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Old March 8th, 2005, 12:57 PM
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Default Late Game Magic Research and Item Creation

Being still new to the game and having learned much about the early and mid-game strategies, I'm now trying to figure out what works the best in the latter stages of the game. Specifically, I'm curious what combinations of magic and magic items become more important. I know this is obviously dependant on one's race and pretender, but I figured there are still some general strategies to follow. I'm particularly interested in Arcosephale's options.
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Old March 8th, 2005, 01:14 PM
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Default Re: Late Game Magic Research and Item Creation

Well, Arco is the nation I have played almost none of, but they could easily start cranking out Slave / Crystal Matrixes so that the Priestesses can cast lots of Relief with some Charm in between, while someone carries a Banner of the Northern Thing (the banner that gives everyone +1 astral) -- the Astrologers can then cast power of spheres + Enslave, Antimagic, Doom, and the Luck one, or make communions for Master Enslave, while your Mystics with the correct picks could be in communions casting elemental support spells (Arrow Fend, Flaming Arrows, etc). Well this isnt very creative, maybe I am just not good at Arco.
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Old March 9th, 2005, 04:13 AM
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Default Re: Late Game Magic Research and Item Creation

At early to mid-game you should be thinking about hoarding clams/fever fetishes, etc.
Late game, you can make a nice little group of Astrologers to cast Mind Hunt--most of them will need a skullcap or a crystal coin to cast it. They can also cast Enslave Mind.

Make sure you've got some Stone Spheres or Eyes of God (if someone wants to waste gems with Fates of Oedipus, let 'em, you've got priestesses).

Cast WISH a lot.......

Try summoning lots angels (for some fire or air magic), ether lords (for some death magic), abominations (very nice), golems (in communion for Astral Tempest), etc...

Form a communion (preferably with crystal items) and go cast up some Master Enslave/Arcane Domination/Astral Tempest (easiest).

Of course, see if you can't snag yourself the Arcane Nexus.

If you take very high dominion (10 is good, but 8-9 is acceptable) build a host of Juggs (maybe add The Ark) and go beat down some candles instead of just people.

Use Transformation on some priestesses to beef up a communion using matrices.

Arco is quite versatile--your elemental concentrations will depend on what your mystics look like and what you've got to summon.
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