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January 27th, 2004, 03:00 AM
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Private
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Join Date: Jan 2004
Location: Salt Lake City
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Re: Newbie Questions about experience
Mostly what I'm interested in is if I start my pretender out with two levels of fire magic if he'll ever level up and be able to cast level 6-7 or more fire spells or if your magic levels are locked in for the entire game.
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January 27th, 2004, 03:04 AM
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Private
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Join Date: Dec 2003
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Re: Newbie Questions about experience
If you right click on your commanders/Pretender to give them an order, you'll see that one of the choices is "Empower". This lets you "level" up in magic. It can cost alot of gems though.
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January 27th, 2004, 03:06 AM
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Corporal
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Join Date: Jan 2004
Location: New York City, USA
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Re: Newbie Questions about experience
Quote:
Originally posted by yurislave:
Mostly what I'm interested in is if I start my pretender out with two levels of fire magic if he'll ever level up and be able to cast level 6-7 or more fire spells or if your magic levels are locked in for the entire game.
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"How do I make my mages more powerful in magic? There are only 5 ways.
1) Empowerment - infusing the commander with gems at a laboratory - permanently increases his level by one in that path.
2) Forging a magic item like Earth Boots and giving it to the commander increases his level, but only if he already has magic in that path. In other words, giving Earth boots to an Earth-1 mage makes him an Earth-2 mage, but giving them to a Fire-1, Earth-0 mage does nothing.
3) Casting a spell at the beginning of combat like "Summon Earthpower" will increase the mage's Earth level for the entire battle. Communion or Sabbath Master can also boost magic levels. All enhancing spells cast in combat are temporary, and none have any effect after the end of combat.
4) Putting gems in the mage's gembox allows them to use gems during battle. Some spells require gems, but even "free" spells can use gems... specifically, if an Earth-2 mage wants to cast the Earth-3 spell Blade Wind, he can use an Earth gem from his gembox to boost his level to 3 for that one casting only. Mages run out of gems fast, though, because the AI uses them whether it needs to or not.
5) Holy and unholy "magic" can be increased by making the priest into your prophet."
From this link at the top of this forum:
http://www.shrapnelgames.com/cgi-bin...4;t=000172;p=1
P.S. Empowerment doesn't increase your blessing bonus on sacred units.
[ January 27, 2004, 01:07: Message edited by: diamondspider ]
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January 27th, 2004, 06:07 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Newbie Questions about experience
All units, except mindless ones, get:
1 exp per turn
+1 exp for participating in a battle
+3 exp for winning a battle
+1 exp per unit killed in melee combat
Leveling up always gives +1 mrl, att, def, and prec. Some levels give str, hp, and enc bonuses. There are 5 levels (and level 0).
Leaders get additional leadership each level, but only normal leadership, not undead or magic.
[ January 27, 2004, 04:07: Message edited by: Saber Cherry ]
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January 27th, 2004, 05:44 PM
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Sergeant
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Join Date: Dec 2003
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Re: Newbie Questions about experience
Levelling also gives +1 magic research to units with magic skills...
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January 27th, 2004, 07:22 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: Amerigo Vespucci's Land
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Re: Newbie Questions about experience
Quote:
Originally posted by Saber Cherry:
Leveling up always gives +1 mrl, att, def, and prec. Some levels give str, hp, and enc bonuses. There are 5 levels (and level 0).
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From a post by Johan O in another thread:
Here is a list of effects of increased experience.
XP 1
Att +1
Def +1
Prec +1
Mrl +1
XP 2
Att +1
Def +1
Prec +1
Mrl +1
XP 3
Att +1
Def +1
Prec +1
Mrl +1
Str +1
XP 4
Att +1
Def +1
Prec +1
Mrl +1
Enc -1
HP +2
XP 5
Att +1
Def +1
Prec +1
Mrl +1
Str +1
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January 27th, 2004, 07:35 PM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Newbie Questions about experience
If I'm not mistaken, item forging also generates experience for the mage.
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