View Full Version : Claws of Kokytos, how to defeat it.
Lingchih
February 26th, 2010, 04:22 AM
I've recently run into some castings of Claws of Kokytos on some of my commanders. My Sleepers went down pretty quickly, but I did have a Pan that lasted through three battles.
Any idea on how long it takes to escape? How many battles one has to win to get out?
Thanks
Gregstrom
February 26th, 2010, 04:29 AM
There's a flat % chance per turn of escaping, and it's unrelated to whether you have battles. A couple of artefacts might help, and Ice Devils have a rather better chance of finding their way out.
Quitti
February 26th, 2010, 04:36 AM
Indeed, Ice devils escape it quite easily, if not even a quaranteed 100% chance to escape. Tome of Lower Planes also gives you some more +% to escape at least, like Gregstorm said about artifacts. I wonder if boots of the planes do the same. Either way, Claws of Kokytos and the fire version are a very powerful anti-sc/thug tools, but they don't actually kill the unit, like your pan there :)
Aethyr
February 26th, 2010, 05:44 AM
So, upon escape, where does the unit appear?
Foodstamp
February 26th, 2010, 10:03 AM
A random province if I remember correctly. It seems like I had a commander end up in an enemy province after it escaped, although I may be mixing the effect up with getting lost in the void.
chrispedersen
February 26th, 2010, 12:42 PM
Ice devils escape kokytos easily.
they don't fare nearly so well in tarterous.
Also yes, boots of the planes helps you escape.
Frozen Lama
February 27th, 2010, 01:29 AM
a unit that escapes kokytos or inferno can even end up underwater and drown.
Lingchih
February 27th, 2010, 04:22 AM
It seems like the main thing is to have the unit doing variable things. My Pan was hard-scripted to buff and then charm (for his initial battle, in the real world), which he did throughout his kokytos turns, since he could not be re-scripted.
If I had known he was going to Kokytos, I probably could have scripted him to withstand the battles there, or perhaps even in tarterous.
Aleph
February 27th, 2010, 12:08 PM
I've used it in conjunction with Astral Corruption to continue to cast large non-Blood spells. I can tell you that the Doom Horrors survive just fine, and will eventually escape to wreak havoc elsewhere, although it's quite a different thing to have a permanent Doom Horror on the map than a temporary Doom Horror trying to assassinate your caster.
LoloMo
February 27th, 2010, 10:06 PM
Wait a minute here, the assassin horror unit becomes a permanent unit after being sent to Kokytos? Interesting!
thejeff
February 27th, 2010, 11:52 PM
I think it goes away next time it decides to attack someone, but I'm not sure of that.
Aleph
March 1st, 2010, 12:13 PM
I suspect this is not true, but I'm not sure. I do know that I've found one sitting in a province after banishing it (was likely to actually have been fire version of the spell, but don't see that that makes a difference), which under your hypothesis would only have happened if he appeared in a totally empty province.
I think I successfully tried to Hellbind Heart it and it did disappear after a short time, but that may simply be a property of the creature... IIRC it's even in the text description of it, but I don't recall, it was a year+ ago. Will see if I can repeat it in my current Mictlan game.
thejeff
March 1st, 2010, 12:23 PM
I meant the next time it appeared to assassinate a heavily Horror Marked target.
I would expect it to stay in the province and fight all comers until then. Though, as you say, there may also be a random disappearance property.
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