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April 2nd, 2004, 09:24 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
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Re: Going Underwater
Also, you can pick the "Water Cult" theme when designing your pretender/scales, which allows holy units to go underwater in their dominion.
the best magic item for someone w/out water magic is no doubt the barrel of air. Of course, you need air magic for that...
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April 3rd, 2004, 01:37 AM
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Sergeant
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Join Date: Feb 2004
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Re: Going Underwater
There's quite a few amphibious/aquatic summons that can be led by a water breathing mage.
Almost any water summons, most of the earth summons, Eater of the dead, abomination, most undead, swimmer foul spawn, ice devils, and maybe a few others.
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April 3rd, 2004, 09:00 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: Going Underwater
Quote:
Originally posted by Tough Guy:
I have items that let me breathe underwater but I cannot bring troops with me. What else do I need?
My mages have no water magic at all.
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I'm not an expert, but I believe the main ways into the sea are:
* Water magic; some water summons are amphibious, notably the Sea Trolls (Conj 6)
* Air magic and construction.
* Death summons: most undead are poor amphibians.
If you have access to none of the above, you'll have a hard time conquering anything underwater.
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April 3rd, 2004, 09:36 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Going Underwater
Quote:
Originally posted by Tough Guy:
* Water magic; some water summons are amphibious, notably the Sea Trolls (Conj 6)
* Air magic and construction.
* Death summons: most undead are poor amphibians.
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Also, a SC capable of going underwater. He propably won't be able to cast spells, though, as tritons fly. But you need water for most items letting you breath underwater.
Then there are the few units that can be recruited on land and can go underwater. Tritons and whatever the fishmen are called. But that was mentioned already.
[ April 03, 2004, 19:37: Message edited by: Endoperez ]
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April 3rd, 2004, 10:49 PM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Going Underwater
One particular spell, Thetis' Blessing, lets everybody into the pool. It's a good thing, unless you are Atlantis or R'lyeh, that is. 
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April 3rd, 2004, 11:19 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: Going Underwater
Quote:
Originally posted by Psitticine:
One particular spell, Thetis' Blessing, lets everybody into the pool. It's a good thing, unless you are Atlantis or R'lyeh, that is.
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Yeah, nice try, but this one requires a high Water magic (5), and is Enchantment 9 (from the Online Grimoire). Not exactly a quick way into the water... plus, if you've got the Water mage for it, you should be able to conjure a few Sea Kings, who are quite good (with their many friends) at conquering indie underwater provinces.
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April 4th, 2004, 12:40 AM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Going Underwater
Oops, forgot about the requirements of this particular problem! No water magic and fast . . . sorry about that!
Continuing the brief digression, however  , there are (to me, at least) advantages to being able to take everybody, including all the armies you've already cleaned up the land with, into the water when you take the plunge. Summons are great, no question there, but I like to bring all the lads into the game.
A lot of that is just my play style, really. I tend to keep the aquatic nations at the bottom of my list of targets until I've solidly locked up the land under my control. I find two-front wars are hard enough without making one front above and one front below the water! I also don't bother with indie underwater provinces when playing as a land race because I can't defend them the way I'd like.
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