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  #1  
Old August 13th, 2004, 05:19 PM
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LintMan LintMan is offline
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Default Re: What to do about Ermor ....

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"With 3S, the golem can teleport from the lab to a distant province, and in battle can cast Body Ethereal, Astral Shield, Personal Luck, Twist Fate, and Astral Weapon before stomping away."

Hm you have not actually done this I take it - those spells cost over 100 fatigue with the 14 casting fatigue from armour.

I have done this and assorted variants of it multiple times, and I've gotten them a bit mixed up. I think I actually did have this exact setup in 1-2 battles and recall the golem fatiging out for a few turns before waking up to stomp its enemies. In those cases, though, the enemies couldn't really scratch it even when it was passed out.

Anyway, if you delete astral weapon from the list, you won't fatigue out. aw isn't that critical, since we're really planning for trampling damage here. If I expected to encounter some un-trampleable enemies (ie: size 5-6), though, I'd put aw back in and remove twist fate

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I just lost a differently equipped one when it fatigued out (It was an error to leave the Army with the relief casting witches)

Why did it fatigue out? What spells were you casting?
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Old August 14th, 2004, 08:37 AM

Pickles Pickles is offline
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Default Re: What to do about Ermor ....

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Why did it fatigue out? What spells were you casting?
I was being a bit disingenuous. It cast some buffs then used Tempest for an attack spell which is what did it in really.

It was my faulty programming & using it outside an army that did for it. There is no inherent flaw with the concept - which is one I also use.

Pickles
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