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February 13th, 2004, 08:38 PM
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What are Arch Devils good for?
They require 1 more blood, 1 more research level, and 30% more slaves than ice devils, they have level 4 magic instead of level 3... and are inferior, statwise. They can fly, but they can't go underwater, so that's a tie. And they can't cast quickness on themselves.
Are Arch Devils good only for hot nations, or nations that have fire magic and no water magic? For a neutral-heat nation with mages that can summon either one, is there any point in summoning arch devils, or is it just something to do once all the ice devils are taken? Are they even more valuable than a soul contract? They seem like a fun diVersion from winning strategies.
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February 13th, 2004, 08:48 PM
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Re: What are Arch Devils good for?
Quote:
Originally posted by Saber Cherry:
They require 1 more blood, 1 more research level, and 30% more slaves than ice devils, they have level 4 magic instead of level 3... and are inferior, statwise. They can fly, but they can't go underwater, so that's a tie. And they can't cast quickness on themselves.
Are Arch Devils good only for hot nations, or nations that have fire magic and no water magic? For a neutral-heat nation with mages that can summon either one, is there any point in summoning arch devils, or is it just something to do once all the ice devils are taken? Are they even more valuable than a soul contract? They seem like a fun diVersion from winning strategies.
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They can't cast quickness, but they can cast Fire Shield. That would be a tie, too. Also, fire has some very good battlefield damaging spells, and propably the best far-strikers. As pure fighters they might lose, but still I think they could get more kills than Ice Devils. But ADs need more research, so they are a bomb with a long fuse.
Besides, won't you love a mage that is strong enough to go meleeing and then cast Flame Eruption? BTW, if they need a boost, I would I would give my vote for an Amulet of Vengeance -effect...
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February 13th, 2004, 08:54 PM
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Re: What are Arch Devils good for?
By default they are Level 4 fire mages... so add one more level and they're casting that level_9 spell (flames from the sky). A simple magic item can do this. They can also cast that 'fires from afar' which does more damage with more powerful fire mages .
For battle I prefer having them cast :
phoenix pyre
&
fire shield
[ February 13, 2004, 18:56: Message edited by: NTJedi ]
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February 13th, 2004, 09:05 PM
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Re: What are Arch Devils good for?
Phoenix Pyre! Wow, I never realised that...
[ February 13, 2004, 19:06: Message edited by: Endoperez ]
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February 13th, 2004, 09:14 PM
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Re: What are Arch Devils good for?
Quote:
Originally posted by Endoperez:
Phoenix Pyre! Wow, I never realised that...
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It's a fun spell. I love watching an AI commander kill it's own armies with it ...
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February 13th, 2004, 09:21 PM
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Re: What are Arch Devils good for?
Flying is about a zillion times more useful than entering a sea (on most maps anyway...) I'd hardly call that a wash. However, by the time you're throwing IDs and ADs around you're probably also able to equip them properly (quickness, waterbreathing, flying carpet, ...) to offset what they lack or what you want to give them.
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February 13th, 2004, 09:26 PM
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Re: What are Arch Devils good for?
Keep in mind there are nations (Marignon/DF comes to mind, and Abysia too with their fire-3/blood-3 hero) which have mages who can bind Arch-Devils easier than Ice Devils.
And Arch-Devils easily outperform Ice Devils in Heat+3.
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February 13th, 2004, 09:28 PM
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Re: What are Arch Devils good for?
Arch-Devils also come inherently with Flying (as has been noted) thus freeing up a foot slot (Boots of Quickness anyone?).
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February 13th, 2004, 10:43 PM
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Re: What are Arch Devils good for?
Flying boots (5 air) versus quick boots (10 water). Flying boots win...
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February 13th, 2004, 10:55 PM
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Re: What are Arch Devils good for?
Depending on the nation.
How many nations have access to water without access to air?
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