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  #1  
Old January 28th, 2004, 04:38 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Game write-up

TIP: If Marignon (or some others) are between you and Ermor then make "Herald Lances" and send them. Marignon with herald lances will kick Ermors tail for you but those wont do much good against you when the time comes later.
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  #2  
Old January 28th, 2004, 05:19 AM

Targa Targa is offline
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Default Re: Game write-up

Quote:
I will also want to keep a close eye on my bless effects when creating my Pretender
Erm...huh? I tried a search and it came up with crazy-lots of threads, and I didn't see anything listed. What bless effects when creating a pretender? And what's this "9" bless thing ppl keep talking about? And Lastly, what the heck is "IIRC"?? Thanx!

edit-added:
Quote:
TIP: If Marignon (or some others) are between you and Ermor then make "Herald Lances" and send them. Marignon with herald lances will kick Ermors tail for you but those wont do much good against you when the time comes later.
What's a herald lance, and how could you make some and give them to an AI enemy to use against another AI enemy? The only thing any AI's ever sent me are seeking arrows, hurricanes, and locust swarms! (no search results for "Herald Lance")

[ January 28, 2004, 03:25: Message edited by: Targa ]
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  #3  
Old January 28th, 2004, 05:38 AM

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Default Re: Game write-up

IIRC = If I recall correctly, a CYA measure in case you are wrong

In the Manual on page 5 it lists the blessing effects.

Though there is a discrepency. I'll post them here so you don't have to RTFM

This is based off the initial magic levels of a Nation/Themes pretender. This is hardwired into your nation and even if you Empower or your Pretender dies and the value is changed for his magic, the blessing will stay the same as when the Pretender was created.

ALL - Morale +3

Fire 4 - Attack Skill +2
Fire 6 - Attack Skill +3
Fire 8 - Attack Skill +4
Fire 9 - Flaming Weapons (8 AP Fire Damage added to weapons)
Fire 10 - Attack Skill +5

Air 4 - Air Shield (20%)
Air 5 - Air Shield (30%)
Air 6 - Air Shield (40%)
Air 7 - Air Shield (50%)
Air 8 - Air Shield (60%)
Air 9 - Shock resistance (75%), Air Shield (70%)
Air 10 - Air Shield (80%)

Water 4 - Defense Skill +2
Water 6 - Defense Skill +3
Water 8 - Defense Skill +4
Water 9 - Quickness (50%)
Water 10 - Defense Skill +5

Earth 4 - Reinvigoration 2
Earth 6 - Reinvigoration 3
Earth 8 - Reinvigoration 4
Earth 9 - Armor value +4
Earth 10 - Reinvigoration 5

Astral 4 - Magic Resistance +1 (Max 18)
Astral 6 - Magic Resistance +2
Astral 8 - Magic Resistance +3
Astral 9 - Twist Fate (protection from first hit)
Astral 10 - Magic Resistance +4

Death 4 - Lesser Fear
Death 6 - Lesser Fear
Death 8 - Lesser Fear
Death 9 - Life after Death (Non-undead units who die are animated as souless and retain most of their abilities (magic paths) but lose their resistances), Cause Fear* (Undead beings only)
Death 10 - Lesser Fear

Nature 4 - Berserk +1
Nature 6 - Berserk +2
Nature 8 - Berserk +3
Nature 9 - Regeneration, Poison Resistance (50%)
Nature 10 - Berserk +4

Blood 4 - Strength +2
Blood 6 - Strength +3
Blood 8 - Strength +4
Blood 9 - Death Curse (The unit that kills the blessed unit will be *Cursed* as the spell of the same name)
Blood 10 - Strength +5
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  #4  
Old January 28th, 2004, 05:44 AM

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Default Re: Game write-up

Quote:
Originally posted by Targa:
What's a herald lance, and how could you make some and give them to an AI enemy to use against another AI enemy? The only thing any AI's ever sent me are seeking arrows, hurricanes, and locust swarms! (no search results for "Herald Lance")
The Herald Lance is a magic item. Find a reference here http://www.illwinter.com/dom2/docs.html

In order to give opponents item, there is a "Messages" tab on the main interface. If you click on it allows you to send Messages, items, gems, gold, and blood slaves to any one opponent.

This is a good way to play 'diplomacy' in single player games, as nations are less likely to declare war on a nation that is feeding them gems, money or slaves.
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Old January 28th, 2004, 05:44 AM

Aikamun Aikamun is offline
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Default Re: Game write-up

Lab-forged Magic Items can be found at this link:

http://ulm.illwinter.com/dom2/MIpdfv2.5.pdf

Sacred troops are automatically improved by Bless effects if your pretender begins the game with level four or nine of any magic path. These different benefits show on page five of the game manual.

Thanks for the write-up AStott. I have fewer turns under my belt than you, so look forward to your updates.

Aikamun

[ January 28, 2004, 03:51: Message edited by: Aikamun ]
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  #6  
Old January 28th, 2004, 06:21 AM

rabelais rabelais is offline
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Default Re: Game write-up

(snip)
Quote:
Originally posted by Zen:
Death 9 - Life after Death (Non-undead units who die are animated as souless and retain most of their abilities (magic paths) but lose their resistances), Cause Fear* (Undead beings only)
Death 10 - Lesser Fear
I never play ermor, so I'm curious...

a) does the unit have to be sacred to get raised into undeath?
b) does it have to be blessed at the time of death?
c) does it retain its normal leader status if a mage etc.

Thanks,

Rabe the Thanatonic
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  #7  
Old January 28th, 2004, 06:53 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Game write-up

Quote:
Originally posted by rabelais:
I never play ermor, so I'm curious...
These are the death blessing effects, they don't have anything in particular to do with Ermor, especially since Ermor doesn't have any living sacred troops for "life after death" to work with.

Quote:
a) does the unit have to be sacred to get raised into undeath?
Of course, is a bless effect, and they only apply to sacred units.

Quote:
b) does it have to be blessed at the time of death?
Again, yes it has to be blessed, as it's an effect caused by the blessing.

Quote:
c) does it retain its normal leader status if a mage etc.
Yes.
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