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  #71  
Old January 8th, 2012, 03:29 PM

PriestyMan PriestyMan is offline
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Default Re: End game diversity mod

do you have any idea what testing means? its what SP is for
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  #72  
Old January 8th, 2012, 03:57 PM

Immaculate Immaculate is offline
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Default Re: End game diversity mod

I've always founds this community to be friendly and helpful. Thank you priestyman for your concise and generously helpful response.
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  #73  
Old January 9th, 2012, 06:19 AM

llamabeast llamabeast is offline
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Default Re: End game diversity mod

Ember Lords can't go underwater, unless they're given a water breathing item. You can see they don't have the "amphibian" symbol. However they're not utterly un-underwaterable, like Air Queens or vampires.
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  #74  
Old January 9th, 2012, 06:40 PM

Immaculate Immaculate is offline
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Default Re: End game diversity mod

and lords of elemental fire- thats why i asked... i thought it might be similar
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  #75  
Old January 9th, 2012, 10:19 PM

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Default Re: End game diversity mod

Ettins are fun as an early thug that you can turn into a decent anti-thug. It's got basic resistances and great ambidexterity so if you've got some blood slaves you can give it 3 flesh eaters and a warrior ring and have it do a pretty good at guarding a sideline or backing up another thug to take out an SC. It's also handy with a lucky amulet as a cheap throwaway to counter life-for-a-life spam (targets highest HP unit).

Krakens are a great unit for a non-water nation to jump into the water with. They have decent some base resistances, high HP, good attack against high-defense or high-prot units, recuperation and can handle raiders very well. If you get 2 of them you barely even need to bother with reinvigoration unless someone's making a serious push into the water. Luck amulet + girdle of might + antimagic amulet work well, especially with earth picks where you can ironskin + holdx4 + attack
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