![]() |
Evil musings...
Just been having some evil thoughts on the Madallion of vengeance magic item, but I have never used it so far, as anyone got any details on it? Specifically area of effect, damage?
Feel free to guess my evil ideas concerning this item... Also, why not share your http://forum.shrapnelgames.com/images/smilies/evil.gif side with the Dom3 community and tell us about your most evil tricks/tactics that you have managed to successfully carry out while playing Dom3. Can involve any aspect of play, not just magic items... |
Re: Evil musings...
Medallion of Vengeance is about like a fireball explosion, I think.
Phoenix Pyre comes immediately to mind as something that can be very evil to either friend or foe or both. Bane Venom Charms on stealthy units can do evil things to rich enemy provinces. Of course, they can also be snagged by patrollers and used against you or your allies. Laying waste to a rich enemy province with pillaging and then moving on in time for the enemy army to show up for battle and find you missing and shockingly few supplies left in the province when they arrive, is rather evil. Assassinating enemy commanders just before a battle so that only half of his army shows up for combat is also rather evil. ... |
Re: Evil musings...
The evilest thing I've really done was learned from this board. Cast Wind Ride in an enemy province and send enemy generals to a lab full of charmers.
That and, in Multiplayer, I like to mess with my opponent's heads by naming my undead generals after enemy generals I've killed. |
Re: Evil musings...
flying scouts in some nations can be used as kamikaze attackers
nations with cheap assassins sending a scout to the arena battles none were very effective in Dom2 but I havent tested them in dom3 |
Re: Evil musings...
cheap F2 mages such as abysian mage/priests casting phoenix pyre could be nasty to disrupt enemy armies with the added advantage of their fire damage (i hope) explosion not hurting your troops (if its fire damage that is)
|
Hard to beat Swarm + Haunted Forest for silly evil
Does take high nature and some death, 'tho.
If you have immortal death mages, Summon Lammashastas has no downside other than cost of the gems. |
Re: Hard to beat Swarm + Haunted Forest for silly evil
Demiliches anyone?
|
Immortal death mages
Or your Vampire or Lich royal, if you chose one for a pretender, or a Vampire Count from Sanguine Heritage, or Etimmu if you're the Ashen Empire. :p These guys are also obvious early HoF entries, because dying a lot makes you famous... so go charge those indys.
If you're R'lyeh, get those Void Spectres out and about, and drive enemy pretenders insane. It's permanent, and you can drive up their insanity score to 100... and IIRC they're something like Stealth +20, giving them some time before they get caught. |
Re: Immortal death mages
Isnt the limit for insanity 50? Also, i like to make my void spectres into assasins, give them a lucky coin, starshine skullcap, black heart (take some blood on the pretender) and an eye of the void. He has s5, ethereal, luck, high stealth, causes insanity, can assasinate and can cast soul slay (he has S5 and a +2 penetration item), making him very deadly. If possible i also give him stymphallian wings so he can fly. Some-times I also script him to enslave mind if hes facing lesser commanders/bodyguards (nothing makes you laugh like making the enemies bodyguards attack him).
|
Re: Immortal death mages
A really good idea is to put medallions of vengeance on flying units, especially the demon assassin for Abyssia, that way you can be sure to take out the enemy in battle, and have a shot of taking the target with you in assassination attempts, rather than have a lucky arrow explode your unit in the middle of your own troops. Plus, since it's Abyssia, you don't have to worry as much about the fire effects. You can even alternate these suicide bombers with other fireproofed demon assassins which are fully equipped with things like hellswords, ring of regeneration, rime armor (great because it boosts the types of damage you're throwing around to 3, 4 if you've got archers with storm-bows, and the more types of damage you're slinging, the harder it is for the enemy to resist), etc, and ready to take advantage of the explosion's aftereffects. You can do this in waves for greater carnage with scripting. Because this type of troop is reasonably tough, they'll probably do well in the fight, and the explosions will only start happening exactly when you want them to, AFTER (and if) the battle starts going bad. This type of troop also has two (two!) poison dagger attacks, so tough enemies have, at bare minimum (see above) two types of damage to worry about. When fighting Niefel giants, you can already have your enemy worn down by poison, and then suddenly hit by multiple (for Niefel) double-strength fireballs. It gets messy.
