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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old March 24th, 2009, 09:21 PM

VedalkenBear VedalkenBear is offline
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Default Re: Alugra, City of Wonders version 1.00

I was actually thinking of their abilities as thugs, but battle magic is another useful way of using them.
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Old March 25th, 2009, 07:02 PM

Radio_Star Radio_Star is offline
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Default Re: Alugra, City of Wonders version 1.00

It's the cross-utility that makes them so appealing, to my mind. As you pointed out, they've got clear thug potential. On top of that, you also get fierce battle magic, mobility via the astral path, -and- forge bonuses. Total package, so to speak, making them the go to recruitable.

Whether or not they're overpowered in their own right, they definitely overshadow the rest of the choices for a mage to mass. In your thug testing, I'd also suggest taking a look at GoR'd temple guards. At least I think that's what the unit is. It's the demon national summons. They're 3b2f, sacred with good stats and an alternate ranged attack that's pretty respectable.
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