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January 14th, 2004, 02:48 AM
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Re: R\'yleh? - edited
Quote:
Originally posted by Saxon:
I have never tried this, so any input would be appreciated. The basic mage for this race is 80 gp, which is pretty cheap, and they get one astral point.
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They also make excellent researchers in a magic 2 dominion.
Quote:
Is buying lots of these and setting up communion slave/master teams a viable option? If it spreads the exhaustion cost and boosts the masters level, does this allow some pretty powerful battlefield spells to be cast, over and over in the same battle?
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Next to Pythium, R'Lyeh has some of the most cost effective communion slaves available, and this does allow for the communion masters to cast some pretty powerful spells. You probably want to script a cold resistance into one of the masters however, as one of your masters is bound to cast breath of winter, and as it also is cast on every other mage in the communion this can end up with you having a bunch of dead mages very quickly.
Any played with this? Does it make sense for this race? [/QB][/quote]
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January 13th, 2004, 03:43 PM
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Re: R\'yleh? - edited
Quote:
Originally posted by Saxon:
Is buying lots of these [Starchilds] and setting up communion slave/master teams a viable option? If it spreads the exhaustion cost and boosts the masters level, does this allow some pretty powerful battlefield spells to be cast, over and over in the same battle?
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You bet!
Starspawn mages can come with nature-2, but it's extremely rare (1/64 chance). So with all these Tritons around - not even speaking of Atlantis - your first attempt at Communion will probably be to get Poison Ward. 2 Starchilds and a mage or priest with nature-1 is all you need, add additional mages/priests if you need more coverage, and use cheap decoys (loboes) to buy the time to cast Communion Master first.
Note R'lyeh relies a lot on mind-domination spells, which are resistable. You can use Spell Foci and/or Rune Smashers to crack the target's MR, but increasing the magic level of your mages via communion is another way to achieve the same result. Using both approaches at the same time often yield great rewards.
Try Master Enslave someday, with 16 communion slaves, a natural astral-5 Starspawn and all the +astral gear you can get (Starshine Skullcap, Crystal Shield, Banner of the Northern Star, and either Crytal Coin or, better, Ring of Sorcery). Add a Rune Smasher and a Spell Focus. Give 9 astral pearls to your Enslaver. And tell us what you think (If I'm not mistaken, that's +7 magic penetration, or +8 if you use the Ring of Sorcery).
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God does not play dice, He plays Dominions Albert von Ulm
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January 13th, 2004, 08:11 PM
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Re: R\'yleh? - edited
Quote:
Originally posted by Humer:
Get your Starspawn Mages 'Shrouded (at Con-2). This provides them w/ additional Quickness(50) and def +4.
At Con-4 forge them boots of quickness...
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The Shroud is Con 4, not 2. And unless I'm very much mistaken, Starspawn have no feet to wear boots (besides which they are Con 6, not 4) ...
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January 13th, 2004, 08:17 PM
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Re: R\'yleh? - edited
I'm afraid that they have feet. They are not intended to, but some or all of them do, unless the nofeet function made it into the 2.06 patch. Expect the feet to disappear in the next patch.
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January 13th, 2004, 08:33 PM
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Re: R\'yleh? - edited
Quote:
Originally posted by Kristoffer O:
I'm afraid that they have feet. They are not intended to, but some or all of them do, unless the nofeet function made it into the 2.06 patch. Expect the feet to disappear in the next patch.
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I'm playing 2.06, and neither my priests nor my mages have feet.
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January 14th, 2004, 06:53 AM
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Re: R\'yleh? - edited
Same here. Starspawns have no feet. Guess the no-feet flag made it into the patch.
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January 14th, 2004, 08:04 AM
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Re: R\'yleh? - edited
Not quite. The Stargazer hero still has feet=)
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