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February 26th, 2008, 09:08 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Owl Quills
Avoid the crystal shield? It can be invaluable to my mind.
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February 26th, 2008, 09:35 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Owl Quills
On a SC? It seems pretty overpriced and heavy for that position.
EDIT: Owl quills are pretty marginal in most cases, skull mentor have their niche, but lightless lanterns are even better.
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February 26th, 2008, 11:09 PM
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Second Lieutenant
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Join Date: Dec 2005
Location: Everywhere
Posts: 495
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Re: Owl Quills
The question concerned items in general, not just scs, though.
Also, why avoid red/blue dragon but not green? Is poison res that much better than fire/cold?
__________________
Unus vocis. Unus manus. Unus Universitas. Unus Deus. Is est meus fatum praeeo pro totus populus.
Ut est meus fortuna.
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February 26th, 2008, 07:55 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Equipment: which to use and what to avoid?
Wielding multiple weapons causes penalties based on weapon length and limited by how ambidextrous you are. Some of us have made ultra-killer multi-armed units, though I've had limited luck, but didn't try real hard. Most units should consider fatigue, as well.
A single heavy weapon may do more or less than multiple weapons, depending on type of weapon and target. If protection is close to or greater than damage, then the highest damage may do more than two hits at lesser damage.
I pick equipment based on what units and enemies I have.
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March 1st, 2008, 07:08 PM
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Private
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Join Date: Feb 2008
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Re: Equipment: which to use and what to avoid?
Of course, extra attacks are not always preferable.
I recall a set of gauntlets that gives you 4 attacks, however most of the other stats on the item aren't that grand.
One of the things I'd love to see would be an equipment guide.
One with general suggestions, and/or on a per nation/magic path/strategy section.
It's all nice and well when you read *get a mage with this path ASAP*, but what if you want to stick to JUST a nation's paths?
Some people might prefer sticking to their nation's own magical paths, or maybe they have such bad luck that they just can not find the right paths for the stuff.
For example, those following a science victory would probably do best picking a nation with death, fire and wind magic skills, in that order of preferance. As the 3 research boosting items are in those paths, from best to lowest.(and 2 copies of the same RP booster don't stack I think)
Some Nature aligned nations with high HP sacreds could well be following a strong Nature bless for Regeneration boosts.
You could potentially decide to pick up items to boost this further(on the regenerating commanders at least)
Several water related nations literally drown in water magic skill, but are often a fish out of water in the other paths.
What could be a good choice for a 100% water set of equipment in their case?
Of course, depending on one's gem income, you technicly have access to most if not all the magic paths, but those are still "if" scenario's.(or at least not without "wasting" alot of gems on empowering)
And I for one like to minimize "if" impacts in management portions of games.
Can't always be helped, of course.
One thing which will probably help save ALOT of confusion, is clearing up how some items work.
Bear Claw talisman only lists it strengthen the wielder and can make female ones grow beards. Knowing WHAT it actually strengthens(= exact stat mods) and/or if it changes the audio track from female to male when dying would be info the current game mechanics don't tell us for this item.
Just used the item as an example, but there are several items which are dubious at best.
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March 1st, 2008, 07:33 PM
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Sergeant
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Join Date: Jan 2004
Posts: 229
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Re: Equipment: which to use and what to avoid?
Check out Zen's Magic Item Quick Reference for Dominions II. You can get it from the download section of shrapnel's D2 page. Much of it still applies...but it would be really nice to have an updated version....
He did Summoned Creature QR as well.
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March 2nd, 2008, 12:12 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
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Shameless self-promotion
Quote:
Ravagemk2 said:
One of the things I'd love to see would be an equipment guide.
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Though it's not quite what you've described, I've put together an equipment reference, of sorts. It can be accessed via the link in my signature.
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March 2nd, 2008, 10:42 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
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Re: Shameless self-promotion
For the dragon armors to be more usefull, they should give 100% resitance for their element, and more protection.
I would also like a lot more choices for helmets. It is hard to find a helmet that is any good. There is the helmet that give 50 percent resitance for fire. Equivalent ones that give resitance for electricty, and cold would be nice. Right now there are lots of items that give fire resitance, but it is harder to find items for the other elements.
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August 16th, 2010, 02:36 AM
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Corporal
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Join Date: Oct 2009
Location: Moscow
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Re: Equipment: which to use and what to avoid?
Gauntlets of gladiator have 6 attacks in CBM.
They are two-handed, so without shield SK may be somewhat vulnerable to crowds (but they have niches anyway).
Where gauntlets may really shine, I think, it is a battle with other SK's. Give an undead SK (if not undead, he may be fatiqued pretty quickly) these gauntlets and boots of quikness - he would have twelve attacks per turn. Even being blinded, such SK is dangerous for many creatures.
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August 16th, 2010, 05:49 AM
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Sergeant
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Join Date: Mar 2010
Location: Tasmania
Posts: 356
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Re: Equipment: which to use and what to avoid?
EA Caelum, Magic +1 Owl Quill 60gp Spire Horn Seraph give I think 5 research.
Cheap.
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