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Old March 9th, 2008, 03:56 AM

Cheezeninja Cheezeninja is offline
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Default Thoughts on Hidden In Sand?

The mages you can get are pretty darned sweet, with good combinations of battle magic, but 75 gems is a very hefty price for an army of middling good units. Especially earth gems, which I can always find a thousand other uses for.

I'd like it better if it was F/D, as is I can only ever see using it when I really need mages with the paths you can get.
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Old March 9th, 2008, 04:38 AM

Zeldor Zeldor is offline
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Default Re: Thoughts on Hidden In Sand?

Rather death gems, not fire. They are surely nice, but really really expensive when it comes to spending earth gems. And you have to go to the wasteland, you cannot remotely cast it
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Old March 9th, 2008, 06:13 AM
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Default Re: Thoughts on Hidden In Sand?

What are the random paths on the Hidden in Sand mages?
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Old March 9th, 2008, 06:18 AM
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Default Re: Thoughts on Hidden In Sand?

Fixed E1D2H2
Randoms
100% FES
50% F
50% D
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Old March 9th, 2008, 06:44 AM
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Default Re: Thoughts on Hidden In Sand?

Thanks Edi!
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Old March 9th, 2008, 07:34 AM
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Default Re: Thoughts on Hidden In Sand?

For those curious about the variables in the spell, without having to test it:

You get dust warriors and dust walkers. The warriors are better of the two. Here are some results with completely neutral scales:
Dust Warrior/Dust Walker/Total
11/31 42
12/13 25
16/16 32
14/36 50
9/27 36
9/18 27
16/32 48
9/25 34
16/34 50
11/39 50
11/19 30
15/33 48

As you can see, the max total of units tops out of 50. It should be noted that turmoil tends to be more random, but also have less warriors, averaging below 10. While Order tends to increase the number of warriors to around 15 on average and the total averages in the 40's.

It should be noted that luck and magic also factor in (I believe with the mages, and possibly with the units), though I haven't tested those because it starts to get complicated.

Also, never, ever, cast it outside a waste. The spell will work, but you'll only get one measely commander.
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