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Really the immunities make them interesting to use, even if you can also summon units like Dai Oni or Wratithlords.
Thanks Sunbeam
2)Unfortunately the attacks can only target the same target. In Dominions4 multi attack items could have multiple targets, but in Dominions5 all those attacks are limited to same target.
3)Spirit Helm should fire a lightning bolt once every turn and quickness doesn't affect it.
4)SCs and thugs prefer having extra defences over extra offense. The defence will help the units survive much longer in prolonged battles, while the extra offense might help you force enemy routing faster in smaller skirmishes. In larger battles however the extra incoming damage will kill some enemies, but the golem will be swarmed by new enemies that surround it once again.
Really high damage outputs can work, but you will need a lot of such units and even then, you probably want those units to have ability to reach safely enemy rear to wreck havoc using flight, kill possible weak rearguard and proceed to slaughter mage lines in the back before main army repositions to surrender your unit.
I would also say that boots of quickness give better attack out put than the Chi shoes, but boosts of stone are better at giving protection. Golems are also unaffected by encumbarance in melee combat, so don't worry about it.
As for wishable units/chassisses, you could also wish uttervast or vastness. They are probably not as powerfull as Seraph though and Laestrytogian Tyrant can also be nice SCs.
Was looking at the harrassment penalty as well... I thought that the harrasment penalty would reset at the beginning of each combat round, but that isn't true... It just gets reduced by a certain percentage amount... That means avoidance really is very very necessary as you note (not just mitigation). The seraphs have a high awe already, which meant I wasn't as worried about protection.... (although missiles, and spells are another matter that a shield really helps prevent damage from)
Just a matter of juggling it to best effect I guess.
Helm of gore will probably be affected by haste (my bless), but not spirit helm... but lightning damage is AN... probably depends upon whether strength whether helm of gore or lightning helm is better on a hasted unit.
With SCs it's about layers of protection (you may find the discussion about that in the 5.27 Bugs sticky interesting).
Even though multi-attack weapons like the sword of swiftness will only hit one target with their attacks, a quickened unit with 2 swords of swiftness, a horned helm, and chi boots could attack 8 difference targets. 4 of those targets would be hit by the swords, which would each have 2 attacks. 12 total attacks, 8 total targets. Those 8 targets can be spread across multiple squares. Such a unit would have the potential of clearing multiple squares of human troops, though more likely they'll kill some and lop off the limbs of more.
As a thug/SC killer this wouldn't necessarily be a bad setup, though I'd probably swap out a sword of swiftness for a Flesh Eater if available.
Yes I should have said quickness.
hmmm if it is 1b as the answer, I will really have to watch encumberance! :(
Morsigil, why a flesh eater? I would imagine a draining weapon would be better to counter encumberance.
I know of blood thorn, but I haven't seen any other worthwhile life drain weapons.
I am still not sure and have conflicting information:
1) If you have quickness going and 2 weapons (dual) and chi shoes, does the fatigue incurred =
a) (2 x encumberance) - reinvig
or
b) (2 [quickness] x 3 [ 3 weapons ] x encumberance ) - reinvig
does each weapon or helm or shoes etc count towards encumberance or is it only doubling attacks totally with quickness that doubles encumberance?
If you have multiple attacks, say horned helm, chi shoes, or 2 weapons, does that effect your encumbrance?
No, and whoever told you that is really confused how the game works.