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  #1  
Old March 30th, 2004, 07:16 AM

velk velk is offline
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Default Re: [Beginner] Pointers about magic usage

I think an important thing to keep in mind while designing a magic pretender is how well your troops fit in with the kind of magic power you are aiming for.

In general, unlike supercombatants, magical pretenders are going to need to have troops with them to stop them being overwhelmed while they are casting. So you need to keep in mind what troops you are going to have available for your nation.

Some of these are obvious - the battlefield death spells are going to be as dangerous to your troops as they are to the enemy if you use primarily living troops - and some are not so obvious - such as does your nation have a mage capable of casting thunder ward so you can get wrathful skies out an extra round earlier because your pretender does not have to cast it.

One other note I guess, is that it depends a lot on whether you are aiming for multiplayer or single player. Nothing you are going to do will suprise the computer, but taking something non-standard that doesn't have immediately obvious advantages can be devastating to multiplayer opponents simply because they were not expecting it.

The best way is probably going to be to experiment - there are so many subtle touches to dom2 that it is extremely difficult to make a plan in isolation.
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  #2  
Old March 30th, 2004, 07:52 AM

PrinzMegaherz PrinzMegaherz is offline
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Default Re: [Beginner] Pointers about magic usage

You could, as an example, go for water magic. That would allow you to lead your troops into the sea and conquer some provinces your enemy can't attack.

I would not recommend to have a single high path, as there are no sacred Ulm troops.
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Old March 30th, 2004, 08:29 AM

Yossar Yossar is offline
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Default Re: [Beginner] Pointers about magic usage

My favorite Ulmish Pretender is a Vampire Queen with 3 Water, at least 3 in Blood, and as an many in Death as you want. This gives you easy access to blood magic for forging (soul contracts with a dwarven hammer can be useful), and lets you easily summon Ice Devils, which give you great commanders to give all your great forged items to. It also gets you a pretty badass pretender once you give her the right items.
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Old March 30th, 2004, 01:38 PM

condors condors is offline
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Default Re: [Beginner] Pointers about magic usage

for ulm i have played them alot for pretenders i have 2 Favorites

1-great alchemist for a rainbow mage also allows for alchemy with some death and fire (fever fetishes placed on undead commanders for) also get the alchemist stone. I also like getting 2 water and forging clams as well summoning wraith lords who produce ghosts along with a fire gems and astral pearls is very effective investment(although keep them away from combat) fun and very effective in single player

2-vampire queen i like having her with 3 earth (allows her to cast invunerability and make dwarf hammers) 2 water (quickness, breath of winter, forge clams) 3 astral(for astral shield, luck)can also dispell globel enchantments. I use the vampire queen as an independent crusher than later as a defender in your domain(never fight outside it as she is immortal) With the 5 spells listed above in her script can stomp through almost anything solo.
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Old April 8th, 2004, 05:43 AM
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Stormbinder Stormbinder is offline
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Default Re: [Beginner] Pointers about magic usage

Quote:
Originally posted by Zen:
Armor Piercing = 1/2 Protection Value for Damage.

Armor Negating = 0 Protection Value for Damage.
I think I've read somewhere on this forum that this only applies to protection gained from your armor, and not to your "base" protection. I am not 100% certain though.
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