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  #1  
Old July 17th, 2007, 02:39 PM

Ironhawk Ironhawk is offline
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Default Re: Empowerment

The more common forms of boosting your magic paths are as described above. For in-battle, you can use booster spells, gems, and communions (if you are capable). For out of battle your only recourse are booster items.

Generally speaking, due to its high cost, empowerment is only used when you have no other options. For example you might not even have a mage with the magic path you want and thus you would need to empower one so that it could in turn buff or boost itself to higher levels. Perhaps the most common empowerment is blood 0 -> blood 1 so that you can bootstrap a blood economy. Another reason to use a mage might be to get over a "booster-hump" like getting from Air-3 to Air-4.
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Old July 17th, 2007, 04:09 PM

CUnknown CUnknown is offline
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Default Re: Empowerment

I use empowerment as Ulm (usually in either blood or nature) to let smiths use their forge bonus on different kinds of magic items. I wouldn't ever use empowerment with the intention of casting a battlefield spell. I think just giving your mages the gems in their inventory before they go into battle is effective. For every gem they burn, they get +1 path for that casting only.

Edit: I guess if you intend to do this a lot, it may be cost-effective to empower instead of using a gem every time. But it would have to be a lot of times, right? And then you run the risk of that mage dying and wasting your investment, too.
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Old July 17th, 2007, 05:41 PM

MaxWilson MaxWilson is offline
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Default Re: Empowerment

Empowerment can also be better than booster items in the case of immortal mages. Sometimes. If you expect your mage to die repeatedly, e.g. a Phoenix or Vampire Queen is single-handedly repelling an assault on your capital.

-Max
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Old July 17th, 2007, 06:59 PM

krpeters krpeters is offline
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Default Re: Empowerment

Thanks all for the advice -- I had forgotten about the skill boosting spells, definitely a worthwhile way to gain access to higher level spells. Magic items are a bit more micromanaging involved, but I can see how they'd worth the effort to get another bonus level.

So it looks like the order is:
1) Gems
2) Spells
3) Items
in order of ease of use.

Thanks all!
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Old July 17th, 2007, 07:13 PM
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Jazzepi Jazzepi is offline
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Default Re: Empowerment

My tendency is to use spells to boost paths if the caster is going to spam something like a nuke.

For example, an earth mage casting Summon Earth Power can significantly improve the number of times they can spam a nuke spell by both reducing the casting cost of the spell, and providing reinvigoration.

If I'm going to cast a spell that is better the longer/earlier it's on (fire arrows is a good example) I try to use item boosters or gems to get that spell cast on the first turn instead of buffing to it.

Jazzepi
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Old July 17th, 2007, 07:47 PM
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Taqwus Taqwus is offline
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Default Re: Empowerment

Quite a few nations also have decent access to summons with either stronger or different magic than the national mages -- some national summons are like this, and there are some non-restricted summons that can offer other paths.

Ex. -- Spectres take only Death, but give you 1D + 2 restricted randoms, if memory serves (WESD ?).

Lamia Queens are Nature/Death, but can also offer astral.

The absolute wackiest cases are Tartarians, of course; requires death and nature (de facto), but many will have 3/2 unrestricted random, 2/2/1 unrestricted random, or even 3/2/2 unrestricted random. Takes D7, but with a D2 mage, lots of research, and many death gems, you can build Skull Staff, Mound Fiend, Skull Helmet, Demilich, the unique +3D weapon... and end up with a demilich boosted to D8 without involving any other path.
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Old July 17th, 2007, 08:00 PM

MaxWilson MaxWilson is offline
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Default Re: Empowerment

Quote:
Taqwus said:
Lamia Queens are Nature/Death, but can also offer astral.

IIRC they can also offer minor access to Blood, as can Treelords.

-Max
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