Flesh Golems

Darksaber1

Secret Emperor
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What promotions can flesh golems retrieve throught Graft Flesh? Can they get higher then first tier spells again, or are they stuck with first tier spells and most other promotions still?
 
adding to that, what method would one use to create the most efficient flesh golem? start with the scouts/adepts and work your way up?
 
Also, does add to flesh golem count and a death for the soulforge and mokka's cauldron? It would be odd if adding to a flesh golem caused to cauldron to create another.
 
It would be interesting to know, how the strength is calculated. The golem can get most improvements, as i know, even weaponupgrades(yes copper, iron and mirtil at the same time) and the can cast all spells if they get the upgrade. So if they have body 3 they can cast Fleshgolem.
So I would build in :
The Archmage who summond the golem,
1 experianced warrior with copper weapons,
1 high end melee unit with the Enchantment 1 buff
1 Archery unit with flaming arrows
1 Assasin with poison blade (yes the golem also get´s the sniper ability)
1 Mounted unit with move X
1 mounted unit with withdraw

And of course if you mutate some units... use the best ones

And Edit says: don´t forget the priests with command.
 
Yes, I'd like if someone could explain in more detail how to make best use of flesh golems. People have been complaining about them being unbalanced for a long time.

However, everytime I use them (at least in the last few versions), they seemed very useless. It doesn't seem that you can cast tier 2 or 3 spells.
 
I usually build in a Warrior (Bronze weapons), Axeman (Iron), Archer, Chariot (Mithril and/or Flanking III), Ranger (Subdue Animals + Mobility II), Assassin (Marksman), a few Altar-boosted priests (Medic, Command, March), a summoned Tiger (Empower), and a few Adepts/Mages/Archmages for various spells. From then on it's just adding whatever units have useful promotions (CG, Drill, Shock, CR, etc). Also, depending on the map type, I'll throw in a Hawk for Flying.

You can definitely cast Tier II/III spells. If I'm Empy, I'll throw in a Radiant Guard (possibly replacing one of the melee units) for Blinding Light.

The main reason they're unbalanced is that you can have a (bear with me here) flying command march assassin archmage with ~15 strength and at least +150% strength just from Combat and Empower.
 
Was having some fun with Dominating enemy units, and then grafting them on to the Fleshy.

At least, the ones who were using new promotions. Water walking off a cultist was pretty spiffy. Mobility two off another.

Another good one is summon a Treant with Yvain, which'll give you a good strength 10 unit with possible empowered 5 and woodsman I and II.
 
Pyr0mancer said:
The main reason they're unbalanced is that you can have a (bear with me here) flying command march assassin archmage with ~15 strength and at least +150% strength just from Combat and Empower.

It seems like it would take forever to make an army of those things, though, wouldn't it? And I mean, it's great that you've got a golem that can cast spells, but didn't you lose a unit that could cast the same exact spells in the process? (Although I guess this does free up Archmage slots).
 
It doesn't honestly seem unbalanced, it's just one of the many powerful ways to win the game once you've got Strength of Will.
 
Yup, it doesn´t matter if you use all that troops you craft into the golem direkt for conquest. And one thing, units with the imortality promotion can´t be craftet into golems. So building the wonder to promote all units with this promotions isn´t a good idea if youre building golems.
Bye the way, did anyone manage to collect enough promotions to fill the small infobox?
 
Yup, it doesn´t matter if you use all that troops you craft into the golem direkt for conquest. And one thing, units with the imortality promotion can´t be craftet into golems. So building the wonder to promote all units with this promotions isn´t a good idea if youre building golems.
Bye the way, did anyone manage to collect enough promotions to fill the small infobox?
Hmm, I've come close (3/4 full) but never done all the way. Should be possible by piling tons of adepts into it though, so you have all 16(?) spell sphere promotions. That alone is 2-2.5 columns.

Also, yeah, I've never gotten Flesh Golems in time to actually make a difference, I just make them for kicks and giggles. Every game I've had so far has been won (or lost :blush:) by the time I get SoW.
 
I kept sacrificing Hawks to make flying Flesh Golems in my Mokka's Cauldron city. It was delightful.

...and can the civ that can build the Warrens also build Mokka's Cauldron? 'Cause that's quite a combo there! :)
 
I kept sacrificing Hawks to make flying Flesh Golems in my Mokka's Cauldron city. It was delightful.

...and can the civ that can build the Warrens also build Mokka's Cauldron? 'Cause that's quite a combo there! :)
Warrens? Pfft. They can, but Balseraphs are so much better for Cauldron-abuse.

It's quite simple: Build unit. Mutate. Send all the poor results into the Arena until they die, generating happiness and a Flesh Golem. Graft the better results onto said flesh golems. Even better if you manage to build the Soul Forge there too, because then you get free production too.
 
18 spheres of magic.
 
Do flesh golems LOSE any abilities? IE if I just wanted a flying adept, can I just graft an adept with a hawk? I assume you can't upgrade afterwards though...
 
Flesh Golems can't be upgraded, can't get any promotions, and they loose the Divine and Channeling 1, 2, & 3. That means that they won't be able to cast divine spells or any adept level spells, but can still use mage and archmage spells.
 
Can you still graft the boat promotions? Or was that a bug?
 
Don't you need channeling 1 to cast adept and channeling 3 to cast archmage spells?

How does the base attack/defense/move of the flesh golem get determined?

[edit] oh, 6str 1mv, nevermind. Do adding units only add promotions or stats too?
 
Base strength from Mokka's Cauldron flesh golems is equal to that of whatever died to make it. In other words, a Mithril Phalanx will give 16 strength Flesh Golems. That can then get Mithril Weapons for 20 strength. And Iron and Bronze for 23. :D

They're always Move 1, but can go as high as 6 I believe from Light + Flying + Mobility II + Horselord.

Grafting units with higher strength than the Golem will raise the golem's base strength, though only 1 or 2 points at a time. Ideally you want to do this before grafting in things like Poisoned Blade, Flaming Arrows, weapons promos, etc, for the best final result.

Also, Flesh Golems can now no longer cast spells. No more Flying Archmage-golems of doom. Just Flying golems of doom :lol:
 
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