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  #1  
Old August 2nd, 2008, 03:14 PM
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Default Ghosts and what not

I have read and reread the manual and am (DUH) still not clear ablut 'magic' and 'Etheral' beings.

I think Magic beings are able to cast spells and receive Blesses while Etheral beings are more like....Oh, Vampires and such where it takes SPECIAL weapons or magic to kill them.

My problem seems to be pretty simple but it escapes me.

If I Forge an object (lets jsut say Gloves of the Glaiator for instance) and it has 4 attacks is that four attacks per ROUND or Four attacks and its done for the battle.

Also because it has four attacks is it considered magical?

My problem started when I wantet to take my CYCLOPS pretender and army agians 120 Ghosts, spectrals, and flying lamashes (or something like that). I have the BIG army and 2 sets of mercs but I just lost my prophet to a bunch of crossbowmen and AVALON knights when I didn't respect my adversary.

That said are ghosts, ect Etheral or magical and if they are different can they be killed the same?

My Cyclops id D7 E9 lead shield, bracers, black helment, some generic armour ect.

The OTHER question I have is about scripting. Using the same example if I screipt Barkskin on my Pretender do I need to do it every round and it just sits there or can I script it once and then using (for example)Fists of Steel can I charge my Cyclops in and stat bashing or will I be bashing air?

Believe ti or not I am actually starting to undserstand some stuff, 2 weeks ago I wouldn't have even given this a thought!!
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Old August 2nd, 2008, 03:19 PM
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Default Re: Ghosts and what not

i
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Old August 2nd, 2008, 03:28 PM
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Default Re: Ghosts and what not

Magic beings require magical leadership. The term confers no in-game combat benefits.

Ethereal means that 75% of the time, the target is unaffected by non-magical weapons.

Most if not all forged weapons are considered magical weapons. I can't say for sure that the Gloves of the Gladiator are magic, but they probably are. You get 4 attacks per round, not per battle, but you are limited to a single combat square. So if you kill a size 6 creature in the first punch, you waste the rest. You probably don't need to worry about those kind of mechanics for awhile though.

Ghosts are undead instead of magical, but that has no bearing on their combat abilities. Most are ethereal too, you can tell by right clicking on them and looking for the ethereal icon which looks like a little grim reaper minus the scythe.

Buffs like Barkskin last for the duration of the battle. Magical attacks are 1 attack per script, so if you want your prophet to smite over and over you have to script smite, smite, smite, smite, smite, cast spells.
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Old August 2nd, 2008, 03:37 PM
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Default Re: Ghosts and what not

Oh my do you need help.


Okay, Magic Beings - it is just a designation, like Undead or Animal. They do have special concerns, so look for the little Fairy icon on the unit and click on it for a description of the important parts. By themselves, Magic Beings can be hit by any weapon, so it's not an issue for that. This is different than Sacred, and different from Ethereal.

Ethereal is a state, that most units do not possess normally. It makes normal weapons pass through them 75% of the time. You do need magic weapons to be effective against them - it's a powerful tool, learn how to use it effectively as soon as you can (both Ethereality, and tactics for killing Ethereal creatures).

As for items you give commanders, I am pretty sure that they are all, by definition, "Magic Items". Number of attacks listed, is attacks per round, that is to let you know if they deviate from 1/round only, unless it specifically states "this attack can only be used once per battle", or has an "Ammunition" listing.

Ghosts and Spectral Whatevers will definitely be Ethereal. Most normal troops that you can train will be relatively ineffective against them. Number of troops isn't the relevant factor, you'll fully understand this the first time you crush an entire army with your Cyclops alone.

You first need to forget "generic armor" on your pretender. Then you need to discover the dividing line between "crappy armor", and "worthwhile armor", try to only ever put the latter on a pretender.

After that, you need to get him scripting buffs on himself. With his high natural Protection, and with good armor, armor buffs will be of little overall use. Try to get Soul Vortex for him, or at least Drain Life. Buffs need only be cast once per battle, but even if there is a second battle in the same turn, the buffs need to be recast.


Any other questions, and we'll try to help. Though I personally spent a few good months training myself before even coming here, so no one could see me gasping for breath.
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Old August 2nd, 2008, 03:39 PM
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Default Re: Ghosts and what not

Curse you for posting while I'm typing, Sector24! I will get you next time! MuaHAhaHAhaHAHAAAAAAA!!!! O.O
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Old August 2nd, 2008, 04:38 PM
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Default Re: Ghosts and what not

haha, between the two of us I think we covered it pretty well though.
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Old August 2nd, 2008, 04:50 PM
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Default Re: Ghosts and what not

Thanks to BOTH of you....that was Exactly the answer I needed!!!
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Old August 2nd, 2008, 04:50 PM

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Default Re: Ghosts and what not

Nice Jim, reccomend that the Cyclops buff itself with paths it doesn't have naturally available at all, that'll really explode his head.

Otherwise nice advice.
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Old August 2nd, 2008, 07:15 PM
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Default Re: Ghosts and what not

The Cyclops in question has D7, though.

To keep the pretender alive, try to keep his encumberance as low as possible. Avoid shields and armor with lots of encumberance unless they give you worthwhile abilities (Lead Shield and magic resistance boost could be an example of this, depending on what your opponent is doing).
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Old August 2nd, 2008, 07:37 PM

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Default Re: Ghosts and what not

Hey I think I know which game you're talking about, thanks for the info on your pretender by the way, a little help about the ghosts,
attack with lots of priests and some high MR troops for the spectrals.
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