Alright, listen up, we should make an actual strategy next turn instead of letting eS spend all our magic on dick seeking arrows. Much as I like the guy, I can't really compliment his war strategy here. I'm pretty sure last turn, all our horses sat in the stables totally unused, so let's use them and make a cavalry-heavy advance in the desert and plains. I'm not sure if a lightning sword is the best idea, but at least we can give it to our cavalry who can cut down enemies in metal armor.
Then, let's equip some mighty bows as well, and make sure those are also used by cavalry (and any remaining DSA's for that matter). The mobility with ranged weapons might mean we actually stand a chance, and should penetrate any metal armor or bug armor we have to deal with.
If you guys are willing to change your vote this late, I might propose:
DEMON SPHERE:
An enchanted gem bound not with elemental power, but the soul of a demon. We shall learn to summon demons, if only weak ones at first, and bind them to our gems. The user simply has to say the demon's name and the demon will be released from the gem, and bound to obey the gem's holder in the same way they might normally be bound to obey their summoner. After the gem's power, which is used to keep the demon bound, is exhausted, the demon returns to the gem and cannot be summoned until the gem recharges.
If possible, I'd like to start with a tiny rat-demon that has lightning powers, but I'll take what I can get.
Lightning Sword: (4) Tyrant Leviathan, Detoxicated, DGR, Doomblade
Heat DSA: (1, why even) eS
Fire Rune:
Geo-scale elemental manipulator:
Enruned Capacitor Sword:
Demon Sphere: (1) Sensei
I propose we focus on the summoning/enchanting synergy, but I'd be amenable to a flight/power armor kind of thing instead if that's what people want. Maybe we could make suits with one big power gem that power any kind of magic weapon the user holds, without those weapons needing gems themselves.
Either way, we should pick a direction and focus hard to get good at it.