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  #1  
Old February 7th, 2008, 08:59 PM
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Default Re: Nation Mod - Tomb Kings - Released!

I've been playing and enjoying Tomb Kings. I'm kind of busy this week (and I got distracted last week by the patch / bogarus), but I think I'm going to get back to it, and do a short review of it either next week or the weekend after. Hope that helps.
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  #2  
Old February 7th, 2008, 09:05 PM

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Default Re: Nation Mod - Tomb Kings - Released!

Cool, that would be very helpful.
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  #3  
Old February 12th, 2008, 07:16 PM
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Default Re: Nation Mod - Tomb Kings - Released!

I had an idea for a Pretender: Living Curse.
immortal, dom 2, 1 death, 1 blood, 80 points for new path.
Fear 0 (plus bonus for death), 1 hp, att 25, def 15, prot 0. 1 attack-range 1 touch causes curse, decay, and weakness.
Casts Darkness at the beginning of battles. Causes unrest. Etherial, Flying, Stealth 25. move 3 battlemove 30. Blind. No slots. Cost: 125.

Shaped like a living cloud of darkness with a crimson center.

Description:
"For thousands of years the souls of unquiet dead have stood guard over the treasures of the Tomb Kings. That has been their only purpose, their only salvation and path to Paradise. That purpose has become their religion, and from the strength of their unending vigilance a malevolent entity has arisen. A cloud of sacred hatred and holy greed which has, over the centuries, gained a malevolent sentience, and now, out of a will to possess the very world around it, seeks to become a god. Death flies on swift wings!"
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Old February 12th, 2008, 07:23 PM
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Default Re: Nation Mod - Tomb Kings - Released!

Make it domstr 2, prot 0, and price it at 125.
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  #5  
Old February 12th, 2008, 07:32 PM
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Default Re: Nation Mod - Tomb Kings - Released!

Done and done.
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Old February 12th, 2008, 07:34 PM

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Default Re: Nation Mod - Tomb Kings - Released!

1hp, prot 0? Militia would kill it in seconds, even if it is ethereal.

I'm not sure I get it anyway. I await the description.
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  #7  
Old February 12th, 2008, 09:09 PM
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Default Re: Nation Mod - Tomb Kings - Released!

That's why you have to protect it. The Darkness is the real core ability, the rest is just thematic. Besides, you're forgetting about Dominion hp boost-keep it high.

It's really no different than running a Crone or other low hp rainbow mage.
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Old March 27th, 2008, 06:44 PM
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Default Re: Nation Mod - Tomb Kings - Released!

That's very true. I was hoping that the high point cost and very low hp would allow such a Pretender to be used as the center of a different than vanilla strategy, rather than just increasing the power of the nation overmuch.

Maybe if the Living Curse were immobile? That would help protect against bless rushes in the early game, but delay the darkness power from becoming a major boost until Teleportation spells become accessible.
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  #9  
Old May 31st, 2008, 10:31 PM

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Default Re: Nation Mod - Tomb Kings - Released!

Hi. I've been using this nation in the TigerCat MP game, and have been very happy with it.

The new patch have removed all magic paths from my recruitable mages and priests though. Hope llamabeast can rework this soon. Thanks!
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  #10  
Old June 1st, 2008, 02:24 AM

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Default Re: Nation Mod - Tomb Kings - Released!

I loved the concept, mod design, graphics, national spells, and variety of pretenders for each type of strategy. My favorite pretender is the First King rainbow mage. Thank you llamabeast!
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