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Old 05-29-2010, 07:56 AM
mjemirzian mjemirzian is offline
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Brennok's Route 4 - The Master's Secret

Equip Brennok with the Flameguard Token. The Dragon is invisible and it moves
around between the three Dragon's Nests on the map. Even if you spot the
dragon early I recommend sticking around and building Brennok's XP, you can
get a good 2-3 levels out of the map and reach lv 6-7. Make sure you grab the
Horror perk since it's a useful spell.

Tooth of a Dragon - Dragon's nest
Learn Horror perk - Witch Circle
Learn Dead Bones perk - Dead mage
300G - Cave

Reward:
Red Plate of Azurnash
Staff of Meteors


Brennok's Route 5 - Breakthrough to Sylent

Time for more summons, and you get actual units to use here. Feel free to
deck them out in the piles of artifacts you have lying around. Have Brennok
run around hitting the towns/villages/castles while everyone else focuses on
the towers. It's pretty obvious the developers gave up on the difficulty here.

Segmented Movement perk - Hermit's House
Recruit Foot Knights, Swordsmen, Spearmen, Halberdiers, Royal Guards, and get
a Blessing Ring - visit towns/villages/castles with Brennok

Reward:
Power of thousand roads
Heirloom of Doom


Bonus Mission 4 - Return of Ugraum

Ugraum Perks: Wild Temper, Strong Armor, Siege Master, Commanding Eminence,
Inspire to Attack, Defensive Stance, Armor Piercing, Tactician, Stolen Ralin
Boots, Slayer.

Like all defensive maps that end at the same time, your medal is awarded based
on the quests you completed. In this case it's sieze Tersia, Tersia gates,
and the elven camp. I finished the mission with 5 turns to spare so you can
play this mission fairly slow and conservatively. Most of the mission
strategy revolves around luring enemies out of their defensive positions and
fighting them on open terrain.

Start out buying an Orc Might or siege unit. You'll spend the first couple
turns near your start position on defense as enemies come in from all sides.
Keep Ugraum, Orc Mights, and War Trolls in front to absorb hits. Head towards
the first human Camp and avoid standing next to woods or hills so you can lure
the incoming enemies out. As soon as the map starts a group of 4 Elite
Rangers will start heading east through the woods towards your starting base,
and they will start coming out of the woods on enemy turn 2. If you capture
the nearby Human camp or on enemy turn 3, a group of 3 yeomen and 2 bowmen
will start moving south towards the Human camp through the woods. If you need
to, summon a golem to absorb damage from the elite rangers attacks. Avoid
capturing the human Camp on turn 2 so you have an extra turn to deal with the
Rangers. Try not to aggro any enemies unnecessarily until the waves of
enemies stop. By turns 5-6 you should have cleared out the first wave of
rangers, bowmen, and yeomen.

Head towards the broken skyship and use the gold to buy one more unit, then
visit the dead tree and get 3 goblin archers. Pick up the Shallow Water perk
for your White Ogres when they level up. Make an assault on Bakeyros then
head north. On turn 5 3 spearmen, 2 bowmen, and scout across the river will
start heading towards Tersia gate. You will likely run into them on your way
to the Tersia around turns 8-9. Stand near the castle with defensive units in
front and lure enemies out. Try not to aggro the two groups of mounted
knights across the forest from the road until you've cleared out most of the
spearmen, bowmen, foot knights, etc. Once you've cleared the outside of the
castle, move in on the siege units with golems, siege units, white ogres w/
Shallow Water perk, lightning bow, etc. As you step on the castle hexes you
will get plentiful gold to recruit new units if needed. The elven camp has a
single ranger defending it, so it's easy to grab.

Recruit 3 goblins - Dead tree
Recruit 2 goblins - A cave misnamed 'Camp' on the east side of the map across
the river.
Elixir of Life and 200G - Capture elf camp
100G - capture Tersia gates
Lightning Bow and 200G - Broken skyship
Sphere of Cold - Water mill
Night Stone - Church


Reward:
Chain of Justice


Brennok's Route 6 - The Last Spell

10 of the 15 slots will be taken up by your 4 heroes and 6 battle priests who
must be deployed. The other 5 spots should be taken by your highest level
dwarves. Give Derrik Pfeil the Power of thousand roads artifact so he can
reach Sugman more easily, and spread out the AOE artifacts. The goal for this
mission is to place your 4 main heroes onto the glowing hexes, then move
Derrick Pfeil onto the Sugman hex.

You have some really overpowered options here. Gylven now has the strongest
AOE in the game, Curse of Essentil, plus Dragon Slave, and whatever other AOE
artifacts and spells you have. Immediately head towards Sugman so you can
jump the enemy groups with AOEs before they are scripted to start moving on
turns 1, 3, 5. This will completely decimate their ranks. A wave of zombies
and traitors of bows/swords will be heading towards your base camp, but if you
move away from it fast enough you won't have to bother with them. With Gylven
dropping her overpowered AOEs you can mop up the main Sugman force in about 5-
6 turns, leaving only a few enemies left to clean up. Use the previous strat
of getting her killed repeatedly so you get another batch of AOEs.

Once all 4 heroes are on the glowing hexes, the Sugman barrier will drop and
Pfeil must step onto Sugman. 4 Demon's Servant will spawn along with a final
wave of enemies incoming. At this point you should just do everything you can
to get Pfeil onto the hex. Leave him on the hex for 3 turns and you win. I
finished this with 11 turns to spare so the developers didn't tune the gold
time very well.

If you haven't played the single player missions, you still have some more
gold medals to collect.

Barrel of Church Wine - Verson (optional quest)





7. Fantasy Wars Walkthrough

Coming Soon.





