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May 17th, 2004, 01:12 AM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
Posts: 744
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Best summon?
Quote:
Originally posted by Azhur:
Conjuration 7 - Air Elemental Queen (cost: 5 Air, 50air gems)
Three of these summons equals almost like having three VQs. Arm with same equipment like VQs and research alt 3 to:
- mistform
- mirror image
- charge body
ATTACK REARMOST (RAMPAGE!)
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Hmmm, is there a much point of casting charge body? It only affects first oppponent who manage to hit it, IARC.
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May 17th, 2004, 01:27 AM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Best summon?
Earth: I'm a big fan of the Clockwork Horrors. The sheer number that can be produced is very impressive. They tend to form the backbone of my defensive forces. Gargoyles are also really nice, but I can rarely afford them.
Death: Ghosts got to be the hardiest bloody units in the game. I've had many sessions where they were the only fivestar units around (they killed all the others).
Nature: I don't actually know why but I really like bog beasts. I mix them into armies with poison immune creatures and watch the death toll rises dramatically. There's nothing so bad that an ugly poisonfarting venomspitting swamp monster can't make it a heck of a lot worse.
Water/Fire: The Drakes. Again you get a lot of staying power for the cost and their immunities allow for crazed mage artillery support.
*Scratches head* I guess that's all. While there are a lot of cool creatures in the game I never find myself using them as frequently as those mentioned. I find bloodmagic to be too annoying to explore those units. Some units I even had too boost a little before finding any reason to use. Summon Animals and Corpse Man Construction come into mind. Anyone use these spells regularly?
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May 16th, 2004, 02:08 PM
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Corporal
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Join Date: Feb 2004
Location: Finland
Posts: 124
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Re: Best summon?
Enliven statues. Ench 6, EEE, 20 e gems. 10 living statues a pop, +2 per extra path. Ok shield for your mages, but when it really shines is when you take a cyclops god with e-10 for the reinvigoration, and then give him earth boots so he gets 26 statues a pop!
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May 16th, 2004, 09:22 PM
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Sergeant
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Join Date: Apr 2004
Location: In your mind
Posts: 264
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Re: Best summon?
How do clockwork horrors work? I know they're timed or something, and stops working at the middle of the battle. How does that work (numbers!) though?
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May 16th, 2004, 09:28 PM
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Major General
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Join Date: Jan 2004
Posts: 2,425
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Re: Best summon?
They seem to gain fatigue every round until they pass out. I think this quantity is 15 per turn.
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May 16th, 2004, 10:28 PM
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Second Lieutenant
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Join Date: Apr 2004
Location: Ohio
Posts: 402
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Re: Best summon?
Quote:
Originally posted by Tuna-Fish:
Enliven statues. Ench 6, EEE, 20 e gems. 10 living statues a pop, +2 per extra path. Ok shield for your mages, but when it really shines is when you take a cyclops god with e-10 for the reinvigoration, and then give him earth boots so he gets 26 statues a pop!
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Especially when you cast it in The Oak of Ages.
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May 17th, 2004, 12:24 AM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: Best summon?
Some really good ones here!
I'll cast my vote for my favorite: ether warriors.
For 90 gems you get 15 kick-*** troops AND a kick *** leader.
I mean what would you rather have 10 Wights lead by a Wraith Lord or 15 ether warriors lead by an Ether Lord? Thought so!
But in all fairness the requirements for ether gate are pretty high and it is higher on the tech chart than wrights.
Oh and Enliven Statues sounds positivly amazing!
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