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January 24th, 2008, 03:12 PM
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First Lieutenant
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Join Date: Nov 2007
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Re: Magic Path Booster Guide
The rainbow pretender is missing water path skill. Its probably water-1
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April 20th, 2008, 09:51 AM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
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Re: Magic Path Booster Guide
In addition to bumping this great thread, I thought I'd point out that it's missing the mage from Hidden in Sand, new as of 3.15
Ritual Spell: Hidden in Sand
Req: Ench6, E3D1 mage, 75 E gems
The spell MAY yield 1 or more Dust Priests, which are E1D2H2, and have one 50% chance at +1D, one 100% chance at +2F/E/S, and one 50% chance at +1F.
[Edit: corrected F/E/S magic pick, as per Endoperez]
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April 20th, 2008, 10:35 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Magic Path Booster Guide
Quote:
cleveland said:
In addition to bumping this great thread, I thought I'd point out that it's missing the mage from Hidden in Sand, new as of 3.15
Ritual Spell: Hidden in Sand
Req: Ench6, E3D1 mage, 75 E gems
The spell MAY yield 1 or more Dust Priests, which are E1D2H2, and have one 50% chance at +1D, one 100% chance at +1F/E/S, and one 50% chance at +1F.
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The base chance of getting a Dust Priest is 75% for the first, 25% for the second, affected by Luck scale.
Also, the 100% random is actually +2, not +1.
Last edited by Endoperez; August 13th, 2008 at 11:37 AM..
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April 20th, 2008, 11:17 AM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
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Re: Magic Path Booster Guide
Quote:
Endoperez said:
Also, the 100% random is actually +2, not +1.
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Right. Edi, there is then a minor error in the DB: in the BaseU worksheet, cell BOx1980 should be 2 instead of 1.
Edited previous post to correct.
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April 20th, 2008, 11:28 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
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Re: Magic Path Booster Guide
I just saw your post and changed the guide with the +1 only to see it's actually +2.  Thanks for the help, here is what I updated:
EDIT 4-20-2008
Added information on the Demon Lords
Removed information about the Crone (she can no longer wear multiple booster rings due to the recent patch)
Added information about Hidden in Sand, courtesy of Cleveland
Minor revisions and addition of research requirements in some spots
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September 24th, 2008, 09:06 PM
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Corporal
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Join Date: Oct 2007
Location: Taipei, Taiwan
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Re: Magic Path Booster Guide
Wanted to bump this threat. I haven't played in about 6 months and was looking for this... took me a while to find it so I felt a bump was needed.
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September 25th, 2008, 06:22 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Magic Path Booster Guide
Quote:
Originally Posted by MartialDoctor
Wanted to bump this threat. I haven't played in about 6 months and was looking for this... took me a while to find it so I felt a bump was needed.
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This thread is linked from the Strategy Index and for a good reason. 
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September 25th, 2008, 07:15 AM
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Corporal
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Join Date: Oct 2007
Location: Taipei, Taiwan
Posts: 116
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Re: Magic Path Booster Guide
Quote:
Originally Posted by Edi
Quote:
Originally Posted by MartialDoctor
Wanted to bump this threat. I haven't played in about 6 months and was looking for this... took me a while to find it so I felt a bump was needed.
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This thread is linked from the Strategy Index and for a good reason. 
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Aha! This is good to know 
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March 6th, 2010, 04:15 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
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Re: Magic Path Booster Guide
If I were to stay true to the goals of the guide, I would only include:
1. Items that boost holy
2. Ways to boost holy. Basically make a prophet, and the hall of fame trick.
3. Spells from other paths that "diversify" your holy path. Meaning that the summon produces a unit with a holy level higher than you could normally get. This limits it to H3 and H4 units, because H2 is available to basically every nation, and there are no holy spells above level 4. But those spells usually require ridiculous levels in the traditional paths. I mean is anyone going to get a blood 9 caster to diversify into H4? Seems a little extreme.
I think if the guide had a holy section then it would have to be different from the other sections, but I still want it to be primarily about path diversification. Jade Knife use might fall out of scope of the guide, as would enumerating national holy spells. Maybe include all summons that produce mage/priests would be in scope though. Or do you think the holy section should be expanded into a general "How to use Holy magic" guide? I would need help with what topics to include other than what was already posted.
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February 25th, 2010, 10:08 PM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Magic Path Booster Guide
The King of Magma will get you F4E1. Some nations have a real problem getting E (hello Mictlan and a never-ending stream of D2W spectral mages). So this guy can at least help you out a bit.
__________________
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http://z7.invisionfree.com/Dom3mods/index.php?
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