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  #1  
Old April 23rd, 2005, 03:54 PM
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BigDaddy BigDaddy is offline
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Default Re: Newb+Multiplayer.

Once you go to Vine Ogres you'll never go back. . .
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Old April 23rd, 2005, 04:25 PM

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Default Re: Newb+Multiplayer.

No, no! Forget this SuperCombatant, Lightning Bolt, Relief, and Vine Ogre stuff! Take the Last of the Tuatha theme and a pretender with 9 Nature and 9 Earth! Then recruit nothing except for Daoine Sidhe.
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Old April 23rd, 2005, 05:15 PM

quantum_mechani quantum_mechani is offline
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Default Re: Newb+Multiplayer.

Quote:
Zooko said:
No, no! Forget this SuperCombatant, Lightning Bolt, Relief, and Vine Ogre stuff! Take the Last of the Tuatha theme and a pretender with 9 Nature and 9 Earth! Then recruit nothing except for Daoine Sidhe.
Fire 9 and water 9 work about 5x as well.
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Old April 24th, 2005, 12:11 AM

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Default Re: Newb+Multiplayer.

Massed Vine Ogres is the way to go. Get yourself a few Ivy Kings summoning 4 Vine Ogres each for a cost of 1 nature gem each.
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Old April 24th, 2005, 11:04 AM
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Default Re: Newb+Multiplayer.

Super combatants can destroy whole armies. Mix as many of the following ingredients to get a working SC:

cold/fire/lighning/poison immunity
damage shield: breath of winter, fire shield, soul vortex
high defence
high protection
lots of hitpoints
high attack (18+)
high defence (18+)
quickness
luck
etherealness
life-draining weapon (gives you life and removes fatique)
regeneration or way to heal afflictions
ability to regain hitpoints during battle
ability to remove fatique during battle

Good spells for a melee SC:
Luck, Body Ethereal, Astral Weapon, Astral Shield (probably) - but beware Magic Duel!
Quickness, Breath of Winter
Fire Shield
Stone/Iron Skin, Iron Will, Invulnerability,
Mirror Image, Mistform
Personal Regeneration
Soul Vortex, Drain Life (helps to get some fatique back after other buffing spells have been cast)
EDIT: Magic Resistance! Charm is not good, Soul Slay is not good, Enslave Mind is not good... even Paralyze is bad enough!

I haven't tried using a SC against enemies, so this list isn't anywhere near perfect.


Relief helps your mages cast spells longer and, as Man, you should use it with your mage armies.
Wrathful Skies can destroy whole armies as long as you have few lightning-immune units or commanders making the battle last longer.
Lightning Strike is very powerful. Orb Lightning is powerful but dangerous, because it has very short range.
Eagle Eyes (Alteration 1) lets your mages smite your enemies very fast!
EDIT: Charm! A great spell that can give you enemy mages or even SCs!

Man can easily summon lots of Vine Ogres. Take a N2 mage, add Thistle Mace and Ivy Crown and you get lots of non-routing high-str critters with absurd amounts of hitpoints.


Try experimenting in single player a little, but I think using Vine Men/Ogres (Conjuration 3, Construction 2 IIRC) and Longbows lets you conquer indy provinces fast enough. After that, research some Evocation so you get few lightning-based attack spells. When you get your first Super Combatant (probably Conjuration 6+), you should already have forged him some items (Construction 4 or 6) and researched Alteration for buffing spells. If you are having troubles somewhere, experiment with Call of the Wilds/Winds, both can flank enemy and harass their archers or take up knights' lances. After that you have more choices as you can already summon Lamia Queens.

EDIT:
Storms let your mages to cast more powerful lightning spells (Storm Power), but weakens your longbowmen (only about half of the archers are able to fire). Storms also let only few spesific Strom critters fly. You should still be careful near Caelum and Strom Devils, as well as Air Elementals, but otherwise your mages should be quite safe.

You should change into mage armies when nearing the mid-game, but I have no experience about either mage-armies or mid-game, so you'll have to ask some more or learn the hard way.
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