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  #11  
Old March 26th, 2006, 03:57 PM
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Default Re: New Mod: Archmages

yeah, I usually script him quickness then fire fire fire fire cast spells,

he is amazing in the druid/elf provinces if you script him to fire large monsters, then those dark vines just demolish the rest of their army.

I find it dangerous to script him to fire, because when he is don, he can run in to his death, but if you must script him to fire, use two fires after 3 spells, then script him to fire and flee. this often ensures his survival.

These mages where not designed to solo independant provinces -- and the commanders are usually at the back, waiting to kill the two archers you grab.
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  #12  
Old March 26th, 2006, 04:27 PM

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Default Re: New Mod: Archmages

i also think the wind one is a little too tough especially for a mage (with a little bit of equipment practically invincible)
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  #13  
Old March 26th, 2006, 04:44 PM
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Default Re: New Mod: Archmages

oh yeah, it has been mentioned her defense is maybe too high
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  #14  
Old March 26th, 2006, 04:55 PM

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Default Re: New Mod: Archmages

the defence combined with buffing versatility
mistform
body ethereal
personal luck
misform
astral shield
attack archers (with boots of flying on)

that combined with super high defence (which got better with champs trident which also gives quicness) is deadly
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  #15  
Old March 26th, 2006, 06:20 PM
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Default Re: New Mod: Archmages

all the humans have the ability to buff up that way. new paths are cheap. that is what being human is all about!

anyway I dropped her defence down to 14.
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  #16  
Old March 26th, 2006, 06:37 PM

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Default Re: New Mod: Archmages

yes all humans have the ability but they dont have the defence to make the buffing worth it
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  #17  
Old March 26th, 2006, 09:24 PM
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Default Re: New Mod: Archmages

Quote:
shovah said:
yes all humans have the ability but they dont have the defence to make the buffing worth it
Freaklord : defense 20. Archmage, defense 17, several others have 13 (at least with the CB mods).
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  #18  
Old March 27th, 2006, 04:27 AM

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Default Re: New Mod: Archmages

i would still go for the wind mage here because the freak lord often fatigues himselkf to death (trample) and the archmage (under cb) has to take all paths
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  #19  
Old March 27th, 2006, 02:22 PM
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Default Re: New Mod: Archmages


Eh - in CBalance, the freaklord gets 3 fatigue back each turn. In one recent game (human mages only) I kept my freaklord consistently at the top of the HoF until the very end game when he died soloing an army with several of the Ice Devils along. ( I think I would've killed them too, but it seems that the only attack Astral Weapon doesn't affect is ... trample! )
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  #20  
Old March 27th, 2006, 02:32 PM

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Default Re: New Mod: Archmages

nice, didnt know he had reinvig
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