Quote:
rylen said:
What are immobile pretenders good for? I've been thinking about them lately. And I remember reading about giving one "twiceborn" and getting them back once they're killed as mobile beings. But how do you get good use out of them until then?
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I tried some immobiles now and again, but without Zen's pretender mod most simply weren't viable (or at least, certainly not attractive) for MP games.
A few exceptions: R'lyeh's Void Lurker: very cheap magic paths (15 points) made for a very good rainbow mage, very good for research and for forging. With a bit of research, capable of teleporting into provinces and winning all by its lonesome, including land provinces with an amulet to let it breath on land. Very good HPs and ethereal, and post twiceborn, usable for site searching and whatnot.
Marignon's Baphomet: great for a dual Fire/Astral bless, plus pretty good basic dominion. With built in etherealness and fireshield, I took several provinces with one with little more than teleport researched.
Abysian/Machakan Divine Glyph: Just like the Baphomet - less innate fire magic and no fire shield, but has Awe to help take independents all by itself.
Those were pretty much the only immobiles I ever found viable, and I'm not sure I'd have recommended them for a competitive MP game, but fun to try with.
On the other paw, with Zen's mod most if not all the immobiles become reasonably viable and more or less appealing - a lot have built in gem incomes, one (the Glyph) is now immortal, etc.