.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #31  
Old January 18th, 2008, 01:40 PM
sector24's Avatar
sector24 sector24 is offline
Second Lieutenant
 
Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
sector24 is on a distinguished road
Default Re: Magic Path Booster Guide

Ok, another revision to the guide.

EDIT 1-18-2008
Added Ice Devils and Arch Devils to the guide
Added Heliophagus to the guide
Added Awaken Treelord back into the guide (due to blood random)
Added Jade Mask back into the guide due to a general strategy that uses it
Added specifics of Ether Gate, Lamia Queen, and Spectre randoms
Added Construction levels for the items
General revisions based on feedback

Hopefully the guide hasn't strayed too far from a "newbie" reference. It's good to know about Tartarians and Demon Lords, but that's not really going to help a player diversify his magic at a point in the game where it matters.

Also, items like the Robe of the Magi, Sword of Many Colors and Staff of Elemental Mastery are not "easy" path boosters. Most nations won't have access to a mage capable of forging those items without a lot of effort or pretender design so it's really more of an advanced strategy in my opinion. But if you guys disagree I can try to squeeze them in there somewhere. And of course thanks for the comments and assistance in making the guide.
Reply With Quote
  #32  
Old January 18th, 2008, 03:13 PM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: Magic Path Booster Guide

You note in the guide that Armour of Twisting Thorns can't be removed. I don't think this is always the case, but the exception is rather limited: AFAIK transforming pretenders whose alternate form has no torso slot can transform and lose the armour that way - I believe that if they transform in a province with a lab, then the armour goes into storage.

This probably isn't any use with a Rainbow pretender, anyway.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
  #33  
Old January 18th, 2008, 03:35 PM
Aethyr's Avatar

Aethyr Aethyr is offline
First Lieutenant
 
Join Date: Jun 2006
Location: Sacramento, CA
Posts: 729
Thanks: 66
Thanked 6 Times in 6 Posts
Aethyr is on a distinguished road
Default Re: Magic Path Booster Guide

I always thought that items which could not be equipped on the new (transformed) form were "lost". Is this incorrect?
__________________
Power is an illusion...
Reply With Quote
  #34  
Old January 18th, 2008, 03:48 PM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: Magic Path Booster Guide

I haven't done any thorough testing, so it's entirely possible I just had a spare suit in my labs.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
  #35  
Old January 18th, 2008, 03:48 PM

atul atul is offline
Captain
 
Join Date: Oct 2003
Location: Finland
Posts: 883
Thanks: 14
Thanked 11 Times in 9 Posts
atul is on a distinguished road
Default Re: Magic Path Booster Guide

It isn't lost if the transformation happens in a province with a lab (as in transformation as a map order, not as in battle).

Great recipient for the thorn armour are Llamia Queens. They usually have nature and blood and can transform into serpents to put the armour back into a lab.
Reply With Quote
The Following User Says Thank You to atul For This Useful Post:
  #36  
Old January 18th, 2008, 03:50 PM

thejeff thejeff is offline
General
 
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
thejeff is on a distinguished road
Default Re: Magic Path Booster Guide

Normally, yes. But not if you are in a province with a lab.

May be worth noting, if something as esoteric as removing cursed boosters by transforming is worth putting in the guide at all, that it's not just transforming pretenders.
I'm thinking specifically of Jotunheim's Skratti, who might have some use for an extra blood booster. And Gygja's can make them, too. Which is most convenient.
Reply With Quote
  #37  
Old January 18th, 2008, 04:55 PM

Tichy Tichy is offline
Sergeant
 
Join Date: Oct 2006
Location: Milwaukee, WI
Posts: 376
Thanks: 14
Thanked 6 Times in 6 Posts
Tichy is on a distinguished road
Default Re: Magic Path Booster Guide

This thread maybe should be added to the strategy guide sticky?
Reply With Quote
  #38  
Old January 18th, 2008, 05:40 PM
Aethyr's Avatar

Aethyr Aethyr is offline
First Lieutenant
 
Join Date: Jun 2006
Location: Sacramento, CA
Posts: 729
Thanks: 66
Thanked 6 Times in 6 Posts
Aethyr is on a distinguished road
Default Re: Magic Path Booster Guide

Absolutely!
__________________
Power is an illusion...
Reply With Quote
  #39  
Old January 18th, 2008, 08:24 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Magic Path Booster Guide

Might be good to note the various spells/methods for giving a boost in combat, as well.

of note --

Unusual cases (not merely 'pay gems for single-path boost') incl

- communions/sabbath boost broadly and distribute fatigue, and can be done using items
- Summon Earth Power takes no gems, and gives reinvigoration
- Hell Power boosts broadly and strongly, but is risky
- Power of the Spheres boosts broadly, costing a pearl; the crystal shield instead costs enc
- The 'North Star' astral boost boosts ALL astral mages incl. hostiles, as does the corresponding item

The unit AI does not prioritize these spells very highly -- e.g. earth mages do not seem to cast SEP if not scripted to do so, which is a pity given that it's fatigue-only for +1 E and +4 reinvigoration.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #40  
Old January 19th, 2008, 08:10 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: Magic Path Booster Guide

It's worth mentioning the utility of communions to spread the benefit of the other path-boosting spells too.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:55 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.