How do I use Loki?

In my opinion he is a waste of time, as are the gipsy wagons, unless I miss something there (I didnt get any gold from parking them in other peoples cities).

I think gypsy wagons can reduce enemy cities commerce and GPP. Back to the point, i use Loki by using him as an escort for workers and settlers. He just keeps withdrawing lol.
 
In my last game, Loki single-handedly ENDED Kardath Lorda. The Kuriotates can only build three cities (but can build the third ring), and after that only make settlements which don't EVER GET PAST level 1.

Loki flips them in like three turns! I never needed Settlers after that point!
 
Why did everybody forget about the mutation? He's a walking glowing stick of radioactive insanity. I've tried the Balseraphs on Deity about 10 times befoer I figured the best strategy: I started a city amid a lot of forests, so it could grow and get production without needing workers. My build queue was Loki, warriors until I had about 10. By that time I've captured 4 shiny new settlements the AI was kind enough to gift me. In the early game, even if the AI has Ancient Chants it takes around 30 turns to biuld an obelisk, plenty of time to capture it. With 5 cities and a host of warriors, I declared war and mutated the entire stack like a beautiful Chernobyl of promotions :nuke::nuke::nuke:. About 3-4 warriors turned out good enough to take the closest civ's capital (and only city, since the rest have been Lokified). By the time the other civs were warming up, I had 2 big cities, 4 small ones over the area reserved for 2 civs, 2 super warriors to take other cities and 6 others to defend the cities, and not a turn wasted on workers/settlers. Recon with Loki is nice, but I prefer to keep him close to mutate my troops (a warrior costs about 30% of a freak) and take any cities the AI tries to spawn near my lands.

I will now sacrifice a goat at Loki's altar.
 
The main strength of Loki is that he cannot be killed (unless completely surrounded he will always withdraw; I believe I heard that he was still withdrawing even then, although not supposed to). If you are playing with "require complete kills" and only allow conquest victory, then this means you cannot be loose (although it doesn't really help really you win, and you would certainly get too board to continue)

This seems to still be a problem, i managed to corner him in hte last patch, and he pushed one of my swordman off his tile when he withdrew. Aslo, I think their is a problem with his withdwarl. over several turns, I was able to chase him down, damage him a bit, and kill him. All of this happened in the open.
 
withdrawal happens after first strikes. Since loki isn't immune to first strikes (he should be though), first strikes can kill him.
 
As I suspected. The Balseraphs have turned out to be a disappointment. Apart from the Taskmaster, this civ has little to offer. Weak leaders. Weak heroes. And Bards, Bards, Bards.

Well, there is actually a good deal to them that I think you may be missing.

1) Build Loki early on, maybe even your first unit. Scout out the closest rival, and plop loki into any new cities they build. This will convert them giving you the option of disbanding or taking control of the city (Takes a random while, won't work on creative leaders).

2) Perpentach is a great leader. He isn't consistently one way or another, but three traits is still 50% better than anyone else, even if sometimes they aren't the best three. Occasionally, though, you get Financial, aggressive, raider, and go to town on the world. Also, he starts off creative, which is rare in FFH, and the fact it can change away from that later in the game, is like getting (sometimes) the best of both worlds.


The general name of the game for the Belseraphs is to get early civ expansion via Loki subversion, and then tech up to either slaver style assassin's, or mind controlling druids. Both routes offer there own perks.
 
Loki in early game in my opinon is mainly for culture flipping and exploration. He comes with a bunch of useful spells like mutation.

Use mutation on your early game warriors to get your 6 str (or 7 str swordsman). It's not difficult to get strong on your warriors. Leave the crappy mutated ones to garrison while sending all your strong one to rape the cities. Loki can act as an advance scout since he has 2 movement and cannot die. You can also use him to lure units out of ai cities.

Late game, he is pretty much useless. You can simply delete him. Then you can build shrine of the champion to get a free promotion for all your new units built.
 
Another style of playing Loki is mutated mimics. Mimics are in fact the strongest (champion level unit) melee unit around even though they have 1 str less than normal champions. They have this insane ability to steal promotion. Mutate the mimics, send the good ones out to attack. Everytime the mimic wins combats (either defending or attacking), it will STEAL a promotion it does not have, eg combat 3. Usually you can afford to promote new mimics with mobility, and mutate them then use them to attack. They can usually get a free combat promotion. You can even steal the hero promotion.

If you go ashen veil and get ritualists, you can build up a really powerful army at a cheap cost (mimics cost 80, same str as ranger with iron working), coupled with ritualist pillar of fire to damage the enemy. You might not have any uber hero units, but because of steal promotion/mutation, you are guaranteed to have a lot of mimics with 5-6 promotions at level 3 which can easily clear units of the same class, especially with pillar of fire. If you are lucky with mutation to get strong promotion and use your mimic to kill a hero and steal hero promotion, you are on your way to victory.

I am quite sure you can execute this strategy way before you can get druids or archmages. Iron working/priesthood is way in front of the tech tree compared to strength of will or the druid tech. I usually ignore taskmasters as the tech is out of the way. Besides, taskmasters have an attack str of 7, same as mimic with iron working, but cannot steal promotion, cannot upgrade to mith weapon and cost more to build. Although they can create slaves, you can do that too by running slavery civic together with STW. I have won AI on immortal levels using the strat

The best part is that you can upgrade your mimics to phalanax in late game. My level 10 mimic with hero promotion (and at least 15 other promotions) upgraded into a 16 str phalanax with like 130+% str, mobility and commando.
 
Only Chalid Astrakan (The Malakim Hero) can use Pillar of Fire. Ritualist get Ring of Flames, which damages ALL agasant units.
 
Is there any way to know what promotions won't have any effect? I attacked a city until there were only catapults left defending, then waited a turn and got all my best mimics (ones with over 12 promotions already :) ) Barrage 1. However, it doesn't seem to have any effect. Should it?
 
stealing promotions like life 1 will not give your mimics ability to cast spells.
 
Unless you also get channeling I or II. I usually end up with some mimics with marksmen, which makes it easy to later pick out the mages with them to get a large assortment of spells. (Having enchanted blade is nice when you accidently steal rust)
 
A Mimic can also pick up Hidden Nationality, which opens up a lot of interesting possibilities.
 
Well, he said that the Create Puppet ability will create a unit with the casting abilities of the summoner. He said that Loki can now cast spells which accomplish his standard tasks (disrupting cities). This means you now get 2 Loki's for the price of 1, as long as the Puppet is also able to enter Rival Territory (or you have Open Borders)
 
in other words: you'll need mutation or freaks again (which have been made easier accessible due to the change of the freak shows), but you'll practically double his city stealing abilities
 
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