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-   -   New Units/Abilities in Crossworlds (http://forum.fulqrumpublishing.com/showthread.php?t=15046)

Zechnophobe 09-20-2010 12:03 AM

Skeletons are crazy weird now.

Anyone consider saving some easy early fights, and going back with a 5 split stack of assassin's to backstab the heck out of them? Build up some damage bonus super fast.

EDIT: have added some more details to main post. There's so much stuff now it is getting hard to keep it all in place!

Saiko Kila 09-20-2010 03:05 AM

I think that many of new units and old units are kind of overpowered now. This makes fighting them harder. One example, which I haven't seen mentioned: alchemists can restore their potions now. At least enemy alchemists, because in my game they're unavailable in shop till late Montero :P

Puce Moose 09-21-2010 02:18 AM

I finally managed to convince a rune mage I was a fit enough leader to join me; so far I'm really enjoying this new mage. If you opt to leave talent runes sitting unused you can really turn the rune mage into a beast. Random summoning + resurrection + random debilitating spell + high HP makes for a fun 'one-man army' type of squad member.

BB Shockwave 09-21-2010 05:18 AM

Quote:

Originally Posted by Zechnophobe (Post 182861)
Skeletons are crazy weird now.

Anyone consider saving some easy early fights, and going back with a 5 split stack of assassin's to backstab the heck out of them? Build up some damage bonus super fast.

EDIT: have added some more details to main post. There's so much stuff now it is getting hard to keep it all in place!


Does it work that way? I mean, merging the stacks keeps all the find weakness skills and groups them?

Also, would you mind adding my descriptions to the first post? Sorry to say but they are more detailed (for example for the Rune Mage or the Beam of Light) then what you have added.

BB Shockwave 09-26-2010 03:18 PM

A new Orc unit no-one noticed so far, apparently - or, undestandably, confused it with the Ogre, as it is the Ogre model, colored in green same as it was in The Legend.

Orc Chieftain (Level 5, Orc)

Attack: 40
Defense: 35 (20% Physical, 10% Poison, 10% Fire)
Intiative: 4
Speed: 2
Crit: 15%
Damage: 59-83 (? not sure, only seen them in battle with increased damage)
Health: 850 (!!)

Abilities:
-Smash (damages any enemy troop which is standing behind the target)
-Commander (Orcs and Goblins in the Hero's army gain +1 Morale)
-Thick Skin (20% physical resistance, any attacker can get its attack reduced depending on its level - pretty much casts Weakness on the attacker)
-Recruiter (gives 1-2 Orcs after each battle, random type)
-Adrenaline (1. level: +10% damage, Sneer talent. 2. level: +20% damage, +1 speed, +1 charge to Sneer, Predator talent. 3. level: +30% damage, +2 Speed, +100% power to Predator talent, Spirit Strike talent.

Talents:

- Sneer: Provokes any Level 1-4 enemy to attack the Orc, except mind immune troops.
- Predator: Consumes a few units from a neighbouring Goblin or Orc troop, restoring 200-400 health, then continues the turn. Adrenaline is increased to maximum.
- Spirit Strike: does 35-45 physical damage around the Orc for all units (enemy/friend alike). Damage increases as per the numbers of Shaman the orc army has. Also knocks back enemies.

Kas 09-26-2010 09:18 PM

Quote:

Originally Posted by Puce Moose (Post 183195)
I finally managed to convince a rune mage I was a fit enough leader to join me; so far I'm really enjoying this new mage. If you opt to leave talent runes sitting unused you can really turn the rune mage into a beast. Random summoning + resurrection + random debilitating spell + high HP makes for a fun 'one-man army' type of squad member.

The spell isn't random. It depends on how many magic runes you have available. At around 15+ runes, (I'm not sure exactly what the minimum is) they sheep the enemy, which is just stupidly good. I've had up to three enemy stacks sheeped at once, courtesy of my lone rune mage's basic attack--and that's on impossible with stacks in the hundreds.:grin:

With enough runes, this unit is by far the most powerful in the game, hands down. They've got the best resurrection skill, an astral attack that's as good as dragon fire or better, summoning power superior to royal thorns, they increase the morale of other casters in your army, and just to ice the cake, they're near-invincible tanks. I've never had to heal my rune mage once.

And if you're thinking the rune investment is too steep, consider the extra fights and quests in OOTM. You have extra runes to play with now, anyway. Also, if you're playing mage, it doesn't take long to rack up the magic runes for their sheeping attack. And that one thing by itself makes them the best unit in the game.

Overpowered much? I think so.

BB Shockwave 09-28-2010 05:27 PM

I am accumulating magic runes - frankly, I feel some lower level abilities are more usefull... Anyway, here is what I know so far:

Magic Runes 0: No spell
Magic Runes 1-3: Helplessness
Magic Runes 4-7: Slow
Magic Runes 8-?: Weakness

Will add if I find out more.

ckdamascus 09-28-2010 07:12 PM

Quote:

Originally Posted by BB Shockwave (Post 185428)
I am accumulating magic runes - frankly, I feel some lower level abilities are more usefull... Anyway, here is what I know so far:

Magic Runes 0: No spell
Magic Runes 1-3: Helplessness
Magic Runes 4-7: Slow
Magic Runes 8-?: Weakness

Will add if I find out more.

Magic Runes ~~~ Curse
Magic Runes ~~~ Doom
Magic Runes 19-20: Sheep

My take on it? The lesser ones suck. Just get 19 for the sheep. :)

BB Shockwave 09-29-2010 07:18 PM

Minor info about Witch Hunters:

You'd be suprised what units count as "Mages". Apparently, this includes Beholders and Evil Beholders - they can cast Magic Block on them, and most likely can do 150% damage against them too.

EDIT: Another thing - Faun's Talent, Fatigue only works against units that have already acted that turn... making it a bit less usefull.

BB Shockwave 10-12-2010 04:56 AM

New Bone Dragon Talent:

- Gobble Corpse (Charge:1)

The dragon eats the corpse of humanoid warriors, spawning a troop of skeletons in their place.

Haven't tried yet, but seems pretty usefull, most likely the number spawned is dependent on the original troop's numbers. Also wonder if it spawns skeleton archers from archers.


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