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-   -   Re-Raising Skeletons ?!?!?! (http://forum.shrapnelgames.com/showthread.php?t=31438)

rsolow October 29th, 2006 10:11 PM

Re-Raising Skeletons ?!?!?!
 
There are five corpses in a province and I raise them as skeletons.

Questions:

1. If these skeletons die in battle, can they be immediately raised as the battle progresses?

2. Can other creatures that die in this battle be raised (or must one wait until another turn to raise this corpses)

quantum_mechani October 29th, 2006 10:19 PM

Re: Re-Raising Skeletons ?!?!?!
 
Raise Skeletons does not need corpses, it's Raise Dead spell that does.

rsolow October 29th, 2006 11:42 PM

Re: Re-Raising Skeletons ?!?!?!
 
So unlimited Skeletons??! What is the counter for them -- banishment?

Louist October 30th, 2006 12:49 AM

Re: Re-Raising Skeletons ?!?!?!
 
Skeletons are fairly weak summons. Banishment easily kills them and even light infantry have no trouble taking them on.

quantum_mechani October 30th, 2006 01:01 AM

Re: Re-Raising Skeletons ?!?!?!
 
Quote:

rsolow said:
So unlimited Skeletons??! What is the counter for them -- banishment?

And a few other anti-undead spells. But yes the spell is overpowered even so.

Endoperez October 30th, 2006 04:01 AM

Re: Re-Raising Skeletons ?!?!?!
 
"More powerful than most spells of the same research level", that is.

PDF October 30th, 2006 08:09 AM

Re: Re-Raising Skeletons ?!?!?!
 
The tactic of using a group of Death mages scripted to Raise Skel x 5 is very very efficient, it has been so used and abused it's referred as "skellspamming" http://forum.shrapnelgames.com/images/smilies/wink.gif

Nerfix October 30th, 2006 08:19 AM

Re: Re-Raising Skeletons ?!?!?!
 
Skellyspamming is a time-honoured tradition in Dominions. Air elementals, False Horrors, Quickness, pfah, they come and go. Skellyspamming is ETERNAL!

Shovah32 October 30th, 2006 08:54 AM

Re: Re-Raising Skeletons ?!?!?!
 
Atleast both quickness and relief have been toned down, a group of ctis (miamasa) marshmasters used to be able to walk into battle casting quickness, raise skelex4, cast spells with a few (depending on how long the battle will last) casting quickness, reliefx4, cast spells. With each marshmaster making 10 skeletons per battle turn and, with enough relief, keeping it up for the whole 50 turn battle they were a very powerful force.

Another counter to this is a thug/SC with either fire magic(to cast fireshield) or a charcoal shield. Make him fly and tell him to target rear and he will fly close to the mages, watch the skeletons kill themselves on his shield and then go crush the fragile mages.

Twan October 30th, 2006 09:30 AM

Re: Re-Raising Skeletons ?!?!?!
 
Skel-spaming is not that efficient now. You'll see your mages routing sometimes (don't know if summoned skeletons are counted in the "entire army" size for morale checks, or if it happens when all commanders are unconscious but I remember one or two strange defeats far before the turn limit).


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