![]() ![]() Lower research version of Horde of Skeletons producing fewer skeletons with the same path requirement and fatigue costs. ![]() ![]() Summons a single soulless for 20 fatigue. Summons a single longdead for 30 fatigue. The catch is that they are independent and will attack your own forces as well as the enemy. Summons powerful flying units with Ethereal, fear, high invulnerability, a life stealing wraith sword, and good stats. The Size 6 Water Elemental might even flatten more in a single burst of attacks than its Icy counterpart can flatten in a turn! The Ice Elemental might be tougher, though. They are also useful above-ground, able to beat up most things. Full-sized Water Elementals are the kings of underwater combat, thanks to their Regeneration and their four high-damage AP attacks. This spell summons a Size 6 Fire Elemental, which can SHRINK instead of dying 5 times. If summoned in Cold Scales, a Water Elemental is instead an Ice Elemental, which has its Physical Resistances exchanged for standard Protection that gets better in Cold and its Armor-Piercing attacks downgraded in exchange for the ability to Trample.Īt Size 3, you may want to save your Gems, regardless of Temperature. They also Regenerate lost HP, but only Underwater. Water Elementals take only half damage from most non-magical strikes, and their attacks are physical but Armor-Piercing. Generally if you are at alt6 you have better things to do with 3 mages.Įlementals SHRINK instead of dying when their HP is depleted, making them weaker but keeping them alive Lesser Elementals are Size 3, and can therefore do this twice. Their ethereal nature gives them a bit more longevity than standard troops in some circumstances. This spends a gem to produce a great many of these they can hold a line or a castle gate against mundane attackers for a while, but die in droves to things with magic weapons, particularly ones that are AoE. Temporary battle summon extremely weak chaff. Their ethereal nature gives them a bit more longevity than standard troops in some circumstances, but each of their attacks require the target failing an MR check on top of failing a Defense roll in order to deal damage. Still, you might find an enemy Size 4+ Supercombatant who doesn't have Shock Resistance, and a bunch of Size 4 Air Elementals may make quick work of it. The "Living" spells Summon a group of Size 4 Elementals they can each SHRINK instead of dying 3 times. They're also very hard to hit in a storm, with their Storm Power bringing their Defense up to 20. This is an excellent mid-game use for Air Gems, as the Size 6 elementals can trample most targets for heavy damage. Air Elementals electrocute enemies that are too big to trample, hitting a single target at a time in melee. Air Elementals have the dangerous combination of Ethereal, Flying, and Trampling, allowing them to scramble enemy ranks at Size 3, though, they won't do much damage against armored humans. On the other hand, the power difference between Size 6 Elementals and Size 4 Elementals is pretty great, and giving 1 Gem to four Level 3 Mages is generally better if you can do it.Įlementals SHRINK instead of dying when their HP is depleted, making them weaker but keeping them alive Lesser Elementals are Size 3, and can therefore do this twice. ![]() This is generally better than creating one large Elemental, especially if your Summoner is above the minimum path requirement. The "Living" spells summon a group of Size 4 fire elementals. Fragile but with very high stats, they do well against enemy chaff in groups. Size 1 Ethereal Floaters with a decent amount of power behind their attacks. It's also the default use of Fire Gems for your mages with three levels of Fire beneath their attributes, once they go off-script. This one technically has 24 HP, and it's the default use of Fire Gems for your off-script 1 & 2 Mages. Last but not least, they do better in Heat Scales and worse in Cold Scales. They project a Heat Aura that dampens incoming traffic, and they also have a Fire Shield that punishes enemies who reach it. Fire Elementals are Ethereal bags of HP that do decent amounts of Fire Damage to entire squares in melee range. ![]()
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