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April 6th, 2008, 06:19 AM
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Second Lieutenant
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Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
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re:diviner
i mean a low cost unit with no magic paths that is an expert in desert life: search water site like he is a water mage, maybe have a chance of give a water gem eery month have wasteland survival and give some supply
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April 6th, 2008, 07:34 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: re:diviner
Quote:
Swan said:
i mean a low cost unit with no magic paths that is an expert in desert life: search water site like he is a water mage, maybe have a chance of give a water gem eery month have wasteland survival and give some supply
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Mid-level, summon that has huge supply bonus and produces water gems would be rather nifty. It could also be given high gold cost, so that the you'd have to pay for the gems... Rather awesome idea!
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April 6th, 2008, 10:34 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: re:diviner
te eunuchs don't really appeal to me for desert warrior, maybe MA/LA when I imagine the race to be more golden city, a bit more decent ... fabled bagdad style, harems, eunuch elite guards maybe.. certainly not as assasins though.
Endo's idea is nice it won't be that overpowered since you don't have any generic water casters/forgers it must be a summons though no recruitable high upkeep wouldn't be neccesary clams dont'ahve upkeep either. It'd have to be vulnerable though..
but pplz plz give feedback on my race as proposed
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April 6th, 2008, 01:14 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
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Re: re:diviner
My only concern is that the nation doesn't have any powerful end game magic. No blood, no death, very little astral. Plus having 1 astral on an expensive commander can be a liability against a real astral nation.
It might not be a problem considering the mages are extremely powerful, just something to consider.
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April 6th, 2008, 03:13 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: re:diviner
no real powerfull endgame magic but some of the more powerfull mages cap only and IMHO pretty strong magic not capital only.. I'm not that into EA though but IMHO A3 and F3 sacred casters in all castles make for strong battle magic. Those casters can benefit from blesses are themsselves pretty strong (I don't think they will have less than 20 HP and decent defense skill and some other effects fitting genies. and not much magic paths to pay for, they will be relatively cheap) Do they need more strength?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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April 7th, 2008, 01:14 AM
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Lieutenant General
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Join Date: Sep 2007
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Re: re:diviner
Dont'some background searching made me scratch the no-water mages
marids are definately tied to water...
BTW astral is strong end-game true
but also in the levels most mages get?? is astral 3 considered strong for end game?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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April 7th, 2008, 02:16 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: re:diviner
Quote:
Aezeal said:
Dont'some background searching made me scratch the no-water mages
marids are definately tied to water...
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Marids actually aren't tied to water as far as mythology goes. They were linked to water sometime in the 80s or so, probably in some Dungeons & Dragons monster manual. It probably comes from latin 'mare', sea, which has nothing to do with the etymology of Marid...
If you read it from the Wikipedia article, check out the discussion page.
P.S. I only know this because I was already corrected once in these forums.
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April 7th, 2008, 02:30 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: re:diviner
and on my astral question can you help me there?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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April 7th, 2008, 02:57 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
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Re: re:diviner
Imo Astral 3 is right up there, even in EA.
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April 7th, 2008, 03:00 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: re:diviner
Sorry, but I'm not that good when it comes to balancing, so don't take these as word of god or anything.
Being able to mass S3 mages would be very powerful, at least (Starshine Skullcap + Light of the Northern star == mass soul slay/enslave mind).
I think the other big use for astral is Ring of Sorcery/Wizardry, which need S5 and S6.
Having access to Starshine Skullcap and Crystal Coin, I doubt the nation needs too high Astral to start with, as long as one of the Earth mages has access to Astral 1 via randoms. Nomad Wazirs can forge them Starshine Skullcap, then the Earth/Astral mage forges Crystal Coin, and then even empowerment would probably be worth it.
I just realized that Marid Wazir with Air random can forge two Air boosters, and Efriti Sultan with Fire random can forge Flaming Helmet, and Efriti Sultan with Air random with those boosters has F4A4 required to forge the Magic Lamp and get the Jinn. Nice work there!
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