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October 15th, 2005, 02:42 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Vanheim - help wanted.
Quote:
shovah said:
just a question, would bless quickness+ the spell+ jade armour+ boots of quickness let me cast 5 spells a turn? (4 quickness+1 normal)
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The spell would not stack with any items, but would stack with the 50% quickness bless. Heroic quickness would also stack.
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October 15th, 2005, 02:46 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Vanheim - help wanted.
Yeah Water and Blood seems like the way you'd want to go. Traditionally, F9W9 is the uber bless for the Vans. Technically speaking if you can only manage to get one major bless for the Vans, F9 is best since it results in the greatest damage potential. But W9B4 would be usable if you planned on relying on blessed units since it would also give you quick access to Ice Devils.
Also note that blood hunting requires an implicit sacrifice of gold income. Which can be pretty tricky if you are relying on the Vans as your troop backbone since they are pretty pricey (even tho they get the sacred upkeep bonus). And one other thing about the Vans in general: thier achilles heel is thier vulernability to missle fire. Not that they will roll over and die like militia, but for such an expensive unit, that it so easily targetted with orders, its something to keep in mind.
I'd also echo a comment made earlier that the low devil spells (Frost fiends, bone devils, devils, etc) are very mage intensive. So if only your pretender is equipped to cast them, then you really wont be able to turn out any kind of realistic sized forces. To do that you'd need a staff of mages like only Mictlan and Abysia can really provide in the early game. My suggestion to you is this: if you have normal/easy research just go straight for Ice Devils, give them lifedrain and send them out. If you have hard/vhard research, go up to B5 on your pretender and shoot immediately for Soul Contracts (Const) only later devling into Blood research. Soul Contracts effectively allow you to parallelize the summoning of Devils given only a single blood mage since you can hand them out to Scouts and whatnot. And of course dont forget the Dwarven Hammers if you are playing the theme that gets those 3E mages.
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October 15th, 2005, 02:47 PM
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Colonel
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Join Date: Aug 2005
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Re: Vanheim - help wanted.
so how many spells per turn would all the items+bless give?
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October 15th, 2005, 02:49 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Vanheim - help wanted.
Quote:
shovah said:
so how many spells per turn would all the items+bless give?
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Jade armour, boots of quickness and the spell all do the same thing and only one will have an effect. So, the spell plus bless would give you 2 spells per turn, and 3 every other turn.
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October 15th, 2005, 02:52 PM
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Colonel
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Join Date: Aug 2005
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Re: Vanheim - help wanted.
nice ,maybe i can finds a good use for this
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October 15th, 2005, 02:53 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Vanheim - help wanted.
Boots of Quickness and Jade Armor give the same benefit as the spell. Heroic Quickness, W9 blessing, and possibly the Champion's Trident (Death match winner's price) have different effect, so they stack with each other AND with the spell/Boots of Quickness/Jade Armor. However, I'm not sure of the Trident; it might have been the same as the spell.
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October 15th, 2005, 02:57 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Vanheim - help wanted.
Quote:
Endoperez said:
However, I'm not sure of the Trident; it might have been the same as the spell.
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It is the same as the spell and other items.
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October 15th, 2005, 08:12 PM
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Corporal
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Join Date: Jul 2004
Location: Lede, Belgium.
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Re: Vanheim - help wanted.
Quote:
Ironhawk said: go up to B5 on your pretender and shoot immediately for Soul Contracts (Const) only later devling into Blood research. Soul Contracts effectively allow you to parallelize the summoning of Devils given only a single blood mage since you can hand them out to Scouts and whatnot. And of course dont forget the Dwarven Hammers if you are playing the theme that gets those 3E mages.
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Thàt needs a little explanation , I'm afraid (coming from someone who hasn't played Blood before
The way I read it, a mage can make 1 (ONE) contract to get a devil every "season". Does that mean "every turn" ?
Can that same mage sign more than 1 contract ?
What does this sentence mean : "Soul Contracts effectively allow you to parallelize the summoning of Devils given only a single blood mage since you can hand them out to Scouts and whatnot." It sounds like you can make somebody else (a scout in this case) sign the contract that your Mage sacrificed the blood slaves for.
Thanks for all the help so far
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October 15th, 2005, 08:42 PM
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Sergeant
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Join Date: Mar 2004
Location: London, UK
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Re: Vanheim - help wanted.
That's right. The Soul Contract is an item, so when you put it on a scout, that's when "you can make somebody else (a scout in this case) sign the contract that your Mage sacrificed the blood slaves for". You need dwarven hammers to make soul contracts pay for themselves faster. Or just shoot for B5 and Horde From Hell.
CC
__________________
There will be poor always, pathetically struggling - look at the good things you've got ...
-- from "Jesus Christ Superstar"
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October 15th, 2005, 08:49 PM
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Colonel
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Join Date: Aug 2005
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Re: Vanheim - help wanted.
soul contract gives you 1 devil per turn and you should only have 1 per mage/commander. and yes a mage can sign more than one as when he makes it you can put it on anyone you like
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