digitCruncher
Emperor
- Joined
- Oct 28, 2007
- Messages
- 1,012
For a long time, I have thought that Body Mana sucked. And as a result, I REALLY have missed out... seriously... even the rank 1 body spell (what name I have forgotten), is REALLY good!! Double speed for most melee units... wow.
So I continued on. And then, when I got to Body III, I made 2 flesh golems. 1 of them fought a war against the Sidar, and was on the same continent,
and this is it's story.
Firstly, I created a Mutation shrine. It was rather basic... 1 Wizard with Mutation, Fireball, and Enchantment I, on a hill, with a Ancient Forest. I had a hunter that had already been mutated (and was quite strong as well), and 1 un-mutated champion, 1 tile away.
If I got enraged, or crazed, I would send it to the desert, 2 tiles away, wait for it to become enraged, and then disband it. Then it would pop up, 1 tile off to the left as a barbarian, and then my hunter / champion combo would kill it (for free experiance)
As a result, I got some pretty trippy promotions. I killed ALOT of primitive units (mostly warriors, and 1 champion to pump up its power). Finally, I killed of a lizardman, who I don't think I could promote (and, quite honestly, I didn't want to). However, this lizardman was special, and gave the most promotions of anyone...

I just killed him for the combat V, and the Poisoned Blade promotions. So, with all that out of the way, here is my proud flesh golem!!


And it's stats:
15/17 unit, 4 (!) movement.
Blitz (Can attack multiple times per turn)
Cannablize (+10% heal after combat)
That rank 2 spell casting promotion (Reduces the chance that it will defend the stack, slightly)
City Raider I (+30% city attack)
Combat I-V (+100% strength). That was one of the things that I killed my best scout for
Cover I (+40% strength vs. Archery Units)
Empower I (+10% strength)
Golem (Racial promotion, which gives a slight healing penalty, and prevents it from getting promotions of it's own)
That spell that gives +1 movement. It wears of after the end of turn. I think it is called "Hasted" This is not counted for the final stats, as it wears off after end of turn.
Heroic Defence I (+1 defence)
Heroic Strength I (+1 attack)
Iron weapons (+2/+2 strength, slight weakness vs. lightning damage)
Light (-20% strength, +1 movement)
Resists Lightning (+50% defence vs. Lightning)
Marksman (Attacks weakest unit in the stack)
Mobility II (+2 movement)
Nether Blade (Equipment, gives +80% vs. Heroes, and +1 Death strength)
Poisoned Blade (+1 Poison Strength)
Rod of Winds (+1 Affinity for Air mana (I have 1))
That meteor rod (+1 Affinity for Fire mana (I have 1))
Shock I (+40% vs. melee)
Stoneskin (+1 defence, 3 first strikes, prevents the next 3 strikes of damage, wears off after combat. As it wears off, it is not counted in the final tally.)
Subdue Animal (+25% vs. Animal, converts animal units)
Woodsman I (+30% Forest / Jungle / Ancient Forest strength)
And I am STILL not finished... I still need to try and graft flying (+1 movement, and can move over impassable terrain), and Guardsman (Defends against enemy marksman strikes)
That would mean I could grab a tiny mage contingent, and just waltz around with my god-like mega Golem!
Has anyone else had simlar super-strong golems? Or am I the first to come across this method? Or is it an exploit of sorts??
OK,so it took a sizable hammer cost... but it was worth it. I would like to see you try and kill that unit... I think this is stronger than all other units, except Auric Ascended, I think...
But I am quick proud of the Mobility / Flight / Light / Blitz / Marksman combo. This guy (since he can't be effected by Hasted), can attack 5 times, each turn. And with it healing 10% after each attack, it could just keep on attacking, and attacking, and attacking, and ...
Oh, and it doesn't have the city weakness, like most assassins have
That city weakness isn't attached to the marksman promotion (which surprised me!!)
So I continued on. And then, when I got to Body III, I made 2 flesh golems. 1 of them fought a war against the Sidar, and was on the same continent,
and this is it's story.
Firstly, I created a Mutation shrine. It was rather basic... 1 Wizard with Mutation, Fireball, and Enchantment I, on a hill, with a Ancient Forest. I had a hunter that had already been mutated (and was quite strong as well), and 1 un-mutated champion, 1 tile away.
If I got enraged, or crazed, I would send it to the desert, 2 tiles away, wait for it to become enraged, and then disband it. Then it would pop up, 1 tile off to the left as a barbarian, and then my hunter / champion combo would kill it (for free experiance)
As a result, I got some pretty trippy promotions. I killed ALOT of primitive units (mostly warriors, and 1 champion to pump up its power). Finally, I killed of a lizardman, who I don't think I could promote (and, quite honestly, I didn't want to). However, this lizardman was special, and gave the most promotions of anyone...

I just killed him for the combat V, and the Poisoned Blade promotions. So, with all that out of the way, here is my proud flesh golem!!


And it's stats:
15/17 unit, 4 (!) movement.
Blitz (Can attack multiple times per turn)
Cannablize (+10% heal after combat)
That rank 2 spell casting promotion (Reduces the chance that it will defend the stack, slightly)
City Raider I (+30% city attack)
Combat I-V (+100% strength). That was one of the things that I killed my best scout for

Cover I (+40% strength vs. Archery Units)
Empower I (+10% strength)
Golem (Racial promotion, which gives a slight healing penalty, and prevents it from getting promotions of it's own)
That spell that gives +1 movement. It wears of after the end of turn. I think it is called "Hasted" This is not counted for the final stats, as it wears off after end of turn.
Heroic Defence I (+1 defence)
Heroic Strength I (+1 attack)
Iron weapons (+2/+2 strength, slight weakness vs. lightning damage)
Light (-20% strength, +1 movement)
Resists Lightning (+50% defence vs. Lightning)
Marksman (Attacks weakest unit in the stack)
Mobility II (+2 movement)
Nether Blade (Equipment, gives +80% vs. Heroes, and +1 Death strength)
Poisoned Blade (+1 Poison Strength)
Rod of Winds (+1 Affinity for Air mana (I have 1))
That meteor rod (+1 Affinity for Fire mana (I have 1))
Shock I (+40% vs. melee)
Stoneskin (+1 defence, 3 first strikes, prevents the next 3 strikes of damage, wears off after combat. As it wears off, it is not counted in the final tally.)
Subdue Animal (+25% vs. Animal, converts animal units)
Woodsman I (+30% Forest / Jungle / Ancient Forest strength)
And I am STILL not finished... I still need to try and graft flying (+1 movement, and can move over impassable terrain), and Guardsman (Defends against enemy marksman strikes)
That would mean I could grab a tiny mage contingent, and just waltz around with my god-like mega Golem!
Has anyone else had simlar super-strong golems? Or am I the first to come across this method? Or is it an exploit of sorts??
OK,so it took a sizable hammer cost... but it was worth it. I would like to see you try and kill that unit... I think this is stronger than all other units, except Auric Ascended, I think...
But I am quick proud of the Mobility / Flight / Light / Blitz / Marksman combo. This guy (since he can't be effected by Hasted), can attack 5 times, each turn. And with it healing 10% after each attack, it could just keep on attacking, and attacking, and attacking, and ...
Oh, and it doesn't have the city weakness, like most assassins have
