Dwarf + Magic = </3

Bringa

King
Joined
Jan 23, 2006
Messages
678
As a veteran AD&D player/dungeonmaster I should KNOW that dwarves and magic don't work together; however, I didn't understand from the civopedia HOW this manifested itself in FFH. As far as I understand now, dwarven adepts cannot be upgraded to ANYTHING? They're just stuck as adepts? Meaning they can never do spells that require sorcery etc? That would suck for me ;P

Someone give me a hint what I should do with the 12 dwarven adepts I've built in this multiplayer game, because I think my Ljosafar enemy is preparing for war as well, and I might just have found out that half my army is useless ;P
 
You may want to start worshipping schrubs to curry some favor with the dandelion eaters.

Incidentily the Luchuirp can build higher tier mages, but the Khazad are a little magically handicapped.
 
Someone give me a hint what I should do with the 12 dwarven adepts I've built in this multiplayer game, because I think my Ljosafar enemy is preparing for war as well, and I might just have found out that half my army is useless ;P
Make sure they all have enchantment, and send them in with stacks of seige units. Dwarves get one unique spell, repair, although You've probably noticed this.
 
Khazad Adepts can't upgrade..? :O

Learn something new every day..

Like I have said before, wish this stuff was documented better, hehe
 
Khazad Adepts can't upgrade..? :O

Learn something new every day..

Like I have said before, wish this stuff was documented better, hehe
Look at the science advisor.
Look in the manual (wiki)
Look at the Khazad thread, linked in the FAQ thread.
It might say so if you look up conjurer et al. as the Khazad ("not buildable by your civilization" though that might just be heroes.)
It might say so in the strategy text, at the Dawn of Man screen, I don't remember, but wouldn't be surprised.
 
Khaazad can have (limited) mages like everyone else with dwarven religion:

Make a stonewarden a highpriest: now you have craft flesh (body III).

Use craft flesh with one of your highpriests and the adept in question: Now your highpriest can use sorcery AND divine. Limited spell choice and no advancement, but dwarven sorcery...
 
I have read the wiki, Nikis.

Some units have the Dwarven promotion : double movement in hills and peaks, gives adepts the ability to cast 'Repair' with enchantment I.

The Dwarven Vault specialty gives all Khazad cities modifiers based on the amount of gold in the treasury divided by the number of cities. Dwarven mines are cannot be razed. Also, keep in mind that the hill defense promotion applies to attacking as well, in FfH.

That is it. No mention of the lack of magic thing, although I am adding it now :)

Something that critical should be in the choosing-a-leader popups or at least the Dawn popup, IMO.. I dont check the civopedia for every unit I build with every race and I'm sure I'm not the only lazy one
 
yeah, I did that too.
 
Nikis-Knight said:
okay, I stand corrected.Serves me right for posting w/o checking. (although science advisor. screen is a good place to see missing/extra units). I'll look over the DoM texts. Feel free to add to the Wiki.
Promotion orders (for some groups of units) are in the wiki. Here are the Luchuirp arcane Units. Here are the Khazad Arcane Units. Yes, I realise that there's no cross-linking yet from the Civs, and that not all the Unit types are done. At the moment, the .16 update is higher priority to me.
 
that khazad link actually showed them getting the higher mage types, although Luchiurp's didnt... edited them out :D
 
Back
Top Bottom