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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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Old December 28th, 2009, 04:03 PM

kianduatha kianduatha is offline
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Default Re: Warhammer: Wood Elves

Well, here's the question: what can you actually *do* with a spellweaver? He can buff troops. He can lab-cast. He gets you high nature(useless) and air(decent). A spellweaver is worth at most 450, and even that's pushing it.

Every truly expensive mage(400+) in CBM can solo a province with some minimal gear/buff spells. Except the Couatl, I guess, but I've honestly never tried with one of those.
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Old December 28th, 2009, 06:54 PM

rdonj rdonj is offline
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Default Re: Warhammer: Wood Elves

I was one of the people (the only person?) to tell him the spellweavers needed to be more expensive. I compared them to slann. A fifth gen slann has 10 magic paths and h3, sacred, 12 rp a turn. The vast majority of these will have amazingly useless paths. They have 50 hp, but only misc slots and a random 5th gen would likely experience significant difficulties trying to solo pd without summoning elementals. 650 gold.

Spellweaver - 8 magic paths, h3, sacred, 10 rp/turn. These have the possibility to get to N or A 5! Without even considering the 10% random. Or 3 water or earth. These are much more versatile mages than a 5th gen slann, do not have the horrible vulnerability to magic duel, and could technically be made into thugs if you really wanted to. Otherwise their prospects for province soloing are probably fairly equal. You can get amazingly high paths out of these, and they actually forge worth a damn. I think the cost is justifiable.

Also, high nature is not useless. The wood elves have a few very high path nature spells that they would very much like to cast, and gift of nature's bounty can be quite powerful.
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