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				January 30th, 2004, 01:11 PM
			
			
			
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 Corporal |  | 
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				 number of troops underwater with water mages 
 Anyone know how many land troops a water-mage commander can take with him per level of water magic?
 thank you
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				January 30th, 2004, 01:13 PM
			
			
			
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				 Re: number of troops underwater with water mages 
 1
 [ January 30, 2004, 11:14: Message edited by: Zen ]
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				January 30th, 2004, 01:29 PM
			
			
			
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 Corporal |  | 
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				 Re: number of troops underwater with water mages 
 Oh. That isnt much. Thanks. Must change design strategy. |  
	
		
	
	
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				January 30th, 2004, 03:35 PM
			
			
			
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 Corporal |  | 
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				 Re: number of troops underwater with water mages 
 Thanks for that tip. Does it allow all troops to go underwater or just some under partic circumstances?
 Do you know the requirements for it offhand (scales)?
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				January 30th, 2004, 04:06 PM
			
			
			
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				 Re: number of troops underwater with water mages 
 Water Cult costs 50 design points, and require Magic +1.
 It allows all sacred troops to enter Water within your own dominion (they will need a sacred commander or one that can go underwater, of course). If they are underwater in a province and your dominion there goes down to 0 or less, they drown instantly (so you had better take a strong dominion).
 IIRC, missile troops lose their missile attack while underwater, and flyer may not fly underwater.
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				January 30th, 2004, 07:19 PM
			
			
			
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 General |  | 
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				 Re: number of troops underwater with water mages 
 
	Piercer and the ethereal crossbow can stil fire underwater, and only aquatic and amphibian flyers can fly under water.  Aquatic flyers given an amulet of the fish such as the Nerid retain their ability to fly when on dry land.Quote: 
	
		| Originally posted by General Tacticus: IIRC, missile troops lose their missile attack while underwater, and flyer may not fly underwater.
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				January 30th, 2004, 07:57 PM
			
			
			
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 Corporal |  | 
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				 Re: number of troops underwater with water mages 
 
	Zen,Quote: 
	
		| Originally posted by Zen: 1
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 I thought it was W-1.  In other words, 1 per W, but they have to pay for themselves first.  Am I mistaken?
 
 ~Aldin
 
 [ January 30, 2004, 17:57: Message edited by: aldin ]
				__________________He either fears his fate too much, Or his deserts are small,
 That dares not put it to the touch To gain or lose it all
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				January 31st, 2004, 02:41 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: number of troops underwater with water mages 
 Check out the "Water Cult" special domain. I was thinking that maybe a nation like Jotunheim could be a big surprise in a multiplayer game by taking that theme. 
				__________________-- DISCLAIMER:
 This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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				January 31st, 2004, 03:54 AM
			
			
			
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				 Re: number of troops underwater with water mages 
 It is 1.
 The first path in water gives you water breathing for your pretender, and an additional 1 troop.  Then scales up from there.
 
 One interesting note is that the water path water breathing doesn't seem to follow any standard water breathing breakdown (3 Human sized, 1.5 Cavalry, 1 Giant).  It just takes 1 no matter what type it is.  So you can drag down 1 of whatever you want as a troop type.
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