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  #1  
Old July 26th, 2004, 03:18 PM

Kel Kel is offline
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Default Re: Lab Secrets

Quote:
Really? One of the first earth items I try to forge is that dwarven hammer - the sooner you get one, the more benefit you can get out of it.


Of course...it's just harder to forge. I can forge research items with 3 different paths and 2 of them require only 1 in a path. In contrast to the hammer that requires an E3 mage. Obviously not a problem with a couple of races but with most races, it's going to take you a while, plus other items (like earth boots) to get to a hammer.

In addition to that, and this is just me, I tend to only forge research items if I am intending a focused rush to a certain research level. In which case, I want the research asap.

It's not that I don't forge a hammer at earliest convenience, it's just that I only really find use for the research items (ok, not so much the lantern) in the extreme early game and hammers just aren't as convenient (given that you can make research items with 3 different paths and lower path requirements to boot).

I suppose that if you were looking at an end game rush strategy (clamming/wishing being the only semi famous one I can think of), this might not be true (I don't know how the numbers on how clams vs. research works out the best). Then again, I am only speaking for me and I have never started a game with a strategy to clam anyway

- Kel
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Old July 26th, 2004, 03:50 PM

Lex Lex is offline
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Default Re: Lab Secrets

i'm fairly new, but i've been reading alot of threads on this forum going back a few months, and everyone talks of gathering lots of clams to produce astral gems. But they only produce one every 4 turns, and they cost 10 water gems. After 20 turns you've only made 5 gems per clam. How can that be worth it!? How many clams are you guys making (and are water gems really so worthless that its better to make clams with them!?)

Oh, and instead of spending 20 earth gems on a dwarven hammer, why not wait a bit and use all those researchers to get the Forge of the Ancients early in the game.. that gives 50% reduction in gem use plus 1 extra in every path for forging (correct?).. (with enough researchers, you could get it well before turn 20 and still gain several levels in other paths earlier on)
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Old July 26th, 2004, 04:12 PM
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archaeolept archaeolept is offline
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Default Re: Lab Secrets

they produce a gem a turn alexi.

and hammers stack w/ FotA - which runs the risk of being quickly dispelled anyways.
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Old July 26th, 2004, 05:34 PM

Pickles Pickles is offline
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Default Re: Lab Secrets

"yeah the Niefel giants unfortunately have no recuperation and will sooner or later get an affliction if used early because you can't equip them too good so early ."

Niefel giants can never be equipped but I find that if you crank them out steadily you get a killer critical mass that can eat any indep and seems to never take any damage. Some of the older ones pick up afflictions. Critical mass is 7 with W9 blessing more without.

Niefel Jarls are still a mystery to me but they are SC you buy with cash not gems which must mean something? Regeneration items would be nice on them.

Pickles
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Old July 26th, 2004, 05:49 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Lab Secrets

Quote:
Originally posted by Pickles:
Niefel Jarls are still a mystery to me but they are SC you buy with cash not gems which must mean something? Regeneration items would be nice on them.
Niefel Jarls have statistics and abilities that make them only slightly weaker than Ice Devils. Their major weaknesses are their 50% fire weakness, and their base encumbrance of 4. Put a wraith sword on them, and they can deal with most living armies.

What they tend to have the most trouble with are nations that can produce large numbers of lifeless units and summons. C'Tis, Ermor, and the air nations can be much more difficult for them to deal with.
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Old July 27th, 2004, 12:46 AM

Frosted Flake Frosted Flake is offline
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Default Re: Lab Secrets

My "standard" neifel jarl has +2hit and +2 defense bless. After quickness and bless and breath of winter 1 takes almost any province assuming good armor,luck pendant,wraih sword and flying booties. I have taken 80 hvy inf and hvy cav with 2 easily. With bless they are as good as ice devils, which i recruit all of them asap also) and by late game what else is there to spend money on? A "free" - no gem to recruit - Sc every turn ..sweet! If clamming is going well I have been know to spend 50 astral pearls and empower them to cast ethereal on themselves but thats fun not a good use of gems ( I like my sandbox). A giant with ethereal weapon hits for bonecrushing damage kinda sweet
frosted flake
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Old July 27th, 2004, 12:08 PM
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Endoperez Endoperez is offline
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Default Re: Lab Secrets

Astral is not recommended for Mind Duel, but it's your sandbox...

If you are for big amounts of armor-negating damage without possiblity to use astral SCs, like fighting versus a 9S sphinx, give your Niefel Jarl Constr. 6 item Gate Cleaver. 29 points of an. damage, plus the strength...
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