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  #41  
Old December 5th, 2007, 09:41 PM

jaif jaif is offline
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Default Re: Good late game SCs?

I need to try too. A magic carpet didn't work. :-(
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  #42  
Old December 6th, 2007, 09:58 AM
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Default Re: Good late game SCs?

It's expensive !

40 for the treelord + ? for Transformation + risk of bad transform
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  #43  
Old December 6th, 2007, 02:38 PM

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Default Re: Good late game SCs?

Unless you really want a natural N4 mage, or really love those meese(as we all do) then you would probably be better with an ivy king+thistle mace.
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  #44  
Old December 6th, 2007, 08:36 PM

PyroStock PyroStock is offline
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Default Re: Trees

35 ng Treelord
8 ng Transformation

If the transformation kills it you lost 43ng and that is far more likely than an ape or ettin. If you want the 5N tree even an IvyKing+Treelord Staff from a hammer would be a better deal. If you want the N4+1B tree then the lamia queen + items. The only thing the N4+1E tree could do is Gaia's 50%allresist spell, but it wouldn't be too hard for an enchantress to do that.

A safe transformation could come from the lycanthropy amulet, but then the magic is useless in battle and you might as well give it a snickers because it's still not going anywhere for awhile. A thistle mace for an ivy king is still better.

I don't see an immobile treelord making hero so mummification is highly unlikely.

IF you can get it into battle and kill it off (maybe with your death mages with soul vortex near it and high chill?) with Life After Death (also a L7 enchantment) active then a 5N tree becomes a 5N mobile soulless with all slots. 5N + 2N treelord staff + 1N thorn armor + 2rings (moon/sorcery/wizardry) and you have a 10N lifeless mage, but IIRC at only 15life. Even then does anyone really need that extra 2N (maybe for a few more mandragoras per turn edit:mandragoras require death so only lamias and slightly more impressive battle spells)?
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  #45  
Old December 6th, 2007, 09:44 PM

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Default Re: Good late game SCs?

I like seraph/mandaha. against astral races that get higher level s mages, the seraph is risky.

Mandaha's weakness is no natural resistances, so it is hard to cover every base.

Late game sc's should be considered expendable because none can travel safely solo.

In alpaca Llamabeast, I had no astral or death, so I went with vampire lords. They can cast like for a life and are also decent thugs with a brand and shield.

Took down tyrant's water queens with vampires.
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  #46  
Old December 6th, 2007, 09:49 PM

Shovah32 Shovah32 is offline
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Default Re: Good late game SCs?

Aren't vampire lords a blood/death summon?
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  #47  
Old December 6th, 2007, 10:29 PM

Xietor Xietor is offline
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Default Re: Good late game SCs?

Vampire Lord only costs bloodslaves. Does take 4 death/3 blood magical paths. I was playing Pangaea, so with 1 empowerment and boosters i made it to d4.

But it is much easier to get to d4 than d7 for tar gates.

So if you are not a d nation, but find a d1 mage somewhere, vampire lords are obtainable.
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  #48  
Old December 7th, 2007, 02:12 AM

Loren Loren is offline
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Default Re: Good late game SCs?

Quote:
Xietor said:
Vampire Lord only costs bloodslaves. Does take 4 death/3 blood magical paths. I was playing Pangaea, so with 1 empowerment and boosters i made it to d4.

But it is much easier to get to d4 than d7 for tar gates.

So if you are not a d nation, but find a d1 mage somewhere, vampire lords are obtainable.
If you have a d1 you can add boosters so you can cast lichcraft. With lots of boosters they can summon tartanians.
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  #49  
Old December 7th, 2007, 06:01 AM
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Default Re: Good late game SCs?

in late game, I prefer many Thugs than "good late game SC" who will be killed by some nasty spell I forgot.
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