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  #1  
Old August 15th, 2004, 10:40 PM
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Tuidjy Tuidjy is offline
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Default Re: equipment configurations for supercombatants (SCs)

I do not really change my SCs equipment depending on
the game's stage. I usually have them equiped with
a life draining weapon (wraith sword/blood thorn),
a quickness item (boots or jade armour), an amulet of luck.

Depending on whether my opponent is likely to use troops,
elemental attacks or mind affecting spells, I use the
remaining slots for respectively defense+protection,
immunity or magic resistance items.

In the few games that I have played 'till a very late stage,
I was equiping my Sc-du-jour with the following:

blood thorn
fire shield (the 5F5E one)
starshine cap (for the anti-magic)
jade armour
flying boots
amulet of anti-magic
pendant of luck

Of course, if for some reason the Sc's strength is not
overwhelming, or my blood income is low, they would be
using wraith swords. When they are natural fliers with
feet, I would give them boots of quickness and a decent
armour - CoD, RoI, or whatever my spare gems allow.
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Old August 16th, 2004, 05:39 AM
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Aracon Aracon is offline
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Default Re: equipment configurations for supercombatants (SCs)

well, correct me if wrong, but IIRC starshine cap gives you +1 astral, is not a bad idea because of astral dueling? a 1S will lose almost every time he duels...or this +1 don't add if he has no astral base?
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Old August 16th, 2004, 05:52 AM
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Default Re: equipment configurations for supercombatants (

Quote:
Aracon said:
this +1 don't add if he has no astral base?
Correct, it doesn't. You must already have at least 1 in the appropriate magic path for a path booster to grant a benefit. Otherwise, why would anyone ever empower when it'd be so much cheaper to just grant 1+ path via items? Thematically, you must already be a mage to use mage-specific items like that. You cannot hand a farmer a crystal ball and expect they'll suddenly become a trained diviner. [img]/threads/images/Graemlins/ooo.gif[/img]
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