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July 17th, 2007, 04:09 PM
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Captain
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Join Date: May 2004
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Re: Empowerment
I use empowerment as Ulm (usually in either blood or nature) to let smiths use their forge bonus on different kinds of magic items. I wouldn't ever use empowerment with the intention of casting a battlefield spell. I think just giving your mages the gems in their inventory before they go into battle is effective. For every gem they burn, they get +1 path for that casting only.
Edit: I guess if you intend to do this a lot, it may be cost-effective to empower instead of using a gem every time. But it would have to be a lot of times, right? And then you run the risk of that mage dying and wasting your investment, too.
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July 17th, 2007, 05:41 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
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Re: Empowerment
Empowerment can also be better than booster items in the case of immortal mages. Sometimes. If you expect your mage to die repeatedly, e.g. a Phoenix or Vampire Queen is single-handedly repelling an assault on your capital.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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July 17th, 2007, 06:59 PM
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Second Lieutenant
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Join Date: Dec 2006
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Re: Empowerment
Thanks all for the advice -- I had forgotten about the skill boosting spells, definitely a worthwhile way to gain access to higher level spells. Magic items are a bit more micromanaging involved, but I can see how they'd worth the effort to get another bonus level.
So it looks like the order is:
1) Gems
2) Spells
3) Items
in order of ease of use.
Thanks all!
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July 17th, 2007, 07:13 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Empowerment
My tendency is to use spells to boost paths if the caster is going to spam something like a nuke.
For example, an earth mage casting Summon Earth Power can significantly improve the number of times they can spam a nuke spell by both reducing the casting cost of the spell, and providing reinvigoration.
If I'm going to cast a spell that is better the longer/earlier it's on (fire arrows is a good example) I try to use item boosters or gems to get that spell cast on the first turn instead of buffing to it.
Jazzepi
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July 17th, 2007, 07:47 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Empowerment
Quite a few nations also have decent access to summons with either stronger or different magic than the national mages -- some national summons are like this, and there are some non-restricted summons that can offer other paths.
Ex. -- Spectres take only Death, but give you 1D + 2 restricted randoms, if memory serves (WESD ?).
Lamia Queens are Nature/Death, but can also offer astral.
The absolute wackiest cases are Tartarians, of course; requires death and nature (de facto), but many will have 3/2 unrestricted random, 2/2/1 unrestricted random, or even 3/2/2 unrestricted random. Takes D7, but with a D2 mage, lots of research, and many death gems, you can build Skull Staff, Mound Fiend, Skull Helmet, Demilich, the unique +3D weapon... and end up with a demilich boosted to D8 without involving any other path.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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July 17th, 2007, 08:00 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
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Re: Empowerment
Quote:
Taqwus said:
Lamia Queens are Nature/Death, but can also offer astral.
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IIRC they can also offer minor access to Blood, as can Treelords.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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