Living Nightmare (A Guide on Flesh Golems)

Master_Hugian

Warlord
Joined
Oct 27, 2006
Messages
176
The purpose this guide is to take a very close, mechanical look at Flesh Golems and find out how powerful they can become and what the best way of doing so is. Before I start on how to do, I need to find out what the theoretical best a flesh golem can become, a task which is alot bigger than I first imagined. The mod used is Orbis.

So far I have combed through to find out all the ways to increase strength, both raw and percentage wise. Anything I missed please point out :)

Next Planned
Movement and First Strikes

Notes
* Temporary bonuses have not been included
* Totems have not been included (as even with grafts, there can be only one)
* Affinities have also not been included
* Feral Strength has been taken over metal weapons
* Fort Commanders can be grafted but are highly not recommended and thus has not been included.

Raw Strength


Kraken (Base): 17 Strength

Godslayer: +3 Strength
Dextrous: +1 Strength
Feral Strength: +1 Strength
Strong: +1 Strength
Champion: +1 Strength

Heroic Attack II: +2 Attack Strength
Golden Hammer: +1 Attack Strength
Sinister: +1 Attack Strength
Mounted: +1 Attack Strength

Hardy III: +5 Defence Strength
Empty Bier: +2 Defense Strength¨
Heroic Defence II: +2 Defence Strength

War: +3 Unholy Strength
Aeron's Chosen: +2 Unholy Strength
Gela: +2 Unholy Strength
Mokka's Cauldron: +1 Unholy Strength
Black Knight: +1 Unholy Strength

Sol:
+2 Holy Strength
Justicar: +1 Holy Strength

Athame: +3 Poison Strength
Shadow Knight: +1 Poison Strength

Staff of Souls: +3 Death Strength
Nether Blade: +2 Death Strength

Orthus' Axe: +1 Fire Strength
Dragon Knight: +1 Fire Strength
Champion: +1 Fire Strength

Total 29/33 + 9 Unholy + 3 Holy + 4 Poison + 5 Death
= 50/53


+X% Strength

Combat V: +100% Strength
Empower V: +50% Strength
Stigmata: +50% Strength
Feral Strength: +50% Strength
Pack Leader: +40% Strength
Heavy: +30% Strength
Academy Training: +20% Strength
Enchanted Blade: +20% Strength
Runic Shield: +10% Strength
Vampirism: +10% Strength
Menacing Helm: +10% Strength
Corned Powder: +10% Strength
Homeland: +10% Strength (within borders)
Light: -20% Strength

Total +380% Strength (+390% within borders)
 
The purpose this guide is to take a very close, mechanical look at Flesh Golems and find out how powerful they can become and what the best way of doing so is. Before I start on how to do, I need to find out what the theoretical best a flesh golem can become, a task which is alot bigger than I first imagined. The mod used is Orbis.

So far I have combed through to find out all the ways to increase strength, both raw and percentage wise. Anything I missed please point out :)

Next Planned
Movement and First Strikes

Notes
* Temporary bonuses have not been included
* Totems have not been included (as even with grafts, there can be only one)
* Affinities have also not been included
* Feral Strength has been taken over metal weapons
* Fort Commanders can be grafted but are highly not recommended and thus has not been included.

Raw Strength


Kraken (Base): 17 Strength

Godslayer: +3 Strength
Dextrous: +1 Strength
Feral Strength: +1 Strength
Strong: +1 Strength
Champion: +1 Strength

Heroic Attack II: +2 Attack Strength
Golden Hammer: +1 Attack Strength
Sinister: +1 Attack Strength
Mounted: +1 Attack Strength

Hardy III: +5 Defence Strength
Empty Bier: +2 Defense Strength¨
Heroic Defence II: +2 Defence Strength

War: +3 Unholy Strength
Aeron's Chosen: +2 Unholy Strength
Gela: +2 Unholy Strength
Mokka's Cauldron: +1 Unholy Strength
Black Knight: +1 Unholy Strength

Sol:
+2 Holy Strength
Justicar: +1 Holy Strength

Athame: +3 Poison Strength
Shadow Knight: +1 Poison Strength

Staff of Souls: +3 Death Strength
Nether Blade: +2 Death Strength

Orthus' Axe: +1 Fire Strength
Dragon Knight: +1 Fire Strength
Champion: +1 Fire Strength

Total 29/33 + 9 Unholy + 3 Holy + 4 Poison + 5 Death
= 50/53


+X% Strength

Combat V: +100% Strength
Empower V: +50% Strength
Stigmata: +50% Strength
Feral Strength: +50% Strength
Pack Leader: +40% Strength
Heavy: +30% Strength
Academy Training: +20% Strength
Enchanted Blade: +20% Strength
Runic Shield: +10% Strength
Vampirism: +10% Strength
Menacing Helm: +10% Strength
Corned Powder: +10% Strength
Homeland: +10% Strength (within borders)
Light: -20% Strength

Total +380% Strength (+390% within borders)

:eek: 50+380%=240, it could one-shot Auric Ascended without the godslayer...
 
With the cauldron gone, does anyone know if there is any other way of getting flesh golems apart from Archmagues & Hemah
 
apart from Archmages (and Liches) and religious Heroes (not just Hemah... Gibbon and Mardero can also learn it ) its just Vampire Lords i think. (and of course civ specific arcane heroes like govannon & corlindale )

I havent actually tried this but i think if you re really bored and want an army of fleshgolems you could play calabim with council of esus.... why ?

1. Vampire Lords are melee units and as such can get Casta Legionis training which grants immunity to enrage. Those are the only melee units i m aware of that get channelling I-III.

2. Council of Esus enables them for the freelancer promotion which makes the unit which gets it NOT count towards national limits. the only drawback is that those units can go enraged from time to time.....

count together 1. and 2. together and you have unlimited vampire lords who cannot enrage and unlimited vampire lords = unlimited fleshgolems.

like said i havent actually tried it, maybe the freelancer thing overwrites castra legionis immunity, not sure.
 
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