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What I just described is the base of the nation. While the bless if completely optional, the scales I described are probably the most important thing for MA Ulm. Then, the only question is: what kind of chassis, magic and awakening can I get with these scales?
Personally, I like using rainbows a lot, site searching being their greatest boon here. I also like using them to forge good items, as MA Ulm lacks magic quite a bit. And when it comes to rainbows for that specific purpose, Ulm has four that are interesting: Master Alchemist, Great Enchantress, Eldest Dwarf and Frost Father. All can get pretty equivalent builds all the while getting excellent scales. How much magic you can get will then be dependant on how much time you're willing to wait. I personally find Dormant to be the beast deal, as it lets you both enough magic AND enough time to actually site seach efficiently, which is the case neither of Awake nor Imprisoned.
Your going to have plenty of design points to spend, because you get to take drain 3 and its a benefit to you, so you want fantastic scales O3 P3 G3 possibly L0-3 (depending on your view of luck, remember luck gives you a greater chance of events and well the majority will be good with luck, you will get more bad events, well 0 elimintes RNG as much as possible).
Then you can lavish points on a pretender, you don't need a awake pretender either, MA Ulms military can take indies easy peasy.
I am a big fan of blood and blood gives you a powerful endgame, plus it means bloodstone access later on, so I would get blood 4, its a long term strategy, hunting / empowering smiths / hunting / empowering smiths but if you make it to turn 40-50+ it starts to pay off and take any oppourtunity in game to get blood slaves as it speeds you up.
After that go with whatever you fancy, I would avoid taking earth personally, as MA Ulm as earth magic coming out of his ears and ends up with more earth gems then they know what to do with, so empowering in earth isn't a hardship. I would look to diversify MA Ulms magic, its not a bad idea at all to look to take 2 in N, W, D paths MA Ulm has no natural access too so can potentially diversify into those magic paths later on.
My take is from a long MP game point of view, one that will last 70-80 turns in total.
4A - Precision x3, Minor LR bless
5S - Farcaster + Minor MR bless ans Rings forging lategame
5D - Stygian Skin bless for protection against random arrows and Bane/Tartarian lategame
That way you can get very good item for 1S-gem that can be equiped on ALL of your combat mages with 1gem Grindle and 1gem Luck.
Plus he is good SC with teleport
Never do that imho. It will cause the worst possible events to spawn.
But in dom5 you get not 1 mage per turn, but 1.5 mages with command points. And with good scales you have money to constantly produce 1.5 mages and full load of any of cheap troops in 3+ castles. So you can have 2-3 of astran mages usually pretty fast (or none if you unlucky :) ).
So if you go for mage bless route it`s more viable now, and S5 is good for lategame anyway.
And don`t forget that you can grab some cheap bless for Shrouds from all-lvl3-in-elem-or-sorc for you rainbow pretender as additional option.
Not true.
You get massive boost to resources in Ulmish forts + prod 3 + Priest smiths 10 resource each.
I easily get to 700+ resources and thats when recruitment points can matter. And that is only talking about the capital. With all other forts, I tend to miss recruitment points more than resources at some point , usually in midgame.
I would advise to take Astral with pretender for reasons stated by others in this thread.
Other magic paths are a matter of preference. I often take Death magic.
Taking far caster/ precision and shrouding master smiths is a viable stat...but in general I would go for that in LA ...since your priest smiths are not cap only there and can be massed in huuuge numbers, all capable of going evocation national spells without shroud.
MA Ulm is more about thugging imo and taking pretender to fill leaks in magic paths.