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  #1  
Old January 16th, 2004, 11:36 PM
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Default Re: A question about magic

I find myself thinking the same thing, especially playing as Ulm (was just dumbluck I picked the nation most suited to my playstyle). I was using magic as a means to find sites, to get gems, to make items. Battlefield magic has escaped me.

Can someone who is familliar with the magic system, post some of their favorite BF spell combos, along with any details such as Nation, Magic req etc, Gem Req combos, and No Gem Req combos, and also any dramatic results that you experienced so we know what to look for.

This would help me and other magic noobs start to wade into the system. Myself especially. 99% of the fantasy games I play, be it Baldurs Gate, Diablo 2, DAoC, or AoW, I stick to warrior types. It is always a challenge for me to work with any magic system....let alone one this complex.
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Old January 16th, 2004, 11:49 PM
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Default Re: A question about magic

With Black Forest Ulm, it would make sense to take a strong dominion and crank out vampires quickly. Vampires -- regular, Count, Lord and Queen -- are all immortal, flying, ethereal undead. The immortality + flying is a nice duo for early expansion because when your vampire count/queen/etc dies in your dominion, he'll reappear at home and be able to fly back to the front rather quickly -- and being immortal will heal afflictions over time even without Gift of Health or other magical assistance. Plus, immortals in their own dominion don't rout, which helps them keep fighting against suicidal odds...
With death gems + immortal death-2/blood-2 commanders, Lammashastas should be readily exploited. Can't recall how much research that takes 'tho. Yes, the lammashastas will quite probably kill your vampire count... but in your dominion, it won't matter; and if the lammashastas rout/kill the enemy as well, you get the province.
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Old January 17th, 2004, 12:39 AM
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Default Re: A question about magic

Quote:
Originally posted by OG_Gleep:
Can someone who is familliar with the magic system, post some of their favorite BF spell combos, along with any details such as Nation, Magic req etc, Gem Req combos, and No Gem Req combos, and also any dramatic results that you experienced so we know what to look for.
Ulm: I research enough construction to forge Earth Boots (level 4). Then I build Earth Boots, giving me level-3 Earth, and forge a Dwarven Hammer (forge bonus). Then I mass produce boots for the smiths.

What next? ...=) Blade Wind, of course. Research evocation for Blade Wind, and have a couple Smiths with Boots accompany your armies... one such mage can annihilate an entire enemy army, especially if he is empowered in Earth to level 3 (effective level 4). Expecially good against hordes of undead. Blade Wind rarely hurts Ulmish troops. A single Blade Wind Smith is easily worth 100 archers... and that's BEFORE he gets Heroic Quickness / Endurance / Precision. And he will become heroic.

Some good battlefield spells:

Weak/Cheap/Early:

Paralyze
Blindness
Swarm
Summon Imps
Raise Dead
Holy Pyre (area 3 armor-piercing, long range)
Aim / Eagle Eyes (for mages, before damage spells)
Lightning
Fire Darts

Later/Stronger/Higher level:

Mass Protection
Legions of Steel
Wind Guide
Flaming Arrows
Relief
Terror

A lot of those can mean the difference between losing and winning with no casualties. And they're all fairly low level.

[ January 16, 2004, 22:39: Message edited by: Saber Cherry ]
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Old January 17th, 2004, 12:57 AM

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Default Re: A question about magic

If you're looking for combos to convince you, there are some obvious killers. Such things as Poison Immunity + Foul Vapors, Lightning Immunity + Wrathfull Skies, or worse both.

These can be very tough to deal with if you don't have access to the defensive magics yourself. Some of the nations even _start_ with spells that can be quite effective if used well.
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Old January 17th, 2004, 01:31 AM
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Default Re: A question about magic

Hmmm, what about Petrify?

AOE spell (1 tile) with absolute precision and good range.

Fail your MR check, and you're dead.

Don't, and you're paralyzed - and thus as good as dead.

Something must be done wrt infinite paralyzis duration - as it is know, a pretender equipped with every antimagic toy you an imagine has absolutely no chance vs a naked Cyclops - or even a lowly Dwarven Smith.
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Old January 17th, 2004, 01:37 AM

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Default Re: A question about magic

The paralysation from petrify should only Last 2-4 turns.
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Old January 17th, 2004, 01:39 AM

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Default Re: A question about magic

In case you haven't noticed you can click on the paralysis symbol on the unit to check the duration of the effect.
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