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				March 25th, 2004, 02:21 AM
			
			
			
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 Lieutenant Colonel |  | 
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				 Re: Most Efficient Researcher 
 Phil makes an excellent point however:Experience matters. So this is another factor which will favor lots of smaller mages as opposed to fewer powerful mages in general. I often forget this, but it is true; in longer games, you will get 2, 3, and even 4 stars on some mages.
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				March 24th, 2004, 05:34 PM
			
			
			
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 Major General |  | 
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				 Re: Most Efficient Researcher 
 For me its definitly Sages. ^^ Forge a couple of Skull Mentors (?) and there u go. |  
	
		
	
	
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				March 24th, 2004, 05:59 PM
			
			
			
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 Corporal |  | 
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				 Re: Most Efficient Researcher 
 
	If you have access to sages there is no reason to use skull mentors. They are better off with gem generators.Quote: 
	
		| Originally posted by Ragnarok-X: For me its definitly Sages. ^^ Forge a couple of Skull Mentors (?) and there u go.
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				March 24th, 2004, 08:56 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: Most Efficient Researcher 
 
	Neither Fire nor Earth magic give research bonuses as far as I know. Master Smiths are worth 5 RP just like any other standard 3? mage in Drain 0.Quote: 
	
		| Originally posted by Nagot Gick Fel: 
 quote:Originally posted by PhilD:
 Hmm, Master Smiths should have 6 RP, since they have 1 Fire and 2 Earth.
 |  I always assumed the RP of a mage was the sum of its Magic paths, plus a fixed amount (assumed to be 3), with a few having a special bonus. What's the formula?
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				March 24th, 2004, 09:17 PM
			
			
			
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 Major |  | 
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				 Re: Most Efficient Researcher 
 
	Make that 3 a 2.Quote: 
	
		| Originally posted by PhilD: I always assumed the RP of a mage was the sum of its Magic paths, plus a fixed amount (assumed to be 3), with a few having a special bonus. What's the formula?
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 Add:
 +4 for Sages and Adepts of the Metal Orders (except the Iron ones who get no bonus - bug?).
 +5 for Wizards.
 +6 for Lore Masters.
 +8 for the Great Sage pretender.
 -2 for Witch Doctors
 
 Adjust for Magic/Drain, except Ulm Smiths count Drain +X as zero.
				__________________God does not play dice, He plays Dominions Albert von Ulm
 
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				March 24th, 2004, 10:21 PM
			
			
			
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 Sergeant |  | 
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				 Re: Most Efficient Researcher 
 
	Make that 3 a 2.Quote: 
	
		| Originally posted by Nagot Gick Fel: 
 quote:Originally posted by PhilD:
 I always assumed the RP of a mage was the sum of its Magic paths, plus a fixed amount (assumed to be 3), with a few having a special bonus. What's the formula?
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 Add:
 +4 for Sages and Adepts of the Metal Orders (except the Iron ones who get no bonus - bug?).
 +5 for Wizards.
 +6 for Lore Masters.
 +8 for the Great Sage pretender.
 -2 for Witch Doctors
 
 Adjust for Magic/Drain, except Ulm Smiths count Drain +X as zero.
 Hmmm.  The Vaetti Hag has 1 ? for magic path, and 4RP.  I think the revenant has 1D, and also 4RP, but am not sure about that.  Maybe 4RP is the minimum (in a neutral environment)?
 
 
 
	Wow - Do you really forge that many gem generators that you don't have enough slots to spare for research items?  It seemed to me that all the research bonus items are essentially upkeep-free research (the best kind!).  One skull mentor or lightless lantern works out as a lot cheaper than a sage, in the long run, IMHO.Quote: 
	
		| Originally posted by Torvak: If you have access to sages there is no reason to use skull mentors. They are better off with gem generators.
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 -LintMan
			
			
			
			
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				March 24th, 2004, 10:36 PM
			
			
			
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 Major |  | 
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				 Re: Most Efficient Researcher 
 
	When I check the Hag in the recruitment screen I can read "Research ability: 3". Either your Hag has +1 due to experience, or she's in a magic+1 dominion.Quote: 
	
		| Originally posted by LintMan: Hmmm.  The Vaetti Hag has 1 ? for magic path, and 4RP.  I think the revenant has 1D, and also 4RP, but am not sure about that.  Maybe 4RP is the minimum (in a neutral environment)?
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				__________________God does not play dice, He plays Dominions Albert von Ulm
 
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