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Tips and Hints Different solutions, tips and hints. |
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#11
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I wasn't aware it was possible to wrap up greenwort and the surrounding areas so quickly. Good job.
I'm currently playing a normal-paladin, and until now, I'm doing fine. I rushed down to +20% experience talent and got lucky with my undead wife (Who's now a human), to have a baby that gave me an additional 10% experience. Initially I focused on pirates. I had the pirate belt & boots and ... of course the wife, that granted them a total of +2 speed, +1 initiative and +5 attack. Sea dogs and marauders are actually quite powerful with these items in ones possesion. My boots however, seemed to bug at some point. They have morale, and it reached zero. Now, when i supress the boots, they do not gain morale again. So i got upset, and rushed/kited to the demon world, and bought myself an army of demons. After that, I returned to freedom island with my fresh new group of fiery menace. My paladin feels kind of odd to play. I don't really use nukes. I spend most of my rage on the snake-guy's shield ability, and use the ressurection spell. Both my mage and warrior felt much stronger at this point, if my memory serves me right. |
#12
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#13
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Well, on impossible things change. At some point, all you'll be facing is strong and very strong opponents even if you play properly and kill everything. I rerolled my impossible paladin yesterday... That day I lost to get to the islands... I didn't like that
As for the fast play, this is what I did. I know it's far from perfect, but it does serve me well every time and with every char In order to do things quickly, you need to start off the right foot. A good way to do that is to complete some easy quests. The main story quests are a must (and are very easy and do not involve fighting) till you get to the quest for Lyaro island. This will give you the chest of rage and since you have enough money, you can get Glot to help you right away as long as there are snakes or spiders to purchase from Hall's menagerie. This will give you a good leadership up and going, as long as you pick the upgrades from the get-go (well, with a mage you may want to stack up on stats, but that's another matter for the paladin). So I like to traverse all starting maps and steal as much stuff as I can before I actually get to the fighting. It really depends on how the game is set up for you... But sometimes you may get quite lucky The next thing is that you don't really need to spend money on troops in the beginning. There are some friendly troops scattered across the maps, and while raiding the graves, you will take off with some skelies - as long as you have free spots in your army. There are also vampire coffins, unguarded griffin eggs... This leaves you with more than enough money to buy various artifacts. And besides, trade is only 6 mind runes to fully master it and get even more money out of the spare scrolls and other stuff you don't need... It's so cheap After I'm happy with the leadership value and the initial army setup, I usually stash a unit in the castle and go kite the defenders of the camp with the Horsemen in Greenwort and take as many as I can. They are the best starting tankers and pretty much remain like that throughout the game. With those, you can open up Zerock easily. After that, you can easily kill everything. It's combat after combat, utilizing both spirits of rage and having them level up as well. Oh... and don't forget that it's much harder to level up on impossible. Here's the experience table: http://www.gamebanshee.com/kingsboun...iencetable.php Last edited by DGDobrev; 05-07-2009 at 09:32 AM. |
#14
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to be honest i find the game ALOT easier with the warrior or paladin than with a mage
ofcourse the beginning is easier with the mage(since his spells are DECENT then) but after you progress in the mid game you already come up with certain leadership problems.. which will excel in the mines and dead land. where your leadership is just sucky yo say the least furthermore I mostly use 1. must have in beginning till mid game(ingi's) 2. Evil beholders/horseman(depends on what i get, i rush to boogus) 3. royal snakes/horseman one of those wether one is avaible or not 4. (level 4 unit in the dragon fang quest(unless it's an undead) 5. archimages/alchemist (sometimes i get unlucky and there is no alchemist avabile in the mage game my army consistented of 1. ingi 2. evil beholder 3. orc shaman 4. cannoneer 5. alchemist and i was steamrolling the island but i made error and made new game again instead of it being on impossible it was ON NORMAL and i was like omg how could i not see this so i started all over having 1. inqi 2. horseman 3. royal snake 4. archmage 5. alchemist steamrolling through all area's without casualties waiting until i get sacrifice so i can swap the archmage with ent :> so i get more and own on freedom island :> |
#15
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What that means?
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#16
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But for me when the mage get 2 spells during one or two turns then this brings a more important plus. I also have the feeling that the warrior is easier but in fact since the beginning and not that much more when mage get 2 spells. In impossible mode when you try not lost a second to do a record I felt the beginning almost the more difficult and even more for the mage. But clearly I don't have played enough games in different modes and different characters to have any clear feeling about that. |
#17
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i only play on impossible
furthermore paladin>warrior>mage paladin why? he can acces to skills very early and possibly the only character who can max LEVEL and all his skills(not kidding) paladin will have trouble during end beginning game turning into mid game(due to lack of good skills but after that it's just PLAIN steamroll for paladin) at least my experience with the warrior his leadership is so very high that u can easily max out any army and use ressurect/gift to get units back and your units can kill easy with order on level 3 (max bless FTW) and mage the only decent and this guy is that his upgrades from spells are really cheap(the higher magic skill is nice) but can't compete vs the mass skills from pala or the high initiave a warrior gets(which can oblerate your troops before even getting u to cast spells)(since 9 out of 10 times the warrior will be faster and can use strong melee unit to HARASS your troops just my 2 cents |
#18
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I suspect the mage is under evaluated, perhaps partially because of the (amazing) Calundra record. Imagine one second that enemy heroes knew using spells and had a choice as large than yours, you'll know your pain.
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#19
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not really spells aren't that interesting on impossible i use more debuf or slow down spells
rather than damaging spells (same actually goes for a warrior) making your chaos spells rather ineffective since u can kill a whole stack in one turn which blows :> |
#20
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Well, some players have a precise clock in their interface where the date is shown. For example, I have "Day 2: Daytime" and they have "Day 2: (the precise hour)".
I'm not sure if this is a version option or a plug in, or a mod.
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