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Elven Legacy (sequel to Fantasy Wars) Sequel to Fantasy Wars. Turn-based strategy game set in a fantasy world. |
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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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