't forge the same magic items or cast the same spells as other nations. (I love Master of Magic and Master of Orion, but it's true that as the game goes on, all races tend to converge to the same general playstyle--except for the ones who took super-advantages like Creative in MOO2. Dominions tries to avoid this and I think that's valid.) As you gain more experience and/or read guides on these forums, you'll gain more insight into this. "Aha! Helheim has recruitable Air mages with hand slots. That means I can count on giving Winged Boots to slow commanders and/or SCs."
That said, just because your nation doesn't have e.g. E5 mages doesn't necessarily mean that you can't forge E5 items. This comes in two flavors: either you don't have enough levels in a path (E4 instead of E5) or you don't have a path at all (no E mages). If you don't have enough levels, you can potentially empower some mages, but it's more common to try to get enough levels, gems, and Construction research to forge some path-boosting items. If you don't have the paths at all, you can typically either 1.) recruit independent mages (for low-level items, like S1 (S=Astral) w/ Sages if you don't have S on your national mages), although you can't always count on finding the right indies, 2.) put the paths on your pretender, or 3.) try to "boot-strap" into that path by summoning creatures with that path and having them forge path boosters to boost them high enough to summon something *better* in that path then they are, then moving the path-boosters to the new creature, and repeating. This takes a lot of gems, Construction research, and Conjuration (or sometimes Enchantment) research.
By the way, some people don't like having independent mages in the game, because letting you boost yourself out of a path you don't normally have (Helheim with Nature magic) can be "unthematic." You may or may not come to feel that way, too, eventually.
-Max
Edit: the hand slots on Helheims's air mages are important in the sense that it means they can hold Dwarven Hammers forged by Helheim's Earth mages. This means they can forge *cheap* Winged Boots. Sorry, should have been more specific.