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December 19th, 2003, 09:22 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Thanked 4 Times in 4 Posts
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Re: Forge Bonuses
Never tried the global, but the Hammer of the Cyclops and the Hammer of the Forge Lord both act like a double-strength two-handed high-damage dwarven hammer i.e. total 75% off in hands of a Master Smith / Inquisitor.
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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December 20th, 2003, 01:49 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Forge Bonuses
Forge divides down the cost, but doesn't reduce it to zero!
However, it is an extremely effective bonus even so, especially combined with Ulmish smiths, dwarven hammers, and/or special forge sites. Bargain basement magic item bonanza, until it gets dispelled. Forge of the ancients also reduces the requirements to make more powerful items, which makes it possible to make items which increase powers, which is also super for Ulm.
PvK
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December 20th, 2003, 05:14 AM
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Corporal
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Join Date: Dec 2003
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Re: Forge Bonuses
What exactly does 'more powerful' items mean? Better items without having to have researched them via Construction, (like artifacts at level 6 or something), or does everything you make have boosted effects?
olaf
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December 20th, 2003, 09:10 AM
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Major
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Join Date: Nov 2003
Location: Finland
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Re: Forge Bonuses
Quote:
Originally posted by olaf73:
What exactly does 'more powerful' items mean? Better items without having to have researched them via Construction, (like artifacts at level 6 or something), or does everything you make have boosted effects?
olaf
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It probably means that the magic path requirements are reduced. If an item normally needed a mage with 3 earth 3 fire to make it, with the Forge a mage with 2 earth 2 fire would suffice.
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December 21st, 2003, 02:46 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Forge Bonuses
yes thats that. And the better is yet to be known : you have also a +1 bonus level in mage paths that you DONT KNOW off !!
So to give a striking example, an astral 1 theurg can forge a fever fetish (fire 1 nature 1). Imagine what you can do with the right gems 
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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December 20th, 2003, 04:49 PM
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Second Lieutenant
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Join Date: Nov 2003
Posts: 419
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Re: Forge Bonuses
Wow...that is quite a bonus. And it seems the gem cost is always rounded down, not up.
Thank all of you for your responses. This is something that is good to understand for someone who likes Ulm. 
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December 20th, 2003, 07:48 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Forge Bonuses
I remember fondly the time I could cast Wish in Dominions 1 for the first time... I wished for Dwarven Smith, empowered and gave him items until he could cast Wish himself, Wished for Magic few times and got Hammer of the Cyclops. I had Forge of the Ancients active, too... Robes of Invulnerability for only 1 earth gem...
BTW, I cheated in that game. I started with 15 provinces, few commanders in every one of them and all had the Djinn Lamp. I got about 20 Djinns, and wondered why they had such a low levels of magics...
My pretender was a Dagon with level 19 in every path, and my Prophet had holy-20... Have you ever seen an unholy-19 priest reanimate? You should, you really should. And think about Orb Lightning...
[ December 20, 2003, 17:48: Message edited by: Endoperez ]
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