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				January 18th, 2008, 01:40 PM
			
			
			
		  
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				Re: Magic Path Booster Guide
			 
             
			
		
		
		
		Ok, another revision to the guide. 
 
EDIT 1-18-2008  
Added Ice Devils and Arch Devils to the guide  
Added Heliophagus to the guide  
Added Awaken Treelord back into the guide (due to blood random)  
Added Jade Mask back into the guide due to a general strategy that uses it  
Added specifics of Ether Gate, Lamia Queen, and Spectre randoms  
Added Construction levels for the items  
General revisions based on feedback  
 
Hopefully the guide hasn't strayed too far from a "newbie" reference.  It's good to know about Tartarians and Demon Lords, but that's not really going to help a player diversify his magic at a point in the game where it matters. 
 
Also, items like the Robe of the Magi, Sword of Many Colors and Staff of Elemental Mastery are not "easy" path boosters.  Most nations won't have access to a mage capable of forging those items without a lot of effort or pretender design so it's really more of an advanced strategy in my opinion.  But if you guys disagree I can try to squeeze them in there somewhere.  And of course thanks for the comments and assistance in making the guide. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 18th, 2008, 03:13 PM
			
			
			
		  
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				Re: Magic Path Booster Guide
			 
             
			
		
		
		
		You note in the guide that Armour of Twisting Thorns can't be removed.  I don't think this is always the case, but the exception is rather limited:  AFAIK transforming pretenders whose alternate form has no torso slot can transform and lose the armour that way - I believe that if they transform in a province with a lab, then the armour goes into storage. 
 
This probably isn't any use with a Rainbow pretender, anyway. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 18th, 2008, 03:35 PM
			
			
			
		  
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				Re: Magic Path Booster Guide
			 
             
			
		
		
		
		I always thought that items which could not be equipped on the new (transformed) form were "lost".  Is this incorrect? 
		
	
		
		
		
		
		
		
			
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				January 18th, 2008, 03:48 PM
			
			
			
		  
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				Re: Magic Path Booster Guide
			 
             
			
		
		
		
		I haven't done any thorough testing, so it's entirely possible I just had a spare suit in my labs. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 18th, 2008, 03:48 PM
			
			
			
		  
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				Re: Magic Path Booster Guide
			 
             
			
		
		
		
		It isn't lost if the transformation happens in a province with a lab (as in transformation as a map order, not as in battle). 
 
Great recipient for the thorn armour are Llamia Queens. They usually have nature and blood and can transform into serpents to put the armour back into a lab. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 18th, 2008, 03:50 PM
			
			
			
		  
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				Re: Magic Path Booster Guide
			 
             
			
		
		
		
		Normally, yes. But not if you are in a province with a lab. 
 
May be worth noting, if something as esoteric as removing cursed boosters by transforming is worth putting in the guide at all, that it's not just transforming pretenders. 
I'm thinking specifically of Jotunheim's Skratti, who might have some use for an extra blood booster. And Gygja's can make them, too. Which is most convenient. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 18th, 2008, 04:55 PM
			
			
			
		  
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				Re: Magic Path Booster Guide
			 
             
			
		
		
		
		This thread maybe should be added to the strategy guide sticky? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				January 18th, 2008, 05:40 PM
			
			
			
		  
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				Re: Magic Path Booster Guide
			 
             
			
		
		
		
		Absolutely! 
		
	
		
		
		
		
		
		
			
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				January 18th, 2008, 08:24 PM
			
			
			
		  
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				Re: Magic Path Booster Guide
			 
             
			
		
		
		
		Might be good to note the various spells/methods for giving a boost in combat, as well. 
 
of note -- 
 
Unusual cases (not merely 'pay gems for single-path boost') incl 
 
- communions/sabbath boost broadly and distribute fatigue, and can be done using items 
- Summon Earth Power takes no gems, and gives reinvigoration 
- Hell Power boosts broadly and strongly, but is risky 
- Power of the Spheres boosts broadly, costing a pearl; the crystal shield instead costs enc 
- The 'North Star' astral boost boosts ALL astral mages incl. hostiles, as does the corresponding item 
 
The unit AI does not prioritize these spells very highly -- e.g. earth mages do not seem to cast SEP if not scripted to do so, which is a pity given that it's fatigue-only for +1 E and +4 reinvigoration. 
		
	
		
		
		
		
		
		
			
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				January 19th, 2008, 08:10 AM
			
			
			
		  
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				Re: Magic Path Booster Guide
			 
             
			
		
		
		
		It's worth mentioning the utility of communions to spread the benefit of the other path-boosting spells too. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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