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Thread: MOM: book req's for artifact spells (non charged)

  1. #1
    da_hal
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    MOM: book req's for artifact spells (non charged)

    If somebody could post it, that would be great.

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    bakalov
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    The table is in the manual, but I have it only at home. I suppose I will bring it someday if anyone else does not post it sooner.
    Against stupidity the very gods themselves contend in vain.

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    Harry Seldon
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    Like the Create Artifact spell? I've been able to get it with ten books of Chaos. I think it's an arcane spell that's not linked to spell books, though I may be wrong about that.

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    Elok
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    I'm guessing it would have to be arcane, seeing as Artificer doesn't require a specific school.
    1011 1100

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    DaveV
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    Here's a cut-and-paste from the manual. It's a mess, but should contain the info you're looking for.

    SPELL-SPECIFIC ARTIFACT ENCHANTMENTS
    Enchantment Required Magic Weapon Armor Miscellaneous Effect If Not Same as
    Realm and Rank Spell*
    Bless Life 2 - Yes Yes
    Endurance Life 2 - Yes Yes
    Holy Avenger Life 3 All but staff - - Protection from Evil and
    & wand Dispel Evil
    Invulnerability Life 5 - Yes Yes
    Lion Heart Life 6 - - Yes
    Planar Travel Life 5 All but staff - Yes
    & wand
    Righteousness Life 4 - Yes Yes
    True Sight Life 6 - - Yes
    Cloak of Fear Death 2 - Yes Yes
    Death Death 3 All - - Save at -3 or die
    Power Drain Death 4 All - - Opponent wizard loses
    2 to 20 mana
    Vampiric Death 5 All but bow, staff - - Life Drain spell
    & wand
    TABLE M
    Wraithform Death 4 - Yes Yes
    Chaos Chaos 6 All but wand - - Wielder is at half attack
    strength, but the attack
    allows no defense;
    i.e., it does damage
    automatically
    Destruction Chaos 5 All - - Opponent must resist or
    be disintegrated
    Flaming Chaos 2 All - - +3 attack strength
    Lightning Chaos 5 All - - Armor Piercing
    Elemental Armor Nature 4 All Yes Yes
    Giant Strength Nature 3 All but staff, bow - - +2 attack strength
    & wand
    Pathfinding Nature 3 - - Yes
    Petrifying Nature 2 All - - Opponent must resist at
    -1 or be stoned
    Regeneration Nature 6 - - Yes
    Resist Elements Nature 2 All Yes Yes
    Waterwalking Nature 2 - - Yes
    Flight Sorcery 3 - - Yes
    Guardian Wind Sorcery 3 All but staff, bow & wand Yes Yes
    Haste Sorcery 7 All but staff & wand - -
    Invisibility Sorcery 5 - - Yes
    Magic Immunity Sorcery 5 All Yes Yes
    Phantasmal Sorcery 6 All - - Illusory Attack
    Resist Magic Sorcery 2 All Yes Yes
    Note that “saves” decrease the target’s ability to resist the spell by 10% per -1 point specified.
    Enchantment Required Magic Weapon Armor Miscellaneous Effect If Not Same as
    Realm and Rank

  6. #6
    Harry Seldon
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    That's the requirements to enchant artifacts with specific spells but not what's required to use the enchant artifacts spell itself. The more I think about it the more positive I am that this is a nonbook related speel. Aren't the spells randomized so that you can't get the same ones every time unless you have all spell books in a school or select it as guaranteed from the beginning? Maybe that game you just didn't pull Enchant Artifact.

  7. #7
    Tuberski
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    It is arcane, everybody is able to cast it.

    ACK!
    "Foof." - Sasquatch.

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    da_hal
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    dave: ah cool thanks

    to everybody else: the possible enchants you can put on a created item depend on the number of spellbooks you have in a given realm.

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    Tuberski
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    It wasn't clear enough from your initial post.

    ACK!
    "Foof." - Sasquatch.

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    da_hal
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    some of these i haven't tried...are death, petrify and destruction good?

    Is vampiric as good as life drain?

  11. #11
    bakalov
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    I personally like the Chaos mods - Lightning and Chaos are pretty good. I wonder if these mods you mentioned work better with "-spell save" on a staff for example? If they do they can be quite good I suppose ....
    Against stupidity the very gods themselves contend in vain.

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    da_hal
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    yeah i was wondering that too...however, all the non-mage heros can't use a staff, except aurelius, warrax, and x, and none of them need to get into combat.

    i've been messing around with stoning and flaming, they seem pretty good i think. the flaming adds to damage, and stoning seems to work about every 3rd shot from my sage or so.

    i think the lifesteal/vampiric should be awesome, if it works as often as the one wraiths have...i like bathru the orc guy, but he just can't do the hard nodes.

  13. #13
    bakalov
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    May be we can try stoning or death on the weapon and -spell save on the misc item (it allows up to -4 I think)
    Against stupidity the very gods themselves contend in vain.

  14. #14
    bakalov
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    BTW I tried the guardian spirit strategy and it worked well enough for me - boosted taxes, put the pop on trade goods, sold my smithy and barracks (the smithy requires 1 maintainance :-) so with 13 mana and 8 gold per turn I could start ... my city had no specials. After I started I managed to get a lot of mana from capturing locations and neutral cities. For ~30 turns I managed to defeat 2 other wizards. Each of them gave to me about 400 gold. The 3rd managed to kill my spirit but It was my fault I suppose. I should have used bless on it.
    Against stupidity the very gods themselves contend in vain.

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    Ecthy
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    it's a bummer how artifacts you can buy can have better stats than artifacts you can create...

  16. #16
    aaglo
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    But have you guys ever seen a plate armour with +8 shields?

    You can create those, but not buy those.
    The plate armour adds (without defence bonuses) +2 shields - something that the chain mail does not do. That's why the artificier should always create plate-mails for heavy defence purposes (I cannot remember if the additional bonuses -like spells- are different for different armours).
    I'm not a complete idiot: some parts are still missing.

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    Tuberski
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    They are the same aaglo, the only difference is the defense bonus you mentioned.

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    "Foof." - Sasquatch.

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    aaglo
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    and the initial cost (no magic at all) is greater in plate armour
    I'm not a complete idiot: some parts are still missing.

  19. #19
    Tuberski
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    Originally posted by aaglo
    and the initial cost (no magic at all) is greater in plate armour
    That's because of the initial +2 defense bonus. There are three types of armor IIRC, the middle armor grants +1 to defense and the initial cost is halfway between the first armor and plate.

    For example:

    Base armor=100 mp

    Chain=150 mp

    Plate= 200 mp

    ACK!
    "Foof." - Sasquatch.

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    Ecthy
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    And get those adamantium weapons!!

    I think heros are overrated. They don't beat paladins or black knights now do they?

  21. #21
    da_hal
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    my heros slaughter everything. i usually use mage/flying/invis types. hardest probably is sky drakes. i need to have like level 3-4 heroes.

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