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  #1  
Old April 4th, 2007, 05:43 PM
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Default Re: Indep. Mages

Tribals & other poptype independent mages, magic and survival skills
  • Druid - N1H1, Forest
  • Lizard - S1N1, Swamp
  • Bear Tribe Shaman - N1H1, 10% E, Forest, Mountain, Waste
  • Wolf Tribe Shaman - N1, 10% D, Forest, Mountain, Waste
  • Deer Tribe Shaman - N1, 10% A, Forest, Mountain, Waste
  • Lion Tribe Witch Doctor - N1, 10% FEDN, Forest
  • Jaguar Tribe Priest - N1H1, 10% FWSB, Forest
  • Toad Tribe Shaman - W1, 10% N1, Swamp, Amphibian
  • Jade Priestess - N1H1, 20% W, Forest
  • Onyx Priestess - H2, 50% D, 10% E, Mountain
  • Garnet Priestess - H1, 50% B, 10% F, Waste
  • Crystal Priestess - H1, 50% S, 10% A
  • Jade Sorceress - W1N1, 25% WEDN, Forest
  • Onyx Sorceress - E1D1, 10% D, Mountain
  • Garnet Sorceress - F1B1, 10% B, Waste
  • Crystal Sorceress - A1S1, 10% S
  • Horticulturist - N1, 20% WE
  • Hoburg Priest - H1, 10% N
Judge for yourselves.
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  #2  
Old April 4th, 2007, 05:47 PM

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Default Re: Indep. Mages

Out of all those the only ones i MIGHT consider would be amazon sorceresses
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  #3  
Old April 4th, 2007, 05:57 PM

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Default Re: Indep. Mages

Onyx, Garnet and Crystal Priestesses don't require labs, just temples, but have a good chance of having magic.

I've lucked out and gotten 2N Lion Tribe Witch Doctors, which is worth it if you don't have nature on your nationals.

For blood hunting, Garnet priestess or Sorceress?
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  #4  
Old April 4th, 2007, 08:01 PM
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Default Re: Indep. Mages

Is this for considering them as researchers?
You mention terrain but not stealth.
And leadership.
And the priests who can be gotten for the price of a temple which I want to build alot of anyway so a priest with a chance of magic (especially if stealthy) makes it a real consideration for me. More than a province that will give me just cheap priests.
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Old April 5th, 2007, 02:44 AM
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Default Re: Indep. Mages

Quote:
Nix said:
Whoa - never heard of the Toad Tribe.
Independent Atlanteans reminiscent of the Rain Warriors of LA Mictlan. I don't know if that poptype is active (as in, can be randomly found in a game), but it exists.


Quote:
Gandalf Parker said:
Is this for considering them as researchers?
You mention terrain but not stealth.
And leadership.
And the priests who can be gotten for the price of a temple which I want to build alot of anyway so a priest with a chance of magic (especially if stealthy) makes it a real consideration for me. More than a province that will give me just cheap priests.
For considering them as researchers and other things they can potentially do. But I wasn't about to start listing all of their stats here, that's what the DB is for if someone wants to do an indepth analysis. As far as the priestesses go, depends on price if they are worth it and what magic they have vs nationals. Of that lot, only the hoburg priest and druid are stealthy and have both holy and potential other magics, iirc.

For research purposes, all of the shamans are sacred (the wictor is not), so they only cost half upkeep, if that is a consideration.
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Old April 4th, 2007, 08:12 PM

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Default Re: Indep. Mages

Whoa - never heard of the Toad Tribe.
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  #7  
Old April 4th, 2007, 09:39 PM
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Default Re: Indep. Mages

If you can craft Skull Mentors, even the lowly Lion Tribe Witch Doctor turns into a good researcher. And they only need a Lab to be built.
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Old April 5th, 2007, 03:27 AM

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Default Re: Indep. Mages

Quote:
vfb said:
If you can craft Skull Mentors, even the lowly Lion Tribe Witch Doctor turns into a good researcher. And they only need a Lab to be built.
Assuming you're so rich in death gems that finding someone to hold your Skull Mentors is your research bottle neck. : )

Don't get me wrong, I love Skull Mentors, but determining cost-efficiency is not simple when it involves gems as well as gold.

-Max
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  #9  
Old April 5th, 2007, 10:49 AM

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Default Re: Indep. Mages

I am surprised that noone has done the math on the start up cost for national mages vs. the start up cost for indie mages.

Sure, if you are short on gold, you are going to build a mage in your capital first, usually. For many nations, their best mages will be cap only.

After that, however, you have to choose between building a fortress, lab and maybe temple to produce your national mages or just a lab for most indie mages. Obviously, it's a bit more complicated than that since, on one hand, fortresses have other good uses but on the other hand, they also take time to build and have a large enough start up cost that you often can't always afford them as early as you would like.
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Old April 5th, 2007, 04:02 PM
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Default Re: Indep. Mages

Quote:
MaxWilson said:
Quote:
vfb said:
If you can craft Skull Mentors, even the lowly Lion Tribe Witch Doctor turns into a good researcher. And they only need a Lab to be built.
Assuming you're so rich in death gems that finding someone to hold your Skull Mentors is your research bottle neck. : )

Don't get me wrong, I love Skull Mentors, but determining cost-efficiency is not simple when it involves gems as well as gold.

-Max
This is a real killer if your forced to use lightless lanterns, as after a couple of months your mages become horror marked. If you transfer the lantern on another mage to avoid losing it when the horror strikes, you can quickly run out of expendable mages.

I personally think lightless lantern should be reduced to construction 4 and the skull mentors put upto construction 6. This would be more balanced.
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