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Old July 16th, 2007, 02:15 AM
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Baalz Baalz is offline
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Default Re: communion (?)

Nope, the slaves most definitely do not take an encumbrance hit when the master casts a spell. I just double checked that in a game I'm playing, my Augur slaves (4 of them each with an encumbrance of 3) gain two fatigue when the master casts nether darts (neutral magic scales). This is consistent with what I saw in my large communions. I don't remember the actual numbers because I'm recollecting a game from awhile ago, but when I got up a decent sized group of Mystics they just did *not* stop. I think what it is, is the slaves boost the levels of the slaves as well as the masters, so if you've got 16 slaves they each get +4 to their paths, and if your slaves are decent mages to start with (on par with the masters) then a couple masters cast phoenix power, light of the northern star and power of the spheres and suddenly the spells being cast are *well* below the slave's magic capacity and the fatigue is split by 16. They didn't take anywhere near to 60 fatigue each round despite the fact that there were a dozen spells being cast. It also helps that the spells are not super high fatigue, most of the mid range evocation spells are 20-50 fatigue if you're an on-level caster. Heck a 30 fatigue magma eruption divided by 16 is less than 2, so if you're just one level over the path requirements you're down to 1 fatigue. Throw in a little reinvigoration and yeah, you can go well past 10 rounds of laying the smack down - and that magma eruption by an earth-10 mage is certainly some smack being laid (30 damage, aoe 12).

Obviously immensely expensive to line up 30 decent mages, but certainly attainable for decisive battles.
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Old July 16th, 2007, 02:37 AM

MaxWilson MaxWilson is offline
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Default Re: communion (?)

Well, that's a pleasant surprise--I had it in my head that encumbrance was the limiting factor for large communions. Maybe I should look again at communions. It also makes the SC-communion idea even better, since SCs typically want to wear heavy armor with lots of encumbrance.

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Old July 16th, 2007, 07:40 AM
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Default Re: communion (?)

Quote:
BigDisAwesome said:
I don't really use communions myself yet. I just don't see the benefit to it when you could just make a booster or two to buff your paths.
Forging boosters takes lots of gems. Casting with gems does, too, and a fair bit of micromanagement, plus it gives very heavy fatigue. In the later game you tend to have gold in abundance and what you want are gems. S1 mages are usually cheap mages that you flock together for researching. After they are done with that, using them in communions is a *cheap* way to boost your mages' paths. I don't say that you should send them traveling around with your other mages, but in case you do enter combat in a sieged fort, then having a communion might be better than having a bunch of S1 mages that can rarely cast useful spells in battle. Like most things, communions are a trade-off that you may use or not.

Quote:
Baalz said:
I think what it is, is the slaves boost the levels of the slaves as well as the masters, so if you've got 16 slaves they each get +4 to their paths, and if your slaves are decent mages to start with (on par with the masters) then a couple masters cast phoenix power, light of the northern star and power of the spheres and suddenly the spells being cast are *well* below the slave's magic capacity and the fatigue is split by 16.
Yes, of course, that's the case. If the master decides to cast some powerful spell just because he can barely do it with the magic boost from the communion, then the lower slaves tend to get [censored] by that, of course. I am not sure if the slaves have to be able to cast the spell with their (boosted) magic paths in order for the master to cast it.
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