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  #51  
Old September 26th, 2008, 05:14 AM
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Default Re: Eternal Knights & Gift of Reason

I like to add hidden paths to my recruits-I think even poor F'thaggua had them.
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  #52  
Old September 26th, 2008, 10:07 AM
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Default Re: Eternal Knights & Gift of Reason

I admit that GoR & eternal knight smacks a little of messing about with toys, but every time I've done it I've been impressed with the resulting commanders.

Different play styles maybe. In late game those Eternal Knight hero commanders will need Wraith Crowns to stop the enemy from whisking them away with wind ride.
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  #53  
Old September 26th, 2008, 12:56 PM
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Default Re: Eternal Knights & Gift of Reason

Quote:
Originally Posted by JaghataiKhan View Post
How many attacks are possible in one turn maximum? What SC makes the most attacks? Hindu Gods with swords of sharpnesses and chi kick\gore?
All melee attacks made my a single monster target a single grid and the monsters in that grid. Because only three humans fit on one grid, any attacks after the third killing blow are wasted.

Quickness makes the monster target a second grid square, allowing it to attack up to 6 humans.


That said, having multiple attacks can be almost as good as having area-of-effect 1 weapon, and is better against strong single targets such as thugs and SCs. Even then, special abilities (luck, fire shield, flying, reinvigoration) are often worth more than raw damage.
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  #54  
Old September 26th, 2008, 12:59 PM

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Default Re: Eternal Knights & Gift of Reason

However unless you have some serious reinvig or base enc of 0, you are going to get very fatigued very fast.
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