Personal choice...
Life II Need those 'holy' spells - adds and prevents damage
Chaos II Eldritch Weapon a plus...
Sorcery IIII The grandaddy for my method - Invis and Flight a must
Alchemist So I can trade gold for mana 1:1...
Artificer So I can make that +6 bow of flaming...
Runemaster Need that extra %25 off...
High Elves Not sure why - just like longbowmen as tower defense.
PRAY for the summon hero spell EARLY! Once I get it, summon till I
drop - or until a bow wielding hero pops in (Excluding B'Shan the
bow wimp!). Marcus is a great one to get - he can heal himself if
things get too tight. Once I have my archer, I trade, haggle, steal,
whatever it takes to get invisibility. While trying for invisibility,
create that great +6, +3, Flaming, Lightning bow. Remember - I'm at 25%
the original cost to build artifacts. I can get this bow for around 700
mana - or 800gp. Next to build is a misc item that's to hit, movement,
and whatever else will help the hero pack more in the punch. Next,
DEFENSE. Build that chain that's hasted, invulnerable, +defense, and
+resistance. Now, cast all those special hero enhancements and check
the damage he'll (she'll) be passing out. Don't forget to LOCK if you're
into that sort of mana waste...
Here's why this hero is good:
Flight - ground units that are invis (illusion) immune can't get to 'em.
Invis - Opposing wizzo can't see what's hitting 'em.
Magic Immunity - Good against those lucky foes.
With Forester, moves about 12-16 across overland map. Wizzo knocking at
your fortress door? Not anymore!
It is imperative to cast COUNTER MAGIC at maximum when fighting another
Wizard. If they have disenchant or dispel - they'll use it! Once that's
taken care of - movement should be around 10-12 with all those artifact
goodies - just jaunt up to the gates and fire away. Kills the strongest
of baddies in one blow! Oh, remember the lightning or whatever on your
bow - It'll hit them missile proof suckers! Nice touch!
BTW, you may want the recall hero spell - in case there's more of 'em
than arrows!
Example:
Marcus:
29 Attack
26 Ranged
Flaming Bow of Doom +6 +3
Took out 7 Great Drakes - run 5 away and fire... (Almost out of arrows!)
Took out 3 Demon Lords - used 3 arrows on lords, rest on lil summoned basts!
Great Wyrm got you in the dumps? No problem! Just try 'one shot Markie'.
Conquered city after city...
Banished wizard after wizard...
Now, If I could just have Alorra AND Marcus... *CACKLE*
Here's a good edition for an MOM update - add extra quivers in misc item
creation. Would help my 8 shot archer!
Ok, let's hear of your great hero's or groups and why they're advantageous.
We're talking - quick way to glory here! *cackle*
There's my 3Kb worth - Merry MOMing!
--
jha...@mesa5.mesa.colorado.edu
An optimist may see a light where there is none, but why
must the pessimist always run to blow it out?
-- Michel de Saint-Pierre
...
>Personal choice...
>Life II Need those 'holy' spells - adds and prevents damage
>Chaos II Eldritch Weapon a plus...
>Sorcery IIII The grandaddy for my method - Invis and Flight a must
>Alchemist So I can trade gold for mana 1:1...
>Artificer So I can make that +6 bow of flaming...
>Runemaster Need that extra %25 off...
>High Elves Not sure why - just like longbowmen as tower defense.
Do you use the Artificer+Runemaster combination cheat to build up
your manna reserves?
>jha...@Mesa.Colorado.EDU (jack harmon) writes:
>...
>>Personal choice...
Is this really a cheat ? I used this combination once, but together with
Archmage instead of Alchemist, gives you enough skill to start making
lots of mana from the beginning. I don't really consider this a way of
cheating - imagine you are a spellcaster famous for making artifacts,
selling them (ok, for mana and not gold) to others. It surely helps,
but I would not consider it cheating. Its also limited by your casting
skill, and you can't do anything else while casting.
Thomas
: Personal choice...
: Life II Need those 'holy' spells - adds and prevents damage
: Chaos II Eldritch Weapon a plus...
: Sorcery IIII The grandaddy for my method - Invis and Flight a must
: Alchemist So I can trade gold for mana 1:1...
: Artificer So I can make that +6 bow of flaming...
: Runemaster Need that extra %25 off...
: High Elves Not sure why - just like longbowmen as tower defense.
: PRAY for the summon hero spell EARLY! Once I get it, summon till I
: --
: jha...@mesa5.mesa.colorado.edu
What you could add to this is a flying warship... and I emphasize flying....
hype it up and it will take care of the littlies esp. when you run out of arrows :)
KC
Nope - no cheating here - and it really isn't as great way to get mana -
there's other things to be casting. Primarily used to build GREAT weapons
and armor - cuz I can't seem to keep 10000gp in my stores to attract
merchants.
>>>Personal choice...
>
>>>Life II Need those 'holy' spells - adds and prevents damage
>>>Chaos II Eldritch Weapon a plus...
>>>Sorcery IIII The grandaddy for my method - Invis and Flight a must
>>>Alchemist So I can trade gold for mana 1:1...
>>>Artificer So I can make that +6 bow of flaming...
>>>Runemaster Need that extra %25 off...
>>>High Elves Not sure why - just like longbowmen as tower defense.
>
>>Do you use the Artificer+Runemaster combination cheat to build up
>>your manna reserves?
