View Full Version : Winged monkeys
Sir_Dr_D
April 30th, 2010, 10:56 PM
How does the winged monkey spell work.
It says it picks up a random non-mage commander unless it is too big. What is the defintion of too big? Size 5 or 6? Also does it matter if the commander is ethereal, or can fly? Could it pick up a gift of reasoned gargoyle SC?
chrispedersen
May 1st, 2010, 12:41 AM
poorly. moves the commander one province, as I recall.
Sir_Dr_D
May 1st, 2010, 12:53 AM
1 Province in which direction?
Grijalva
May 1st, 2010, 01:01 AM
no, it brings a non-mage commander to your home-province to be (hopefully) killed by your PD.
First the monkeys have to win a sort of assassination battle whereby they put the commander to sleep with their stun-attacks. THEN you have a regular battle at your cap.
It at least works on size-three undead or normal commanders, I can't say how much bigger than that though.
Graeme Dice
May 1st, 2010, 01:07 AM
Yep. It works on mound kings, for example, which is the size 3 undead Grijalva is mentioning.
Grijalva
May 1st, 2010, 01:21 AM
heh, that's exactly what I was refering to. I used it to try to disrupt the movement of large undead armies as 'Dice knows.
I'm still not sure if its worthwhile though. :)
chrispedersen
May 1st, 2010, 02:04 AM
Interesting.. thanks!
Sajuuk
May 1st, 2010, 04:54 AM
The wind ride moves the commander one province randomly, dealing damage that is enough to kill a human commander/mage, and those who survive the fall shall attack the province(if that province is not yours), and size 6 commander seems cannot be moved.
Winged monkey on the other hand, can move non-mage creature of any size, like a tartarian titan(which must be feeble minded to meet "non-mage" and "low MR" pre-requisite) to the province where winged monkey was casted.
elmokki
May 1st, 2010, 04:58 AM
I've had a magicless thug get dropped onto water with Winged Monkeys. That was quite annoying, as drowning ensued.
Sajuuk
May 1st, 2010, 05:05 AM
If a thug cannot beat 8 little winged monkeys, how can he beat the pd(maybe plus the mage cast this spell) where he land?——underwater or not, he is doomed...
But drown a thug who is stand beside water province with wind ride might be an interesting idea.....
Sir_Dr_D
May 1st, 2010, 09:33 AM
So the monkeys always need to fight the thug?
elmokki
May 1st, 2010, 04:49 PM
If a thug cannot beat 8 little winged monkeys, how can he beat the pd(maybe plus the mage cast this spell) where he land?——underwater or not, he is doomed...
But drown a thug who is stand beside water province with wind ride might be an interesting idea.....
Ah yeah, it probably was wind ride as the thug in question was pretty strongly equipped and I thought he had magic. I can't remember much more than being pretty much wtf for my thug drowning suddenly.
chrispedersen
May 1st, 2010, 07:03 PM
virtually the only thing to do with wind ride, afaic.
Grijalva
May 4th, 2010, 05:30 AM
the monkeys always fight the target commander to determine if he gets transported at all.
They usually have a pretty good chance of winning since they are size-1 flyers with an 11-attack sleep touch and there's 8 of them.
fungalreason
May 4th, 2010, 01:21 PM
One thing to note is that the monkeys have very low morale (7). This turns out to be a big issue because there's a very high chance that a single one of them dying with cause the rest to rout. However, they do have high defense (15), so they should be reasonably effective against stuff with low attack (and low magic resistance).
sansanjuan
May 4th, 2010, 01:33 PM
Curious if they were themed from the wizard of oz...
ssj
Gandalf Parker
May 4th, 2010, 02:05 PM
I like spells like these to draw experienced and equiped commanders away from their armies to drop them in amoung lots of mages with charm or hellbind. Nice gains. In some cases some very nice commanders that I dont have the ability to make. And of course the advantage of them leaving their army behind with no leader. Easy to rout if you can get someone there to attack them.
Wrana
May 5th, 2010, 08:30 AM
The wind ride moves the commander one province randomly, dealing damage that is enough to kill a human commander/mage, and those who survive the fall shall attack the province(if that province is not yours), and size 6 commander seems cannot be moved.
Does this description comes from actual practice? At least some time ago Wind ride brought commander (friend or foe) to the province with casting mage. Only if it was under some Dome commander was (iirc) rebounded int one of the neighboring provinces... :?
Sajuuk
May 5th, 2010, 11:13 AM
The wind ride moves the commander one province randomly, dealing damage that is enough to kill a human commander/mage, and those who survive the fall shall attack the province(if that province is not yours), and size 6 commander seems cannot be moved.
Does this description comes from actual practice? At least some time ago Wind ride brought commander (friend or foe) to the province with casting mage. Only if it was under some Dome commander was (iirc) rebounded int one of the neighboring provinces... :?
My tests are based on version 3.24, so I don't know if there are any differences on earlier version. But I think when dome works, it will just negate the spell and left teleporter unmoved
Wrana
May 7th, 2010, 10:21 AM
My tests are based on version 3.24, so I don't know if there are any differences on earlier version. But I think when dome works, it will just negate the spell and left teleporter unmoved
I asked more about Wind Ride itself. This is more generally interesting than the case with domes.
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