View Full Version : number of troops underwater with water mages
onomastikon
January 30th, 2004, 01:11 PM
Anyone know how many land troops a water-mage commander can take with him per level of water magic?
thank you
January 30th, 2004, 01:13 PM
1
[ January 30, 2004, 11:14: Message edited by: Zen ]
onomastikon
January 30th, 2004, 01:29 PM
Oh. That isnt much. Thanks. Must change design strategy.
onomastikon
January 30th, 2004, 03:35 PM
Thanks for that tip.
Does it allow all troops to go underwater or just some under partic circumstances?
Do you know the requirements for it offhand (scales)?
General Tacticus
January 30th, 2004, 04:06 PM
Water Cult costs 50 design points, and require Magic +1.
It allows all sacred troops to enter Water within your own dominion (they will need a sacred commander or one that can go underwater, of course). If they are underwater in a province and your dominion there goes down to 0 or less, they drown instantly (so you had better take a strong dominion).
IIRC, missile troops lose their missile attack while underwater, and flyer may not fly underwater.
Graeme Dice
January 30th, 2004, 07:19 PM
Originally posted by General Tacticus:
IIRC, missile troops lose their missile attack while underwater, and flyer may not fly underwater.<font size="2" face="sans-serif, arial, verdana">Piercer and the ethereal crossbow can stil fire underwater, and only aquatic and amphibian flyers can fly under water. Aquatic flyers given an amulet of the fish such as the Nerid retain their ability to fly when on dry land.
aldin
January 30th, 2004, 07:57 PM
Originally posted by Zen:
1 <font size="2" face="sans-serif, arial, verdana">Zen,
I thought it was W-1. In other words, 1 per W, but they have to pay for themselves first. Am I mistaken?
~Aldin
[ January 30, 2004, 17:57: Message edited by: aldin ]
Gandalf Parker
January 31st, 2004, 02:41 AM
Check out the "Water Cult" special domain. I was thinking that maybe a nation like Jotunheim could be a big surprise in a multiplayer game by taking that theme.
January 31st, 2004, 03:54 AM
It is 1.
The first path in water gives you water breathing for your pretender, and an additional 1 troop. Then scales up from there.
One interesting note is that the water path water breathing doesn't seem to follow any standard water breathing breakdown (3 Human sized, 1.5 Cavalry, 1 Giant). It just takes 1 no matter what type it is. So you can drag down 1 of whatever you want as a troop type.
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