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  #1  
Old February 8th, 2005, 02:18 AM
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Default Protecting Human Pretenders

I have tried several kinds of pretenders, including the SC's. At the moment I find myself returning to rainbow and semi-rainbow humans. Apart from their physical weakness, they do so many pretender tasks well -- research, site searching, forging, summoning.

The big issue is how to keep the human pretender alive in the mid to late game. In my current game, my Great Sage is equipped with Starshine Skullcap, Robe of Missile Protection, Winged Shoes (mostly for strategic movement), Pendant of Luck, and Amulet of Antimagic. He also has the Twiceborn enchantment. He has bodyguards -- 4 vampires and a frost fiend. He has pretty much stayed in the capital castle, except for a couple of site searching trips.

Any suggestions for better equipment, additional spells, tactics, etc., to protect humans? How about elemental protection? Which domes are worth putting up -- i.e., are likely to stay up for a long time? Would a decent MP opponent make mincemeat of a human pretender no matter what precautions are taken?
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Old February 8th, 2005, 03:59 AM

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Default Re: Protecting Human Pretenders

Quote:
sushiboat said:
I have tried several kinds of pretenders, including the SC's. At the moment I find myself returning to rainbow and semi-rainbow humans. Apart from their physical weakness, they do so many pretender tasks well -- research, site searching, forging, summoning.

The big issue is how to keep the human pretender alive in the mid to late game. In my current game, my Great Sage is equipped with Starshine Skullcap, Robe of Missile Protection, Winged Shoes (mostly for strategic movement), Pendant of Luck, and Amulet of Antimagic. He also has the Twiceborn enchantment. He has bodyguards -- 4 vampires and a frost fiend. He has pretty much stayed in the capital castle, except for a couple of site searching trips.

Any suggestions for better equipment, additional spells, tactics, etc., to protect humans? How about elemental protection? Which domes are worth putting up -- i.e., are likely to stay up for a long time? Would a decent MP opponent make mincemeat of a human pretender no matter what precautions are taken?
Stealth is very good for keeping rainbows safe, which makes druids a good choice for this purpose. Other than that, I would swap out the anti magic amulet if you plan to keep him out of combat. Replacing it with an air shield amulet and then changing the robe for a robe of the shadows will give you better protection from arrows. Also look into getting cold/fire resistance depending who you are facing (flames from the sky, ect.)

And I would say it is possible to keep your rainbow safe in MP, it just depends the amount of work you (and your enemi es) want to put into the issue.
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Old February 8th, 2005, 12:20 PM
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Default Re: Protecting Human Pretenders

On domes: There are three that protect, and three that retalliate.

Protection --
Dome of Solid Air (A5, 20 gems): 80% chance of stopping any (?) spell coming from outside the province, including yours. Goes down if penetrated or if caster dies; permanent otherwise.

Forest dome (N5, 10 gems?): IIRC, 30% chance of stopping. Goes down when burned by fire spells, or caster dies; permanent otherwise.

Dome of Arcane Power (Astral, don't recall): 50% chance of stopping each incoming spell. Goes down if caster dies, or when spent gems run out (something like 1 turn per addn'l gem).

(?) Seem to recall possibility of certain exceptions -- astral window?


Retalliation:
Domes of Fiery Death, Dome of Frost: Don't block spells, last only until spent gems run out, attack with appropriate element.

Dome of Corruption: Tries to Feeblemind those who cast into the province. Also occasionally sends horrors against mages under the dome.
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Old February 8th, 2005, 02:29 PM
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Default Re: Protecting Human Pretenders

Quote:
Taqwus said:
Retalliation:
Domes of Fiery Death, Dome of Frost: Don't block spells, last only until spent gems run out, attack with appropriate element.


That's incorrect.

The Frost Dome has a 30% chance to block spells.
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Old February 8th, 2005, 02:38 PM

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Default Re: Protecting Human Pretenders

Quote:
Taqwus said:

Dome of Solid Air (A5, 20 gems): 80% chance of stopping any (?) spell coming from outside the province, including yours. Goes down if penetrated or if caster dies; permanent otherwise.
Actually, I think it stays up if a spell gets past, but goes down if it stops a spell.
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Old February 8th, 2005, 02:55 PM
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Default Re: Protecting Human Pretenders

Taqwus has it right, according to the manual.
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Old February 8th, 2005, 03:14 PM
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Default Re: Protecting Human Pretenders



I've never seen the air dome go down when stopping a spell. The frost dome does have a 30% chance of stopping spells according to the definition within the game.
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Old February 8th, 2005, 05:30 PM
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Default Re: Protecting Human Pretenders

Especially on a larger map, keeping your pretender someplace unexpected (certainly not the capitol) can help, as can having several lab locations with good patrollers, and other locations with good patrollers (fliers, Watchers, etc), to catch spies. Domes are good. Being underwater can help. Rainbow pretenders can often script some pretty effective anti-assassin spells, and keep strong bodyguards... though patrols and other leaders in the same province can really cut down the odds of an assassin getting even that far. If you've got a Robe of Invulnerability... that's generally a good thing.

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Old February 8th, 2005, 05:38 PM
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Default Re: Protecting Human Pretenders

If you get hold of an important enemy province for one turn, and manage to cast Dome of Corruption, and manage to get the caster somewhere safe, is your enemy just screwed, or does the Dome of Corruption go time when he conquers the province back? Just wondering...

EDIT: ofcourse, 'go time when' was meant to be 'go AWAY when'...
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Old February 8th, 2005, 05:54 PM

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Default Re: Protecting Human Pretenders

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Endoperez said:
If you get hold of an important enemy province for one turn, and manage to cast Dome of Corruption, and manage to get the caster somewhere safe, is your enemy just screwed, or does the Dome of Corruption go time when he conquers the province back? Just wondering...
lol, I would say that takes the prize for most creatively evil idea...

(no, I don't know if it would work)
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