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  #1  
Old September 10th, 2004, 07:44 PM
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Nagot Gick Fel Nagot Gick Fel is offline
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Default Re: 10 Magic Strength Pretenders....

Quote:
archaeolept said:
also Death 10 is much superior to Death 9, though still not that good IMO, and so might reasonably to taken for a PoD, who wants very high death anyways.
Death 10 (especially on a PoD) is the only level-10 blessing I'd consider. On sacred troops, Lesser Fear(-1) -> Fear(+0) is a much better improvement than an extra point of ATT, DEF, STR, reinvig, etc. And the PoD also benefits from it (+19 -> +20). Remember enemy troops suffer an extra -1 to their morale check at fear levels 0, +5, +10, +15, etc.

And it also means an extra Ghost per Summon Ghosts ritual
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  #2  
Old September 10th, 2004, 08:19 PM

The Panther The Panther is offline
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Default Re: 10 Magic Strength Pretenders....

Nature 10 would be useful for Serpent Cult Pythium. The +4 berserk hydras are mini-SCs sans leadership.

I once killed 2 fully decked berserked ice devils with 11 blessed hydras and some other assorted stuff. Lost only 1 hydra besides a bit of fodder. And this was with just a nature 7 blessing, which was perhaps the stupidest blessing ever selected by anybody anywhere. But it was my second MP game and I was a complete newbie at the time.

Come to think of it, I still AM a complete newbie!
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Old September 10th, 2004, 08:26 PM

Aku Aku is offline
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Default Re: 10 Magic Strength Pretenders....

Panther that ice devil battle isnt exactly accurate...you had like 30 tritons that caused the ice devils to go berserk(they had hellswords) which prevented them from casting their initial spells. Tritons are good at killing sc's before they get a chance to cast spells.
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Old September 10th, 2004, 08:36 PM

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Default Re: 10 Magic Strength Pretenders....

Ah, your right! I had totally forgotten about that part. It's tough to get old!

I still think my hydras would have done a very good job on your ice devils anyway. Nine attacks per creature with multiple creatures drops the defense down so low that many attacks will always get in.

In fact, the summer lions and vine ogres were doing a very good job all by themselves, and blocking the hydras from even attacking until late in the battle. But the only reason the lions and ogres were doing any good at all is because of the lack of buffs on the devils.

I stand corrected. And I have to remember that strategy...
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Old September 10th, 2004, 08:58 PM

Aku Aku is offline
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Default Re: 10 Magic Strength Pretenders....

Is it by the amount of attacks or the amount of attackers that drops defense down? I thought it is the amount of attackers.

Anyway I wonder how good a n10 bless strat with the hydras would turn out. I believe sc's could take them out without a problem if equipped with any of the poison resist items. But are the serpent cult mages n3 because if so you could have them scripted to charm when you get attacked by sc's.
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Old September 11th, 2004, 12:59 AM
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Default Re: 10 Magic Strength Pretenders....

Quote:
Aku said:
Is it by the amount of attacks or the amount of attackers that drops defense down? I thought it is the amount of attackers.
It's the number of attacks.

Quote:
But are the serpent cult mages n3 because if so you could have them scripted to charm when you get attacked by sc's.
They are only W1N2?1, which is my major gripe with the theme.
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Old September 11th, 2004, 10:16 AM

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Default Re: 10 Magic Strength Pretenders....

Earth-10 on a cyplops is also good, esp. for pythium. Good rein for both communicants and mages, +4 armor that can make the mages Last a quite a bit longer, A pretender that can take lots of punches early on and a truly suberb Enliven statues caster. Just slap on earth boots and he makes 26 statues a turn with the price tag of 20E, or 0,75 gems a piece. (usually 2 gems a piece.) The statues augment pythian mages very well, being mindless lifeless 14 def 22 prot 15 hp size 3 troops that can protect your mages against sc's and armies for quite some time while the said mages deal destruction. As a Last bonus, once you reach alt9, that you are going to want for wish anyway, you can cast army of lead that is a battlefield-wide protection/mr spell that turns even militias (or mages, for that matter) into a stone wall...
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Old September 11th, 2004, 10:57 PM

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Default Re: 10 Magic Strength Pretenders....

Quote:
Graeme Dice said:
They are only W1N2?1, which is my major gripe with the theme.
I found this out the hard way, never having played Serpent Cult Pythium before my game mentioned above. I had to have a thistle mace with nearly every mage I owned in order to cast charm. One thing I did like is the W1 with those guys for the quickness.

I had heard that SC Pythium was not very good. I think this is mostly correct, but I wish the game could have Lasted long enough to have my 20+ nature-blessed berserked hydras fighting the 50+ devils. Would have been very interesting to see how it went. The devils are not fully immune to the poison.

I may have to test this out if I get some time.
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