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  #1  
Old October 1st, 2005, 08:40 AM

shovah shovah is offline
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Default Re: Mid Game+ magic.

some time you should really try atlantis and go for conjuration and just spam abominations and of course you can use lots of sea trolls/krakens for cheap expaners
(construction also if you want to boost your mages to S4 for abomination and if reasearch is on easy you could go for evo to get malestrom)
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  #2  
Old October 1st, 2005, 09:08 AM

spirokeat spirokeat is offline
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Default Re: Mid Game+ magic.

I dont really play to win, so choosing atlantis to follow a particular pattern is not my style.

I play for themes and genre based concepts.

I've just read so much about ice devils, I was kinda suprised he fell over so quickly.

Spiro
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  #3  
Old October 1st, 2005, 09:17 AM
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Endoperez Endoperez is offline
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Default Re: Mid Game+ magic.

Atlantis PD becomes quite powerful after you research Alteration 6: every W1 mage can cast Quickness and spam Frozen Heart. Unfortunately, they can't be reruited from every castle as Marignon's F1 Initiates. I recall someone having great success with Initiates on defence, thanks to the Conjuration spell Will'o'wisp.

Ice Devils are powerful, and one of them even starts with a life-draining weapon that protects him from fire. All of them can cast Quickness and BoW, they have good stats and all except one have full slots (or two, as you mighn't be able to change the Hell Blade away from the one who has it, I don't see why you would). They are also available quite early. They were mainly used in Dom:PPP, where every one of them had the same stats, and there were unlimited numbers of them (in fact, there were no uniques at all).
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Old October 1st, 2005, 09:21 AM

spirokeat spirokeat is offline
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Default Re: Mid Game+ magic.

Ok, but what constitutes an SC....I see the term chucked about, but it has varying levels.

What are the limits of particular SC's....Bane Lords and Ice devils for example.

Spiro
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  #5  
Old October 1st, 2005, 09:23 AM
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Alneyan Alneyan is offline
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Default Re: Mid Game+ magic.

Are you sure that Ice Devil gets Fire Resistance? I know the Virtue does not get the 50% Fire Resistance granted by her Flambeau. You should also be able to remove the Hell Sword from that devil, if it follows the same "rules" as the other armed commanders.
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Old October 1st, 2005, 09:52 AM
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Vicious Love Vicious Love is offline
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Default Re: Mid Game+ magic.

His fire resistance is built in. Useful.
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Old October 1st, 2005, 10:53 AM

shovah shovah is offline
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Default Re: Mid Game+ magic.

for those who dont know, SC=super combatant and in an unmodded game alot of people think it neccesary to give a life draining weapon to a SC (blood thorn/hell sword) banelords are popular often just because of their cheapness but if you have what you need ice devils work really well.

one of my favourite (extremely expensive) scs is a nataraja with a bloodthorn, hellsword, shield of gleaming gold, any good armour, winged shoes, ring of the warrior and another misc item. as for the helm it depends, against basic troops try horror helm but spirit helm is good all rounder

(i usually wish for this guy with my pretender and have someone weilding dwarven hammer (ulmish smiths work good if you can cast forge of the ancients) to make his equipment. with awe (+0 but still) and 2 lifedrain weapons hes hard to kill and using that unique helm that has awe works well too but generally dont send him out until he has empowerment (preferably astral for luck+etheral+shield) to buff himself as hes too expensive to waste
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Old October 1st, 2005, 01:55 PM

quantum_mechani quantum_mechani is offline
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Default Re: Mid Game+ magic.

Quote:
shovah said:
for those who dont know, SC=super combatant and in an unmodded game alot of people think it neccesary to give a life draining weapon to a SC (blood thorn/hell sword) banelords are popular often just because of their cheapness but if you have what you need ice devils work really well.

one of my favourite (extremely expensive) scs is a nataraja with a bloodthorn, hellsword, shield of gleaming gold, any good armour, winged shoes, ring of the warrior and another misc item. as for the helm it depends, against basic troops try horror helm but spirit helm is good all rounder

(i usually wish for this guy with my pretender and have someone weilding dwarven hammer (ulmish smiths work good if you can cast forge of the ancients) to make his equipment. with awe (+0 but still) and 2 lifedrain weapons hes hard to kill and using that unique helm that has awe works well too but generally dont send him out until he has empowerment (preferably astral for luck+etheral+shield) to buff himself as hes too expensive to waste
I believe it was determined a while back that wielding two life drain weapons at once does not increase life drain noticeably.
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  #9  
Old October 1st, 2005, 02:09 PM

spirokeat spirokeat is offline
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Default Re: Mid Game+ magic.

No, Ermor was fine, Im aware of the lifeless lifedrain issue. For Ermor I simply set my fire mages to a lot of Holy Pyre, made a couple of Flambeau for my tribal commanders and arsed them.

I don't flounder at what to do. I just find that I probably dont spend enough time empowering my mages to cast the higher level spells and instead go for specific high level casts or summons to cast with my pretender or a special mage type.

The Ice Devil I'm guessing was more unlucky than anything. He should have bashed the army he was facing good. Instead the first spell paralysed him and it was game over. oh well.

Spiro
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