Hope this helps
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What spell can I use to check for magic sites without having to travel to each province.
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Fire - Augury
Water - Voice of Aspu
Air - Auspex
Earth - Gnome Lore
Astral - Arcane Probing
Nature - Haruspex
Death - Dark Knowledge
Blood - Blood Bowl
Some are Thaumaturgy (Level 2), Evocation (Level 2), Conjuration (Level 3). If you order a mage to cast one of those spells with the monthly casting command (shift+m) he will do this every turn for another province.
There are 3 special Spells for Site Searching:
Voice of Tiamat - Detects all Elemntal Sites in a Water Province (Conj 4)
Acashic Records - Detects all Sites in a Province
Arcane Strands (hope I remmebered right) - The Caster detects Magic Sites in your dominion randomly, up to his paths
The sites have different Levels (0-4), If you use the command "Search for magic sites" your mage can only find sites up to his levels in magic paths. I.e. a Nature 3 mage can find only up to Nature 3 sites. If you searched a province, you can always check at the upper screen or the overview (F1), what level and paths already have been searched for - small colored icons with numbers in them. Maximum needed mage level is 4 to find everything of that path. The spells above all do a "9" search.
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IF I have a pretender (Ghost King) who is 5 death 4 earth 2 air and have him search for sites....shouldn't he find ANY of the above type sites if he travels there (i'm talking about sites that have a white sunburst and say they have stuff? (cause mine does not find anything....I think hes Drunk half the time anyway)
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First, did you instruct him to "Search for magic Sites"? You do have to do this every time you want him to search a province.
There is just a probability for magic sites. So it is possible to have no magic sites in a province. The Sun Symbol normally shows an increased chance, but still there is the possibility of no sites. Even, if there were 4 (the maximum) sites in that province, those can be sites from magic paths not available to you.
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BTW Is that a good spread for my pretender in the 'magic' paths? Or should I have like a death 3 Earth 9 ect?
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There are some strategies picking paths:
You pick your paths for bless effects. These are good for any sacred units. Those can be blessed by priests in battle. If your nation has strong (either in number or raw power) sacred units, then this is commonly used Strategy. Bless effects start at 4 in any path and a second effect comes with 9.
Bless strategies commonly use 2 or 3 blesses at 9. This is very expensive, because you get only those bless effects, your pretender starts with (no booster increases bless effects). So a pretender wit 3 paths all at 9 is cost intensive.
rainbow
you give your pretender as many paths at levels 1-4 as you can afford, so he can site search for a lot of sites. Level 2 is often enough, because most sites are 2 or lower.
caster
you have some casting strategy. You want some spells available to your pretender. Then you can pick your paths accordingly. Often used for special spells not avalable to your nation.
SC (Super Combatant)
A martial pretender. You pick the paths to be able to cast effective combat spells.
Or sometimes you don't pick any paths and invest in good scales (order, luck etc.)
An example for the later is the Great Wyrm. He is quite effective even without speels. If you choose dominion 9(10) your pretender gets Awe(+4), a very effective defensive power.
Any combination of the above.