![]() |
|
|
|
#1
|
|||
|
|||
|
None. One-race armies are pretty inferior with the exception of undeads. But those need extra effort and specific management and playstyle. If this playstyle is not for you, undead-only isn't for you. Plus, every one-race-only army will eventually face its counter-combo on the battlefield. Which, if we stay within the example of the undeads, will be a full undead opponent with no living creature in their ranks.
If you were to determine what army is "good" or "best", regardless of single-race or mixed, you always need more information like: 1. what class 2. what difficulty setting 3. whhich items do you have available 4. who is your opponent 5. what spells, talents and rage abilities do you have 6. what is your preferred playstyle ? Only if those are answered you can begin to work on what is "best" for you. But when you're at this point you will realize that uniracial armies aren't the best choice for you ^^ |
|
#2
|
||||
|
||||
|
Quote:
About Spirits of rage: If their level is increased, how is chosen the ability/abilities which are increased? |
|
#3
|
|||
|
|||
|
One will always be the rage ability you used the most and gained the most EXP with and the other one will always be random. And what random spell comes depends on if you have all abilities of that spirit yet. If you do not have all rage spells of one spirit, you will be prompted with taking it with a high chance. So if you plan on maximising a spell early on, make sure you use it a lot.
You can read more on spirit leveling when using the search function. It's all spread out in detail for you. |
|
#4
|
||||
|
||||
|
This is strange, because I (almost) never use Zerock's Wall spell, but I have the chance to increase it very often. You could say it's random, but what happens when both options are about the wall spel...?
|
|
#5
|
|||
|
|||
|
It's possible. It also depends on the level of the spell. The first upgrade of the wall is for very low levels and if you don't take it you'll be asked with high chance.
And just as a sidenote: Rock Wall is the only useful spell of Zerock's to begin with. Using and upgrading (more hp, less rage) it is advised. |
|
#6
|
||||
|
||||
|
Quote:
|
|
#7
|
|||
|
|||
|
The wall's primary benefit is battlefield control.
Example: The enemy army has a large stack of a powerful ground unit, say knights. Place a wall so that the knights can move around it, but doing so eats up one or two turns of movement. The knights will almost always attempt to go the long way around, rather than simply smashing through the wall. Also, late in a battle, when the enemy has a very weak stack, you can trap it behind the wall while your inquisitors refill your rage, and your other troops run around grabbing mana and rage from the chargers you summon. Tedious, but effective. |
|
#8
|
|||
|
|||
|
Quote:
I prefer to boost underground blades as much as possible, then sword and wall in roughly equal measure. I completely skip rockfall. All that said, Vulture's strategy also works well. One of the best features of this game is that there is no ultimate strategy that trumps all others. |
|
#9
|
||||
|
||||
|
Rockfall doesn't harm your troops, too.
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|