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#1
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if your lucky the quest with the dragon fang will give a demon for sale
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#2
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Quote:
However, I am not sure how you managed to defeat the turtle with only one demon and no losses seeing as how demons cannot be healed or resurrected. I may be wrong on this, but that is what I tried to do also. In the end, my strat for taking out the turtle at level 4 is with a single stack of 6 alchemists (purchase at the swamp). The turtle does up to 80 pts of damage with each stomp. The alchemist have 120 HP. I you have about 20 mana, you can last for 6 turns at least. The alchemist using their acid spray does about 300 pts of damage |
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#3
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Demon cannot be heal by the heal spell?
They can't be resurrected by inquisitor but can by the resurrection spell. But I don't remember for the healing spell. Last edited by Vilk; 08-06-2009 at 01:57 PM. |
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#4
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The description on the Heal spell says that it will hurt undead but have no effect on demons. I actually did try taking the turtle on with 2 demons thinking that I could easily heal their damage.
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#5
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Lol right!
I forgot that... and didn't check because often many details like that aren't well describe in descriptions, like description of res from inq doesn't mention it doesn't affect demons... nor undead. EDIT: And about defeating the turtle a possibility is to use Magic Spring and Last Hero on a stack with a single unit. With that trick and even with a very low mana level that does the job with no death. Quote the reward for defeating the turtle is those 2 spells. Last edited by Vilk; 08-06-2009 at 01:57 PM. |
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#6
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i would call the turtle hardly a boos it's so easy ^^
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#7
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Damit i didn't remember well the turtle second move problem, to avoid the turtle use earthquake at second move the point is to have the unit close to turtle in front of its head not at the side like close to a turtle leg. At next rounds this change nothing, only for the second round.
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#8
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#9
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you are right, the turtle did cast slow. It took 2 turns to get within firing range. All the time I was casting heal, heal, heal after each stomp. I did this playing as a paladin, and as a mage. On hindsight, I should probably have moved the Alcheys right next to the turtle to take advantage of counterstiking.
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#10
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Wouldn't slowed alchemists have a movement speed of 1? That doesn't seem enough to get them within shooting range. To counter the slow, I can imagine waiting on the 1st turn, letting the turtle cast slow, and having your hero cast haste afterwards. Also, the turtle seems to have the no retaliation ability. |
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