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  #11  
Old November 6th, 2007, 06:31 PM

Shovah32 Shovah32 is offline
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Default Re: Q about blessings

I think water magic might increase chill auras(like with the breath of winter spell) but I don't thin a bless changes it.
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  #12  
Old November 6th, 2007, 06:40 PM
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OmikronWarrior OmikronWarrior is offline
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Default Re: Q about blessings

Bless definitely doesn't change the reach of chill auras, but native chill auras do stack with magic bonuses, be they from items or magic. I still say w4 is probably worth it depending on chasis, because you can really start stacking the defense bonuses on Jarls and get them above the coveted 30.

P.S., don't just think about magic in terms of blesses, think about how magic paths might be synergized into a greater strategy. For example, Gift of Health is N5 and will improve your giants already impressive HP propotionally. Or, note how Winged Shoes need Air-2 to be built, but will dramatically increase a Jarl's mobility. Some Jarls will get Air-1, but never Air-2. At last, the only Air enhancing equipment requires Air-4 to build. So, maybe consider getting Air-4 on your pretender.
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  #13  
Old November 6th, 2007, 06:56 PM

Aezeal Aezeal is offline
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Default Re: Q about blessings

Well for magic, the race is pretty well into water and death so nature and earth are real additions with earth being pretty nice for quite some forging. My chassis are all pretty high priced for additional paths so air won't make it. I'd sooner take astral (and this I really thought about) but I chose not to)

I must admit that for niefelheim I AM mostly thinking about blesses because they are so bless-able

PS niefelheim has some options for bloodmagic but is that really a way to go?

Which research goals would you all set first?
I was thinking enchantment 3 for some raise dead/skeletons followed by thaum 1 for frighten.Then some construction 2 or 4 and then evocation 3

That covers most basic combat spells all my spell casters can use I think
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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  #14  
Old November 6th, 2007, 07:01 PM

thejeff thejeff is offline
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Default Re: Q about blessings

Or Alteration for buffs for the Neifel Jarls if you want to get some out early on.
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  #15  
Old November 6th, 2007, 07:10 PM
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OmikronWarrior OmikronWarrior is offline
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Default Re: Q about blessings

Blood hunting is almost always worth it if you have national blood mages. With Big N, it isn't quite the same as Mictlan. The Big N blood mage is 250 gold vs. 90 gold for Mictlan's little guy. Which means blood hunting is less economical and should be saved for later when you've already got some providences and a steady research going.

In general, the cost of Neifle's mages is a pretty big weakness and almost mandates building skull mentors.

As for research priorities, Construction, Alteration and Evocation. Probably also Conjuration for site searching. Construction-4 will let you deck out thugs and build skull mentors. Alteration is for Quicken self, Wolver Winter, and Soul Drain. Evocation is almost necessary to accompany your normal giant armies. Giants serve much better as damage absorvers then damage dealers and evocation spells like falling frosts are necessary to use them effectively.
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