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Old 09-23-2004, 09:03 AM   #70
seclists
Dungeon Master
 

Join Date: December 18, 2003
Location: NA
Age: 54
Posts: 57
Quote:
Originally posted by Krull:

I also liked Paladins, which magic realms did you like? I liked Nature and White.
I typically went for "rainbow" (CNS) so I could pick Node Mastery (L or D added for extra color if I felt like it). I also preferred to pick retorts instead of spending most of the picks on spellbooks, then get more spells by trading spells (I played with 4 opponents, sent out magic spirits to meet them early, and I often also was Artificer and so had something to trade if I found the other wizards quickly enough). Also, I tried to take the tougher Myrror nodes (you know, the ones with lots of Sky Drakes, Great Drakes, Hydras, Great Wyrms etc.) as soon as possible (read: as soon as I had completed my first 9-paladin stack) because I would often find spellbooks in them - I would practically always finish the game with a full library of spellbooks (that'd be 13 spellbooks, IIRC).
(I am speaking in the past tense because I nowadays try to experiment with new strategies and playing styles.)
There were relatively few spells that were "must" for this playing style. Actually, I would only need:
-Some means of engaging flying enemies (paladins can't fly!) - Web (N) was my preferred spell for this, even though it didn't work against shadow demons (they are non-corporeal and cannot be webbed). Then again, their distance attacks could hardly even scratch my paladins. So I just hit "Auto" and waited; eventually they would run out of magic attacks and engage the paladins in melee -> my paladins got to counterattack and quickly tore the shadow demons into pieces. I could also have used Flight, but then I would either have had to 1) pay upkeep for every flying paladin unit or 2) separately cast it on every paladin unit at the beginning of every combat. Blehh! I would rather just web the Sky Drakes, Great Drakes and Demon Lords and hit "Auto". Against the less powerful flying creatures, I would just wait until they run out of ammo and start meleeing the paladins (...and die). You get the picture. Now you know why I do NOT play high men/paladins any more. It gets boring too quickly! [img]smile.gif[/img]
-Some means of traversing water. I preferred floating islands that I cast as required and quickly dismissed (remember, I had those powerful Myrror nodes and Node Mastery, so the mana cost was not an issue). I disliked building ships as well as using unit-specific enhancements that require upkeep. However, a hero with Wind Walking and plus-to-speed artifacts makes an attractive alternative to floating islands.

PS., I envy you for the strategy guide. I missed it completely and was peeved for years. Any chance you could, ahem, scan it (all 400-odd pages of it) into a pdf or something? [img]smile.gif[/img]

EDIT: Oh, one neat trick I always used. If played a Wizard with L(ife) magic, I always picked Rjak's portrait for my character. And if I played a Wizard with (D)eath magic, I picked Ariel's (wasn't that her name?). Why? Because then the computer couldn't pick those wizards (that would have had no spells to offer to me). [This probably made absolutely no sense to those don't have a lot of MoM experience, sorry.]

[ 09-23-2004, 09:10 AM: Message edited by: seclists ]
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