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  #251  
Old September 12th, 2006, 03:34 PM
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Default Re: Silent Seas AAR

Oh my Umor, that Devata looks like a can of kick-***. Demon whip, were'd ya get a blood/fire mage to make it?

A map of your conquests would be nice.
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  #252  
Old September 12th, 2006, 04:13 PM
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Default Re: Silent Seas AAR

The Demon whip I think I mentioned earlier... I either got it as a random event or in a battle.

It turns out quickness effects don't stack, although it took me a few turns to figure that out.

there's a map coming up in a turn or two - I can't go back and take a shot because I'm up at turn 71 now
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  #253  
Old September 12th, 2006, 04:40 PM
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Default Re: Silent Seas AAR

Ok, I understand.
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  #254  
Old September 12th, 2006, 05:30 PM
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Default Re: Silent Seas AAR

In Dom2 each attack against a target lowered the defense of the defender by one against subsequent attacks. Is this still true in Dom3? If so, Balastha could still get beat up by a horde of little guys (imps, hoburgs) that can all make attacks, or by guys with lots of attacks.
Still, quite nice!
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  #255  
Old September 12th, 2006, 05:42 PM

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Default Re: Silent Seas AAR

Quote:
st.patrik said:
Turn 60




Gandalf kicked some *** there!
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  #256  
Old September 12th, 2006, 07:22 PM
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Default Re: Silent Seas AAR

Quote:
Ygorl said:
In Dom2 each attack against a target lowered the defense of the defender by one against subsequent attacks. Is this still true in Dom3? If so, Balastha could still get beat up by a horde of little guys (imps, hoburgs) that can all make attacks, or by guys with lots of attacks.
Still, quite nice!
I think this works the same in Dom 3. Maybe I need to give him even more
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  #257  
Old September 12th, 2006, 08:53 PM
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Default Re: Silent Seas AAR

Quote:
st.patrik said:

I think this works the same in Dom 3. Maybe I need to give him even more
His biggest weakness is no elemental resistance.

I would remove the anti-missle amulet since he can cast an easy spell for the missle protection. An item of reinvigoration will serve much better.
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  #258  
Old September 13th, 2006, 12:55 AM
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Default Re: Silent Seas AAR

yeah i ended up changing his equipment, especially when I researched Arrow Fend, which was his job to cast for the whole army.

Elemental Resistance is not nearly so important in MP as in SP though. Vanheim is more likely to spam phantasmal warriors or ghost wolves than he is to cast lightning spells.
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  #259  
Old September 13th, 2006, 07:10 AM
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Default Re: Silent Seas AAR

Sounds like he was a good investement then.
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  #260  
Old September 13th, 2006, 11:23 AM
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Default Re: Silent Seas AAR

Turn 61
T'ien Ch'i tried to wrest the city that was once his capital from me this turn; I batted his attack aside contemptuously, and stripped the magical equipment off the dead bodies of his commanders. I now possess a set of plate armour imbued with the power of fire and two large swords designed to fight demons.



Vanheim also attacked Cathedral Gap again, but was beaten off more easily this time.

Balastha the Devata is working his way south to join up my army in T'ien Ch'i's capital. Once he arrives I will divide the army into two and while one guards the capital the other will sweep up T'ien Ch'i's remaining provinces. Then it will be down to just Vanheim and me.

Speaking of Vanheim, his false god is wandering about alone next to my provinces in the west. Unfortunately I do not have any fun remote attacks to throw at him.
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