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  #51  
Old September 24th, 2007, 06:24 AM

Evilhomer Evilhomer is offline
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Default Re: MA Ermor advice please

Usually Lich + staff + skullface + ring of sorcery (30 astral gems if forged with hammer). If you can forge the sceptre of dark regency (+3 staff) you can use that one as well.
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  #52  
Old September 24th, 2007, 06:29 AM

Aezeal Aezeal is offline
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Default Re: MA Ermor advice please

gift of reason... not in my spellbooks..
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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.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #53  
Old September 24th, 2007, 08:07 PM

Frostmourne27 Frostmourne27 is offline
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Default Re: MA Ermor advice please

Gift of Reason: thaumaturgy 4, nature 3, 25 gems - see manual for details.
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  #54  
Old September 24th, 2007, 08:30 PM

sum1lost sum1lost is offline
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Default Re: MA Ermor advice please

ether warriors are actually rather good against rlyeh, by virtue of all carrying moonblades....
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  #55  
Old September 25th, 2007, 06:16 AM
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mathusalem mathusalem is offline
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Default Re: MA Ermor advice please

I am thinking about an Oracle W4 E4 S9 versus F4 W4 S9

what do you think about it ?

E4 will be very useful for
1�) mages and revig versus +2 ATK for Vestals
2�) forging hammer => research skull cost fall at 7D
3�) a lot of spells from construction (Golem, Dragon, ...).

Indeed I plan to rush construct 8 for uniques items like +3D staff
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  #56  
Old September 25th, 2007, 06:30 AM

Aezeal Aezeal is offline
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Default Re: MA Ermor advice please

yeah frostmorne I knew that.. I'm just not really into the whole 3 nature thingie .. and I must say.. 25 gems more than triples the gem cost of the tartarians.. I just keep casting 2 a turn atm and see what happens .. I'm now fighting abyssia in the seas.... it's annoying that not all undead titans can go into water... a bug?
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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.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #57  
Old September 25th, 2007, 07:48 AM

Folket Folket is offline
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Default Re: MA Ermor advice please

As not all undead can enter water I would say it is not a bug. You should be able to give them a ring of water breathing.

I do not know if it has been meantioned before. Do not use Shadow Vestals against astral nations. Solar rays are just Evocation lvl 2 and will exterminate your Vestals. They could also mind duel your Theurgs.
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  #58  
Old September 25th, 2007, 11:51 AM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Re: MA Ermor advice please

Well, Mathusalem... that oracle will be a bit flawed. The bless is nice, but with no recruitable earth mages, you may go without finding any earth gem producing sites. In that case, you'll have to convert astral pearls to earth gems for Gnome Lore. A decent rate of change, at least. And it is possible, though rare, that you'll cast a site search spell nine times without finding anything of that path.

As there are a few astral sites with earth gems, you may find some if you are patient. But in the early game, you can't depend on any earth income, especially being immobile. Also, if you have the appropriate neighbors, consider conquering the nearest earth-based nation, if you can. If they've found most of the sites for you, all the better. Of course, there is Acashic Record, but it is a bit pricey.

You may get lucky, but equally likely is that you'll be horribly pinched for earth gems in the early game. You can depend on it later in the game, though. Perhaps go for a dormant or imprisoned pretender. Spend those points on diversifying your bless. Air can make you even harder to hit by missiles, including those inevitable flaming arrows. Blood 4 will give +2 strength, which can help.
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  #59  
Old November 21st, 2007, 05:55 PM

IndyPendant IndyPendant is offline
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Default Re: MA Ermor advice please

I'm going to be starting an MP game soon, playing MA Ermor, and I'm playing around with Pretender builds. I'm resurrecting a slightly aged thread here to ask a question:

Is +1 defense, +50% movement, and +50% attacks to your vestals really worth 7 Dominion Scales?

Azeal and DrP both present Imprisoned Oracle pretenders with W9S9. When I was examining this build, I noticed that to go from W4 to W9 costs 280 points, for which all you get is +1 defense and the water bless on your sacreds. Or for that 280 points you could go from Sloth-3 and Growth 0, to Prod-3 and Growth-1 (or Growth 3/Prod 0/Luck -1, and so on). Going from Water-4 to Water-9 on your Pretender nets you almost *nothing* in greater magical power, so it's not even factored as a consideration here. (You could also, for those 280 points, take any two of Fire-4, Blood-4, and Earth-4, for +2 attack, strength, and/or reinvigoration respectively--and then still have room for N2 as well, which all allows for greater crafting/summoning diversity...)

I'm having problems picking the final stats on my pretender. So convince me you're right! ; ) What would you recommend? Do you think it's better to enhance the vestals, improve the scales, or take multiple magic paths? Or even to use an entirely different pretender build? And why?

Thanks,

IndyPendant.
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  #60  
Old November 21st, 2007, 06:27 PM
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archaeolept archaeolept is offline
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Default Re: MA Ermor advice please

it gives you +3 defense not +1, and 50% more attacks makes them (slightly more than) 50% more valuable units, not counting the defense bonus...
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