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Old January 6th, 2005, 05:53 AM
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Sandman Sandman is offline
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Default Re: Ulm beefed up ...

Quote:
Boron said:
The alchemist is not a bad idea imo . For the purpose of alchemizing you need only 1 alchemist though .
Earth + fire magic lvl 1 you don't need also because you have this on your mastersmiths .
So once you find sages or similiar the alchemist becomes obsolete unfortunately probably as well .
Finally i think it is not possible to give units alchemy bonus by modding commands .

The alchemist is already in the game, he's a rare indy mage. Costs about 300 gold, though.
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Old January 6th, 2005, 09:27 AM
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Endoperez Endoperez is offline
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Default Re: Ulm beefed up ...

Okay, I took a break from forum at the wrong time. Back up there, I had written E2D2 when I had meant to write E2F2... :ashamed:

Lots of people here seem to want a random for Master Smiths. However, that would give Ulm very different feel. That one random in eg. Water or Air does not allow them to forge the more powerful items, "only" things like Boots of Flying, Water Bracelet, resistance items and weapons... but it allows them to search for sites! Ulm can empower and then cheaply make booster items. 75 gems for access to 10 gem, at maximum!, Air boosters is not as bad as it sounds. 4 boosters are 115 for Ulm, 80 for Air nations without Dwarven Hammers, and if those nations have Dwarven Hammers they had to trade for it. Which gives Ulm Air gems...

Also, Ulm's mages have only E2. However, each one of them can forge Earth Boots and cast Earth Power. With Dwarven Hammer, Ulmish smiths can make Earth Boots for 5 gems. 5 Gems and 20-something fatique for E4? If they had a chance for E4, as with all E3FxR suggestions, they would have a chance for E6, or E5 for rituals like Forge of the Ancients.

I am not very good at balancing and can't say if that is too much or too little, I am just stating that even an elemental random will make Ulm very different and give them many, many more options.
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