>
>Is this really a cheat ? I used this combination once, but together with
>Archmage instead of Alchemist, gives you enough skill to start making
>lots of mana from the beginning. I don't really consider this a way of
>cheating - imagine you are a spellcaster famous for making artifacts,
>selling them (ok, for mana and not gold) to others. It surely helps,
>but I would not consider it cheating. Its also limited by your casting
>skill, and you can't do anything else while casting.
It was also mentioned that one could create some chainmail and
enchant it with Invulnerability, Magic Immunity and Regeneration. I have
had these spells in most of my games and when I go to create artifact or
enchant item. These spells are never listed for me to select. What exactly
is needed. I have mana, The spells <listed> and the creation spells.
--
-BillyBoy
You need a certain number of spell ranks in a color to access its special
artifact enchantments. Whether you know the spell or not is irrelevant.
I don't have the manual on me, but for example, to make a Phantasmal
weapon you might need to have 5 Sorcery books. I'm pretty sure the
combination listed above (Inv, Magic Imm & Regen) is impossible since
you'd need about 15 spell books to get it.
--
[ "Sole judge of truth, in endless error hurled: -- Alexander Pope, ]
[ The glory, jest, and riddle of the world!..." "An Essay on Man" ]
["RARE." -- Death, on what humans would be without love (T. Pratchett)]
[ Dirk Tebben Disclaimer: I have no one else's opinion to use. ]
There is a table in the back of the MoM manual which states how
many spell books of a specific magic realm you need in order
to enchant a particular artifact with the corresponding spell.
Whether or not you have those spells in the game isn't relevant.
Anyone who makes the above item requires at least 5 books (if not 6)
each of life, sorcery, and nature magic. Can you say MoM cheat?
--
Rob Buchner
rai...@ihlpf.ih.att.com
>There is a table in the back of the MoM manual which states how
>many spell books of a specific magic realm you need in order
>to enchant a particular artifact with the corresponding spell.
>Whether or not you have those spells in the game isn't relevant.
>Anyone who makes the above item requires at least 5 books (if not 6)
>each of life, sorcery, and nature magic. Can you say MoM cheat?
Seems stupid and obtuse that you can not incorporate a known spell,
yet you can include spells you have not research especially with an
artificer retort. I may have to cheat and go 20 books <wink>.
--
-BillyBoy
> It was also mentioned that one could create some chainmail and
> enchant it with Invulnerability, Magic Immunity and Regeneration. I have
> had these spells in most of my games and when I go to create artifact or
> enchant item. These spells are never listed for me to select. What exactly
> is needed. I have mana, The spells <listed> and the creation spells.
>
> --
> -BillyBoy
>
>
These enchantments can be placed on armor (or weapons, etc) if you have
a requisite number of spellbooks in a certain type of magic. I believe
that it is not necessary to know the specific spells in order to enchant
an item with them. The information is contained in Table M, page 146, in
the manual. Invulnerability - 5 Life, Regeneration - 6 Nature, Magic
Immunity - 5 Sorcery.
You can see that you would need to find a hell of a lot of spellbooks
in order to create the chainmail you want. That's too bad, because that
would be one kick-ass suit of mail. The other bummer is that there are
some cool chaos enchantments to put on weapons, but I'm not going to select
5 Chaos books just to create an Axe of Destruction and Lightning.
-Dave
> You can see that you would need to find a hell of a lot of spellbooks
>in order to create the chainmail you want. That's too bad, because that
>would be one kick-ass suit of mail. The other bummer is that there are
>some cool chaos enchantments to put on weapons, but I'm not going to select
>5 Chaos books just to create an Axe of Destruction and Lightning.
Yes, after someone mention the spell book requirements I looked it
up and created a game I am now playing not based on selected spells but on
artifacts I wanted to create. I also picked up 3 nature and 3 chaos in the
game which brought me to 2S2L5N5C. I created an +6 Flaming Axe of Lightning
& Destruction at 3000 mana with an artificer retort. I must say I am impressed
with it <wink>. I am going to go into itemmake and create various +5 spellbook
type items. That is items that require +15 books then I can play the normal
way, yet see how phantasmal, chaos, haste and power drain effects work.
--
-BillyBoy
Look at the item itself. It should say "Phantom Beast x?" where '?' is
some number. That is number of Phantom Beasts you can summon PER combat.
So no, there isn't any charges.
--
+-------------------+----------------------------+------------------------+
| Bill Poitras | Molecular Simulations Inc. | Tel (408)522-0116 |
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+-------------------+----------------------------+------------------------+
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| |Subject:<CR>help<CR>quit | |
+-------------------------------------------------------------------------+
An item can be enchanted with/between 1-4 spell charges.
--
Rob Buchner
rai...@ihlpf.ih.att.com
>I must say I don't quite understand what you mean with +x spellbook type items.
>Anyway, this thread reminds me of a new strategy I played last week. I don't
>think it has been posted yet, but I have not read this newsgroup for a couple
>of weeks. I pick artificer, runemaster, 5 sorcery, 2 life, 2 nature.
>artificer and runemaster allows you to create items at 25% normal cost. You can
>channel all power into skill (exept for the first 2 or 3 turns), and then
+X means items effects that require +X number of spellbooks like
haste, lightning, chaos and phantasmal. X being a number between 1 - 7.
--
-BillyBoy
And spell charges DO NOT GO AWAY. you can use them again every time you enter combat. They do not get used up. I think I answered this before, but used the wrong distribution
-Jason Brandt