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February 13th, 2004, 08:54 PM
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General
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Re: What are Arch Devils good for?
By default they are Level 4 fire mages... so add one more level and they're casting that level_9 spell (flames from the sky). A simple magic item can do this. They can also cast that 'fires from afar' which does more damage with more powerful fire mages .
For battle I prefer having them cast :
phoenix pyre
&
fire shield
[ February 13, 2004, 18:56: Message edited by: NTJedi ]
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February 13th, 2004, 09:05 PM
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National Security Advisor
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Re: What are Arch Devils good for?
Phoenix Pyre! Wow, I never realised that...
[ February 13, 2004, 19:06: Message edited by: Endoperez ]
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February 13th, 2004, 09:14 PM
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Major General
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Re: What are Arch Devils good for?
Quote:
Originally posted by Endoperez:
Phoenix Pyre! Wow, I never realised that...
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It's a fun spell. I love watching an AI commander kill it's own armies with it ...
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February 13th, 2004, 09:21 PM
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Captain
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Re: What are Arch Devils good for?
Flying is about a zillion times more useful than entering a sea (on most maps anyway...) I'd hardly call that a wash. However, by the time you're throwing IDs and ADs around you're probably also able to equip them properly (quickness, waterbreathing, flying carpet, ...) to offset what they lack or what you want to give them.
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February 13th, 2004, 09:26 PM
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Major
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Re: What are Arch Devils good for?
Keep in mind there are nations (Marignon/DF comes to mind, and Abysia too with their fire-3/blood-3 hero) which have mages who can bind Arch-Devils easier than Ice Devils.
And Arch-Devils easily outperform Ice Devils in Heat+3.
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February 13th, 2004, 09:28 PM
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Re: What are Arch Devils good for?
Arch-Devils also come inherently with Flying (as has been noted) thus freeing up a foot slot (Boots of Quickness anyone?).
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February 13th, 2004, 10:43 PM
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Major General
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Re: What are Arch Devils good for?
Flying boots (5 air) versus quick boots (10 water). Flying boots win...
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