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  #1  
Old November 1st, 2006, 06:57 AM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: What use is death magic?

Death magic...

If your nation lacks magical lowlevel diversity, summon spectres [they had D?2]. (And start out by using them to sitesearch all your land with Dark Knowledge). These also make decent upkeep-free researchers. And with a few pathboosters, they'll be able to make other pathboosters [and remote sitesearch to 9 by spells], and before you know of it you've got a spectre summoning a troll king or sea troll king, and you've got access to 4-5 E or W spells, and....

...Admittedly, that particular aspect is less important for magically diverse nations like Arcoscephale, but spectres are a real strength of death magic for "focused-magic" nations - depending on game length.

If your nation is short on cheap researchers or you just want better research, forge skull mentors. [Using a dwarven hammer, of course]

If you'd like a strong thug chassis, summon a Bane Lord. And while he does come with the powerful Bane Blade, he really deserves a better weapon... Like a Wraith Sword... Which also takes death gems.

If you desperately need something to trample the legions of cheesy infantry your opponent is fielding but cannot recruit any trampling units? Death magic provides the answer in the Behemoth.

If you want some very, very, very nasty archers against an opponent that uses tough troops, the Banefire Archers are your friends. Of course, they are fragile and high-cost, so don't field them without many lowerlevel undead to absorb the banishments.

If you need an instant cavalry force that's not particularly tough but does good damage on the charge, just the thing to break an opponent's lines, death magic will provide it in batches of 20+.

If you want to bootstrap to higher magic in a long game - death is the way to go, only nature is somewhat comparable in strength. The skull staff, helmet, ring of sorcery, and ring of wizardry all boost death and the higher death magic you get on the way, the higher level death mages you can summon, which means that they, using the items used to boost death enough to summon them, can summon even better leaders, until you reach the spot in the late game where you've upgraded from D2 pretender through (possibly skipping some steps) spectres, mound fiends, wraith lords, demiliches, and into hardcore multiple tartarian summons per round [or massive ghost rider devastation or legion of wight spamming] while trying to keep your Well of Misery up in its place in the Global Enchantments. In principle, you just need a pretender with D2 to get this started - once he has summoned his first spectre, if you focus on bootstrapping death magic it will happen.

Additionally, though that's for the very, very, long game... There's something inherently cool in being able to summon powerful immortal commanders like wraith lords and demiliches, units you can cheerfully send to their death wearing minimal equipment [a few death gems, nastily scripted orders, and flying boots ] round after round so long as the fight is in your own dominion. Probably not cost-efficient in most cases, but cool.


I've often sat around with gems of other types unused because "there's nothing really useful to use them for at this level of research". That reasoning seldom, if ever, occurs with death gems as soon as you have your first D2 unit. Sure, you may save them, but only by a conscious decision to forego something truly useful in the now for something potentially more useful in the future.
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  #2  
Old November 1st, 2006, 09:33 AM

Shovah32 Shovah32 is offline
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Default Re: What use is death magic?

Death magic is VERY useful. Use arco's magical diversity to summon banelords (very nice thugs, i like to send them out in groups of 3 when not facing pd/indies) and black servants (very cheap, stealth, ethereal and lifedrain. Give them luck, fear, heavy armour and strength boosters and you have very nasty raiders) or even harvesters of sorrow which, aswell as spreading disease have very nice stats.
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  #3  
Old November 1st, 2006, 01:06 PM
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Morkilus Morkilus is offline
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Default Re: What use is death magic?

For the low levels, I like getting a couple Revenants going so I can search all the other provinces for death sites, and then hopefully have enough paths to summon a Spectre. Spectres are quite versatile, and can even be used as thugs.
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Old November 1st, 2006, 01:58 PM
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Default Re: What use is death magic?


Death magic is one of the most useful magic paths. When searching for magic sites you might get lucky and find a location where a death mage can recruit free shades or banes or mummies! Most other magic paths don't have sites where units can be recruited... and some of these death units are mighty powerful.

You don't want your pretender to spend his time casting death spells, so have him summon a mound fiend or two. The first mound fiend should then take a hammer for forging a death staff while the other mound fiend takes a hammer for forging some skull mentors. The mound fiend with the death staff should then summon a spectres to help with summoning. The mound fiend will summon pale riders while the spectres summon spirit mastery. Once a solid army has been developed the mound fiend should either summon a banelord or another mound fiend to lead the army.

Summon some revenants to keep looking for death magic sites to supply the growing armies. You can never have too many death gems.
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Old November 1st, 2006, 02:05 PM
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Teraswaerto Teraswaerto is offline
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Default Re: What use is death magic?

The most common death summoning site is probably the Ghoul Cave, which is a far cry from mummies or banes.
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Old November 1st, 2006, 07:10 PM

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Default Re: What use is death magic?

Thanks you have given me much to think on.

I am lvl 6 on construction and evocation(?)(for the eternal prye) and 3 on everything else. Devoting all research to Summoning for now. To get the good death units.

I was about to build a force of ten nature mages with ethreal bows and boots quickness backed by a couple of air mages. Astral and water are Arcoscephale's strong point. I think I can field it in under 10 turns. I fiqure set them for large monsters and see what happens. I hope they will make short work of a stupid dragon pretender and all those bears he summons.

The whole death thing will kick off when I give my revenants some boosts. Which requires my pretender. Dang he is busy.

Any ideas for boosting nature mages when all you have is lvl 1's and +1 nature gem per turn? I am realy sucking wind in nature and blood.
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  #7  
Old November 1st, 2006, 07:45 PM
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Default Re: What use is death magic?

Blood isn't usually something you can just tack on to the nation. Don't worry about it with Arcoscephale.


You should have lots of Priestesses. Send them site-searching. That should give you something before or later. Once you have 30 gems, you can empower one to N2 and:
1) forge Thistle Maces, +1 N for anyone wielding it
2) start casting Haruspex, which finds ALL Nature sites in target province.

Nature 1 mages can cast Eagle Eyes, so if they don't have anything else to do they could do well as a bow-squad. Ethereal Crossbows are nice, but MR negates their special effect completely. Try combining them with few Black Bows of Botulf (Death item). Feeble-minded commander have worse magic resistance...
If you get Death/Air mage, Vision's Foe is wonderful. A crossbow with armor-negating damage, that also causes lost eye afflictions?
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Old November 3rd, 2006, 06:22 PM
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Default Re: What use is death magic?

Quote:
Peter Ebbesen said:
If your nation lacks magical lowlevel diversity, summon spectres [they had D?2].
Have they still true random paths in dom3 or are they restricted to a few paths like other mages with random magic ?
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  #9  
Old November 3rd, 2006, 09:18 PM

Forrest Forrest is offline
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Default Re: What use is death magic?

Peter, I stopped asking about Death gem use because I got my questions answered.

Your answers hint of great things but are a little to general to be of use. Lets narrow things a bit.

Race: Arcoscephale
Gems: Water 171, astral 61, Air 35 (I had plans for the air)
Mages: Water 2, Astral 6, Air 3, The water and astral combined. Can go a level or two higher on the water. I can throw in Fire 5 and death 2+ and 20 to 40 gems each in a few turns. All that combined if I throw in my Pretender.

Near term figure 6 or under research.

So what would you do?
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Old November 3rd, 2006, 10:15 PM

Forrest Forrest is offline
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Default Re: What use is death magic?

Would a antimagic amulet help a Bane Lord resist banishment?

Does a sword of swiftness and boots of quickness mean 4 attacks?
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