|
Re: Immortal death mages
Or for abysian demon assasins give them bear-claw talismans, boots of giant strength and a burning pearl. 25 strength and 19 attack with 2 strongly poisoned daggers and flying (so they get the first attack) means very very regular enemies can strike back.
|
Re: Immortal death mages
I don't like to load most of my demon assassins up, just because they aren't THAT good at surviving, and you can lose a lot of items (thus time and gems) that way. I think it's a better strategy to send a bunch in (commanders, not troops, or commanders screened by troops, however you wish, but regular troops don't seem to last long), but only concentrate on tricking out a few (however you wish), and sending that few-who will survive better, having been more concentrated on-in later waves. I always prefer to give unequipped-and even the ones I've completely pimped out if I have enough amulets lying around, because you can never have enough explosions-demon assassins amulets of retribution though. The idea being that they function as big fighting/flying/poisoning/assassinating/eating/drinking missles. BOOM.
|
Re: Immortal death mages
Lifelong Protection spam is fun.
Get a bunch of commanders with good HP, give them LifeLong Protection contracts, maybe something so they can cast a spell (wand of Fireballs is a good choice) put them all the way in the back, and set them to cast. Individually, they aren't much. But if you bring in a staff of storms and twenty such commanders, well..... Lots of communion slaves, and a master that casts Pheonix Pyre. Helps to have another master that casts Personal Regeneration and a non-communion master spamming Relief. Lots of repeating bombs all over the map. |
Re: Immortal death mages
LA Agartha has Flame Corpses. They explode. They are almost impossible to use, but they exist.
|
Re: Immortal death mages
Cant spam relief in dom3, its a battlefield-wide enchantment that reduces around 1 fatigue per turn. Lifelong protection spam is fun but everything spam is more fun:
Take an assasin Give him a bottle of living water, lifelong protection and skullface. At the start of battle he gets a water elemental and imps everyturn+skullface lets him cast raise skeletons. |
Re: Immortal death mages
Now, I thought that the Medallion of Vengeance inflicted non-elemental damage, rather than fire damage. Anyone know for sure?
|
Re: Immortal death mages
It was physical damage in Dom2.
|
Re: Immortal death mages
I may be wrong but I believe that it atleast requires fire magic to forge?
|
Re: Immortal death mages
Quote:
|
Re: Immortal death mages
In dominions_2 the black hawks were much less powerful and virtually worthless(besides patrolling with other flyers) once the ability to blood hunt with non_blood units was decreased via a patch. As a result I would spend 2 fire gems via items, magic_sites, and/or globals to forge the medallion and then send them in pairs to attack the enemy. Usually one as attack archers and another as attack rearmost.
Worked pretty good ! |
Re: Immortal death mages
Quote:
step 1:- Cast call of winds, preferably as a surprise attack on a enemy, enough call of winds, especially when used with call of wild and cloud trapzing mages can easily take out provinces PD, even 30+. Make sure your forces have a retreat province. step 2:- Have your great hawks gather the remaining black hawks and fly to nearest lab. Equip the 15hp great hawks with fever fetishs. Then they can patrol/produce fire gems for the next 10 turns. step 3:- Return the great hawks to lab when they have 5'ish hps (depends how far your frontline is), remove fever fetishs to equip more black hawks later on, give medallion of vengenance (possibilty of slave collar as well, you do not want them retreating from battle), fly to frontline (there last flight), kamikaze into the enemy in battle. The best thing is its all very cheap in gem cost, it costs:- 5A - call of winds. 5F/5N - fever fetish (reusable). 5F - medallion of vengenance. 5B - slave collar (optional). You get in return:- 1 great hawk leader + 20 black hawks. 10 turns of patrolling. 5 fire gems approx. 1 kamikaze bomber. Now that's a bargain. http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/evil.gif http://forum.shrapnelgames.com/images/smilies/evil.gif http://forum.shrapnelgames.com/images/smilies/evil.gif |
Re: Immortal death mages
Oh yea, another benefit I forgot, if you equip a slave collar on your great hawk, a funny side effect is when he kamikazes, a enemy mage/pretender may get the slave collar...feebleminded mage/pretender anyone... http://forum.shrapnelgames.com/image...es/biggrin.gif http://forum.shrapnelgames.com/images/smilies/evil.gif http://forum.shrapnelgames.com/image...es/biggrin.gif http://forum.shrapnelgames.com/images/smilies/evil.gif
|
All times are GMT -4. The time now is 04:36 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.