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June 27th, 2009, 01:14 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Need to kill a golem...
Quote:
Originally Posted by Viajero
See attached picture of a Golem selfteleported to my rearguard, adjacent to my capital. Turn 60+ almost everything researched, playing as MA Ermor. How do I stop this thing from going from province to province as if it were a walk in the park?
Also, is there a way to know who will be moving first if I move into his province? or is this destined to be cat and mouse?
Any help appreciated!
Thanks,
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I'm not sure who put the golem together, but they must have been drunk or in an extreme rush to place hydra armor on him.
Stopping a golem is simple... magic duel.
You could also use any variety of units/commanders which generate the cold aura to take him down.
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June 28th, 2009, 04:07 AM
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Corporal
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Re: Need to kill a golem...
Magic Duel is 100 (1 S gem required) fatigue and Returning is 200 (2 S gem required), both S1 spells.
Assuming you have a mage with S2 scripted to first Magic Duel then Returning with just 3 S gems , can he cast both from a fatigue point of view? or does fatigue after Magic Duel (fatigue 100 / (1+2-1) = 50 ) need to be recovered down to zero before being able to cast Returning?
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June 28th, 2009, 11:12 AM
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: Need to kill a golem...
It is possible, and indeed likely, that he'll use 2 S for the mind dual rather than one. The AI sometimes does this to reduce fatigue.
I read somewhere that the AI can even decide to use more than 1 additional gem for casting.
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June 28th, 2009, 11:20 AM
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Join Date: Sep 2003
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Re: Need to kill a golem...
" * Wind Ride : commanders with earth magic of 4 or more, size 6 or ethereal are not affected.
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Golem is size 4 or 5 IIRC. Use wind ride and set up something appropriate to help the PD kill him. Like shatter spam, or magic dual 
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June 29th, 2009, 02:06 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Need to kill a golem...
Quote:
Originally Posted by WraithLord
" * Wind Ride : commanders with earth magic of 4 or more, size 6 or ethereal are not affected.
"
Golem is size 4 or 5 IIRC. Use wind ride and set up something appropriate to help the PD kill him. Like shatter spam, or magic dual 
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I believe Wind Ride is still bugged and will with high probability drop the commander somewhere en route to the ambush.
-Max
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June 30th, 2009, 09:33 PM
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Join Date: Jun 2003
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Re: Need to kill a golem...
Quote:
Originally Posted by Viajero
Magic Duel is 100 (1 S gem required) fatigue and Returning is 200 (2 S gem required), both S1 spells.
Assuming you have a mage with S2 scripted to first Magic Duel then Returning with just 3 S gems , can he cast both from a fatigue point of view? or does fatigue after Magic Duel (fatigue 100 / (1+2-1) = 50 ) need to be recovered down to zero before being able to cast Returning?
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Well since it's a single golem why even worry about casting returning? I wouldn't risk a good level_4 or higher astral mage. Don't you have some level_1 and/or level_2 astral mages who can march with an army which also fields units/thugs with the cold aura?
In a current game I have several level_1 astral mages who's first order is magic duel for the pure purpose of a teleporting golem. The magic duel only involves the current base level of astral magic for each involved, thus any item or spell buffs won't make a difference.
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