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  #11  
Old July 16th, 2007, 10:49 PM
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Default Re: Charm

Afraid of my newly sprung crop of undead Giants? Don't worry, there'll still be plenty of Jarls around for you to charm.
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  #12  
Old July 16th, 2007, 11:27 PM

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Default Re: Charm

Umor has three forms? I thought that he only had two, and that if his first was killed, he would become "true ethereal", which is something that no other unit in the game can do.
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  #13  
Old July 16th, 2007, 11:48 PM

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Default Re: Charm

There are 2 true ethereal forms iirc.
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  #14  
Old July 17th, 2007, 12:39 AM

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Default Re: Charm

Quote:
Lingchih said:
Afraid of my newly sprung crop of undead Giants? Don't worry, there'll still be plenty of Jarls around for you to charm.
I just hope those dumb pans are smart enough to focus the spell on your Jars and not on the "uncharmable" troops...
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  #15  
Old July 17th, 2007, 12:48 AM
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Default Re: Charm

I'm sure that the mage targeting will ignore troops that are immune to spells.

Jazzepi
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  #16  
Old July 17th, 2007, 01:12 AM
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Default Re: ...and transient monsters are still transient.

Quote:
MaxWilson said:
I've never yet faced any of the horrors. Are there really any more desirable than a normal SC? My impression was that Doom Horrors are scary largely because they appear in assassination-type attacks, and because even if you win they can still horror-mark you for repeats. Someone posted Kurgi's stats a while back and, aside from IIRC Blood Vengeance, they didn't look that impressive when matched against a conventional army.

-Max
I've only seen Umor's initial form. In that form, he has strength 20, attack skill 25, six attacks per turn. The attacks are:

Curse Luck (MR)
Life Drain (AP,life drain)
4 * Astral Claw (AN)

In each round of attacks my unit lost about 90 HP (it was a treelord, and it took 3 sets of attacks to die). Protection doesn't help because of the AN. Blood Vengeance took care of most of the bodyguard/summons thrown at Umor.

So, it's got decent damage, good crowd control through Blood Vengeance, and a decent MR of 20. Zero encumberance, and healing 10HP per round with Life Drain. And that's just the first form.
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  #17  
Old July 17th, 2007, 01:25 AM

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Default Re: ...and transient monsters are still transient.

Quote:
vfb said:

So, it's got decent damage, good crowd control through Blood Vengeance, and a decent MR of 20. Zero encumbrance, and healing 10HP per round with Life Drain. And that's just the first form.
Actually, it's more than 10 hp. Lifedrain from natural weapons isn't capped at five points. Doom Horrors are pretty nasty.

Also, wishing for them can be... dangerous. Be prepared for the unexpected.
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  #18  
Old July 17th, 2007, 02:29 AM

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Default Re: ...and transient monsters are still transient.

Those are pretty good attack values, but isn't Umor's Protection pretty low? I thought it was around 14 or something. You'd have it boost it up to at least 20 to make a decent SC.

-Max
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  #19  
Old July 17th, 2007, 02:44 AM

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Default Re: horrormarks

Are non-leaders with horror marks good to save as decoys for leaders who get horror marks or are they best to put on the front line asap? If they're in an army could they attract horrors during regular battles to endanger others in the army?
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  #20  
Old July 17th, 2007, 05:01 AM
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Default Re: horrormarks

If it's Umor's second or third form, his low protection is irrelevant. True ethereal does for magic damage what ethereal does for non-magic damage and Bloodvengeance(+4) and Bloodvengeance(+7) respectively start hurting a lot.
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