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  #41  
Old September 30th, 2005, 01:47 PM
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Default Re: caelum

And you can only use Teleport on those other Pretenders: Cloud Trapeze will NOT work, and other teleporting spells... well, they may work, but I seem to recall they don't.

So, I guess you could say all other immobile Pretenders can Teleport, but they can't teleport.
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  #42  
Old September 30th, 2005, 01:56 PM
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Default Re: caelum

Quote:
quantum_mechani said:
Quote:
Morkilus said:
wow, you can teleport immobile pretenders!?
All but the sphinx.
hmm, are you sure the mictlan giant head can teleport?
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  #43  
Old September 30th, 2005, 02:01 PM

quantum_mechani quantum_mechani is offline
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Default Re: caelum

Quote:
archaeolept said:
Quote:
quantum_mechani said:
Quote:
Morkilus said:
wow, you can teleport immobile pretenders!?
All but the sphinx.
hmm, are you sure the mictlan giant head can teleport?
Yes.
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  #44  
Old September 30th, 2005, 10:58 PM
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Default Re: caelum

Quote:
Alneyan said:
The Smoking Mirror (Mictlan) can get four paths at level 8 (three of them are fixed, of course), with no modding involved, and 138 points left. All scales are at -3, of course, and Dominion is left at basic 2. The Celestial Emperor also enters that category, with a mere 118 points left, but Dominion 3.

The Baphomet does the same thing with Dominion 3 and 224 points left after the four paths, effectively allowing to get two more paths at level 4, so we're almost there. Sadly, the Baphomet cannot reach four level 9 paths; it is stuck at three of them, with the fourth one at 8.

So, you *can* get four paths at level 8, and some more magic on top of that. Of course, it's not because you *can* do it that you should use those designs.
Absolutely. But not with the arch-mage. And even if this were possible, it simply doesn't pay to raise more than one path from zero to seven or above, even if one has some sort of rainbow bless stratagem in mind. Six is reasonably cost effective, affords a good blessing, and can usually be boosted to nine or more by the midgame.
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  #45  
Old October 1st, 2005, 05:59 AM

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Default Re: caelum

isnt this thread suppposed to be about caelum???
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  #46  
Old October 1st, 2005, 06:14 AM

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Default Re: caelum

I tried some single player games where I tried to teleport the mictlan stone head on enemy home provinces real soon. Didn't work too well ashamely .
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  #47  
Old October 1st, 2005, 06:29 AM
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Default Re: caelum

Teleporting Sphinx was a killer strategy on Dom:PPP. There is a reason Sphinx is REALLY immobile in DomII...


And while this thread started as a Caelum thread, I have enjoyed reading these super-bless posts. I like good discussion, whereever I find it.
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  #48  
Old October 1st, 2005, 08:02 AM

High_Priest_Naresh High_Priest_Naresh is offline
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Default Re: caelum

I have tried teleporting an oracle, and 5 mages into an enemies home province... and I also had some magic carpets with some commanders eg: storm genrals castellans and gave them the most beefiest sacred troops I could buy and whupped them big!
(PD of 50, 50 troops guarding, pretender 4 mages) worked really well
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  #49  
Old October 1st, 2005, 11:50 AM

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Default Re: caelum

PD of 50 ?? Darn bad use of funds ...What kind of game do you play ? Solo marathons of 100+ turns ?
About Magic Carpet the funniest I've done is to put Tarrasques on them .
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  #50  
Old October 1st, 2005, 12:56 PM

High_Priest_Naresh High_Priest_Naresh is offline
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Default Re: caelum

yeah solo play,
tarrasques heh! wish I'd thought of that!
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