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  #11  
Old March 17th, 2009, 06:25 AM
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Default Re: Patch 3.23

And some of them are rather nice-looking. The H/A AoE2 Arrow Fend effect is a lovely thing for Jomon to be given. With the other spells being equally fun, I can see quite a few benefits to prophetising a Master Shugenja.

It's also nice to see another nation gain the ability to take on R'lyeh. Shrimp Soldiers and Shark Soldiers are pretty handy against indies, although I can imagine the low MR being an issue.
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  #12  
Old March 17th, 2009, 07:26 AM

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Default Re: Patch 3.23

Endo: _Thank you_ for telling me about the Holy spells for the Fivefold Monks. At first, I was scratching my head as to their purpose.

So the Ryujin is an underwater recruitable, along with the other two?

Are the Tatsu unique summons, or just somewhat random in their picks?
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  #13  
Old March 17th, 2009, 07:27 AM
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Default Re: Patch 3.23

Making an Onmyo-ji with a nature random a prophet for Jomon results in a scary, scary combat mage.

Reason? The H1N1 holy spell Teaching Sign increases the caster's magic paths by one for the duration of the battle, so a F1S2N1H3 Onmyo-ji casts teaching sign and is suddenly F2S3N2H4 and so forth. The Meditation Sign (HW) halves current fatigue.

Dai Tengu is also scary, because they have a fixed nature pick. Teaching Sign turns them to A4E2N2H3 and then you can crank up reinvigoration with Earthpower and then start spamming Thunderstrike. Pick a bunch of them, give one Staff of Storms and it's Teaching Sign, Storm Power and that's thunderstrikes at A5 and they'll keep going all day...

I'm quite certain that some of these things will make for pretty significant changes to combat effectiveness indeed.
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  #14  
Old March 17th, 2009, 07:47 AM

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Default Re: Patch 3.23

Sooo... from what I'm hearing, Jomon's battle magic just got kicked up a notch.

Also, I assume that if you have the Onmyoji prophet above, and he leads a reverse communion of Onmyoji, and casts Teaching Sign and Meditation Sign, all of the communicants get +1 to all paths and halve their fatigue?

That sounds fabulous.
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  #15  
Old March 17th, 2009, 07:52 AM
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Default Re: Patch 3.23

There also seem to be new unit names in the patch, which is very nice to see. Although the generation of 'Kemma #addname' feels like a bit of a bug.
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  #16  
Old March 17th, 2009, 08:04 AM
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Default Re: Patch 3.23

Kannushi also got bumped to H2, so now Jomon has a cheap H2 Sermonizer recruitable everywhere and can also better deal with undead. Kannushi can also rarely get Five Elements magic, and those can use the signs.
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  #17  
Old March 17th, 2009, 08:10 AM

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Default Re: Patch 3.23

Very nice!
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  #18  
Old March 17th, 2009, 10:48 AM

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Default Re: Patch 3.23

What does "Increased max number of effects per magic item" mean in terms of gameplay? Was there some magic item not working properly before due to this limit, or is this actually something we can play with?
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  #19  
Old March 17th, 2009, 11:09 AM
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Default Re: Patch 3.23

Not accessible to modders yet, but some items got extra attributes.
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  #20  
Old March 17th, 2009, 12:26 PM

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Default Re: Patch 3.23

Edi: Wasn't the Kannushi always Holy-2?
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