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February 8th, 2005, 02:38 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Protecting Human Pretenders
Quote:
Taqwus said:
Dome of Solid Air (A5, 20 gems): 80% chance of stopping any (?) spell coming from outside the province, including yours. Goes down if penetrated or if caster dies; permanent otherwise.
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Actually, I think it stays up if a spell gets past, but goes down if it stops a spell.
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February 8th, 2005, 02:55 PM
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Captain
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Join Date: Jun 2004
Location: Rhode Island
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Re: Protecting Human Pretenders
Taqwus has it right, according to the manual.
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February 8th, 2005, 03:14 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Protecting Human Pretenders
I've never seen the air dome go down when stopping a spell. The frost dome does have a 30% chance of stopping spells according to the definition within the game.
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February 8th, 2005, 03:25 PM
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First Lieutenant
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Join Date: Feb 2005
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Re: Protecting Human Pretenders
Quote:
Replacing it with an air shield amulet and then changing the robe for a robe of the shadows will give you better protection from arrows. Also look into getting cold/fire resistance depending who you are facing (flames from the sky, ect.)
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To this end, you could swap out the luck pendant for faithful and equip ring of fire/frost. Also, isn't there a shield that gives you missile prot? You could replace the air shield amulet with another elemental prot as well. Or are there are better weapons/shields for protection?
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February 8th, 2005, 04:31 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
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Re: Protecting Human Pretenders
The robe of shadows is a must unless you have enough earth paths to make wind
rides impossible. But generally, a non-stealthy human pretender is a weakness
that is very hard to overcome.
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February 8th, 2005, 04:58 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Protecting Human Pretenders
Frost dome does stop spells? Hm, I'd thought it was merely the counterpart of the Fiery Death dome. *shrug* Improves it a fair bit, then.
Shield of Valour gives the air shield, as do the robe and (token? amulet?).
Other note: facing astral nations, try to keep at least one or two astral mages co-located (for stopping Mind Hunt... which may still be tried by Arco c/o the priestesses unless you have a dome which kills them). Against all sorts of commander-hunting spells keep numerous scouts.
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