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  #11  
Old January 17th, 2004, 12:57 AM

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Default Re: A question about magic

If you're looking for combos to convince you, there are some obvious killers. Such things as Poison Immunity + Foul Vapors, Lightning Immunity + Wrathfull Skies, or worse both.

These can be very tough to deal with if you don't have access to the defensive magics yourself. Some of the nations even _start_ with spells that can be quite effective if used well.
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  #12  
Old January 17th, 2004, 01:31 AM
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Default Re: A question about magic

Hmmm, what about Petrify?

AOE spell (1 tile) with absolute precision and good range.

Fail your MR check, and you're dead.

Don't, and you're paralyzed - and thus as good as dead.

Something must be done wrt infinite paralyzis duration - as it is know, a pretender equipped with every antimagic toy you an imagine has absolutely no chance vs a naked Cyclops - or even a lowly Dwarven Smith.
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  #13  
Old January 17th, 2004, 01:37 AM

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Default Re: A question about magic

The paralysation from petrify should only Last 2-4 turns.
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  #14  
Old January 17th, 2004, 01:39 AM

johan osterman johan osterman is offline
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Default Re: A question about magic

In case you haven't noticed you can click on the paralysis symbol on the unit to check the duration of the effect.
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  #15  
Old January 17th, 2004, 02:06 AM
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Default Re: A question about magic

Quote:
Originally posted by johan osterman:
The paralysation from petrify should only Last 2-4 turns.
Should. I've never seen an unit recover from paralysis so far. What about having your pretender being paralyzed [Edit: spell Petrify] in the 3rd round, surviving the whole battle because he regenerates hit points faster than what the opponent can throw at him, and die from autorout in the end because he can't retreat (flying pretender BTW)?

Yes, I've seen that happen. When you're paralyzed for 3 rounds, these rounds Last for the entire battle. Paralysis is bugged and needs to be fixed.

[ January 17, 2004, 00:25: Message edited by: Nagot Gick Fel ]
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  #16  
Old January 17th, 2004, 02:26 AM

johan osterman johan osterman is offline
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Default Re: A question about magic

Paralysis from different sources is not identical. Have you actually seen the petrify paralysis effect Last indefinately.
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  #17  
Old January 17th, 2004, 03:32 AM
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Default Re: A question about magic

Quote:
Originally posted by johan osterman:
Paralysis from different sources is not identical. Have you actually seen the petrify paralysis effect Last indefinately.
I believe that I have seen paralysis end.. on a very few occasions. Usually its for the duration of the battle though. Even with only one caster that paralyses different units each turn or the same one until succes is achieved (i.e. no multiple paralysis conditions).
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  #18  
Old January 17th, 2004, 04:10 AM
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Default Re: A question about magic

Quote:
Originally posted by Saber Cherry:
Ulm: I research enough construction to forge Earth Boots (level 4). Then I build Earth Boots, giving me level-3 Earth, and forge a Dwarven Hammer (forge bonus). Then I mass produce boots for the smiths.
If I'm playing Ulm with a rainbow great sage, then I usually research to Conjuration 3 first to get summon earth power. Blade winds are fatiguing, and I want my smith's to be able to cast as many spells as possible, so the reinvigoration 4 is invaluable. I build a master smith almost every single turn in order to keep my research ramping up quickly. I then go for evocation 4 to get blade wind. This can happen by around turn 9, which is just about in time to take on some of the tougher independents around your capital.

After this, depending on my situation, I'll either go for construction 5 and clockwork horrors and crushers, or thaumaturgy 2 to find every single earth site. From there on I adapt to what spells I need in the near future and hope for lots of independent mages, especially the enchantress with 3 elemental magics, and the metal order mages to get access to astral spells.

Quote:
A single Blade Wind Smith is easily worth 100 archers... and that's BEFORE he gets Heroic Quickness / Endurance / Precision. And he will become heroic.
It's around 52 slightly inaccurate longbows I believe.
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  #19  
Old January 17th, 2004, 04:19 AM
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Default Re: A question about magic

Quote:
Originally posted by johan osterman:
Paralysis from different sources is not identical. Have you actually seen the petrify paralysis effect Last indefinately.
As I said, my pretender was Petrify'ed in round #3 by that special independent Sorceress (the one with the unique +sorcery robe, the hoburgs and earth gnomes, and her little sister), and got paralyzed(3) as a result. He had just the time to cast Invulnerability and Soul Vortex, with a ring of regen on top of that the hoburg/earth gnome were unable to harm him. With their own regen the (mindless, thus unroutable) earth gnomes were barely affected by the Soul Vortex, and continued to fight my paralyzed pretender for ~50 rounds. At that point he autorouted but was unable to retreat (still paralyzed), and he was eventually autokilled. I'm positive the Sorceress didn't cast Petrify after her first attempt, she sticked with Mind Burn for the rest of the battle. And so did the junior Sorceress.

I have tested Petrify myself before and after this episode, and have never seen the paralysis counter go down. In the case the paralyzed unit(s) are unkillable by the petrifier/paralizer side, the battle always end with an autorout or autokill. I've noticed this with the spell Paralyze and Illithid mind bLasts as well.
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  #20  
Old January 17th, 2004, 08:22 AM

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Default Re: A question about magic

Quote:
Originally posted by Nagot Gick Fel:

I have tested Petrify myself before and after this episode, and have never seen the paralysis counter go down. In the case the paralyzed unit(s) are unkillable by the petrifier/paralizer side, the battle always end with an autorout or autokill. I've noticed this with the spell Paralyze and Illithid mind bLasts as well.
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