8. Data Tables
Borrowed from CactusMortis Elven Legacy FAQ:
http://www.gamefaqs.com/pc/952342-el...acy/faqs/59951

Artifacts:

Altar Stone:
Effects: Cleanse debuffs
target: self
uses: 5

Amulet of Fanatic:
Effects: Melee +3, Defence -2

Ancient Crown:
Effects: Melee +3, Defence -1

Axe of Madness:
Effects: Melee +2, Defence -1

Banner of Valor:
Effects: All attacks +1 to neighbourFriends

Barrel of Church Wine:
Effects: All attacks +2, Willpower +20%

Big Banner of Ugraum:
Effects: All attacks +1 to neighbourFriends

Blessing Ring:
Effects: AntiFlame

Bow of Doom:
Effects: +2 Missile

Burning Sword:
Effects: Defence: -1, Melee +2

Chain of Justice:
Effects: Move +1, +3 Charge

Claw of a Spectral Wolf:
Effects: Summon spell: spectral Wolves
uses: 2

Cloak of a Saint:
Effects: Defence +3

Desecrated Relic:
Effects: All attacks -1, Defence +2

Eye of an Eagle:
Effects: Sight +1

Elixir of Life:
Effects: Resurrection
target: self
uses: 1

False Prey:
Effects: Lure enemy
target: self
uses: 3

Feather Boots:
Effects: Move +1

Firkan's Map:
Effects: Move +1

Flameguard Token:
Effects: Resurrection

Heirloom of Doom:
Effects: InvisibleStance
target: friendUnit
uses: 3

Helm of Saint:
Effects: Defence +1

Horn of Fury:
Effects: Melee +1

Horn of Horror:
Effects: Willpower -20% to neighborEnemies

Infernal Slayer:
Effects: Slayer, Skirmish +4

Lance of Glory:
Effects: Charge +2

Lightning Bow:
Effects: Attack spell: Strength 15
target: enemyUnit
uses: 2

Long-range Bow:
Effects: Range +1
target: friendUnit
uses: 3

Mummy Eye:
Effects: Sight +1, SeeInvisible

Nephrite Wasp:
Effects: Attack spell: Strength 8, Defence -2
target: areaEnemyUnits
uses: 3

Night Stone:
Effects: Invisibility

Power of thousand roads:
Effects: FreeMovement, SegmentedMovement

Power Stone:
Effects: All attacks +3, Defence +2

Red Plate of Azurnash:
Effects: Defence +1

Relics of Marcus:
Effects: Defence +2, Willpower +20%

Ring of True Sight:
Effects: Sight +1, Defence +2

Shield of the Ancients:
Effects: All attacks -1, Defence +3

Shield of Marcus:
Effects: Defence +20
target: self
uses: 3

Sign of Sacred Hammer:
Effects: Melee +3

Silent Hammer:
Effects: Invisibility, Melee +2

Sphere of Cold:
Effects: River movement 100%

Staff of Eternity:
Effects: Defence +2

Staff of Meteors:
Effects: Attack spell: Strength 11
target: areaAnyUnits
uses: 1

Staff of The Eternal Flame:
Effects: Attack spell: Strength 10
target: enemyUnit
uses: 1

Standard of High King:
Effects: Defence +1, Willpower +10% to neighbourFriends

Sword of Wrath:
Effects: Attack spell: Strength 9, All attacks -2
target: enemyUnit
uses: 1

Tooth of Dragon:
Effects: Summon spell: Spectral Dragon
uses: 1

Wand of Flare:
Effects: Attack spell: Strength 7
target: areaAnyUnits
uses: 1

Stats and modifiers:

Status Caps:
------------
maxDefence = 20, maxAttackSkill = 20, maxWillpower = 20,
maxSight = 10, maxMovepoints = 10
*Note: The most attack or defence you can have against another unit is 20, but
you still need additional points to defeat the target's stats. IE: 30 attack
points are needed against a defence of 10 in order to do the full 20 attack
bonus. Only comparatively very weak units benefit from these caps, so it's
almost irrelevant.

Defence Modifiers:
------------------
Hard Target = 2/3 To all AttackSkill
Anti-Charge = 1/3 Charge AttackSkill
Anti-Flame = 1/3 FlameBreath AttackSkill
Anti-Shooter = 1/2 Missile AttackSkill
*Note: All direct damage spells are considered a "FlameBreath" AttackSkill. IE:
a Blessing Ring will reduce a dragon's FlameBreath and all spell damage to 1/3.

Attack Modifiers:
-----------------
Armor Piercing = Negates Hard Target
Slayer SkillBonus = +10 against trolls, heroes, war machines, flyers.
Crowd Killer SkillBonus = + 4 against non-slayer units.
StoneThrower SkillBonus = 167% against unit stacks with a maximum hp of 15.

There is a bug with Sagittel's Elven Wrath ability where the attack bonus and
defense penalty jumps between units standing next to eachother and stacks up.

Willpower:
----------
If a unit is reduced to 50% or less HP, then during the current attack
or the next:
2 or more damage will cause Retreat.
4 or more damage will cause Broken status.

Any additional willpower gained through perks or artifacts will subtract from
the 50% equation above. Horn of Horror will add 20% to surrounding enemies.

There are a few rare unit exceptions that have naturally higher willpower:
Dwarven Mobile Stronghold - +10%
Summoned Crystals - +20%
Summoned Runes - +100%
Golems - +100%
Farrakh - +100%
Farrakh's Spirits - +100%

Cause Fear ignores willpower completely and can only be negated with Fear
Immunity. Any unit that retreats but has no path of escape will
automatically be Broken.

Last edited by mjemirzian; 05-31-2010 at 08:43 AM.
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