![]() Explorers reported huge Salamanders(level 2 Demon unit with armor piercing) in the centre of the map. She desperately needed level 7 Divination Magic. Almost instantly we were attacked by a demon squad - a hero, a huge Demon(lvl3 flying unit) and a 2 Quaisits(Demon lvl1 unit). He volunteered to be the one, if I was able to keep him alive until then. He explained that someone must step over the portal to close it, and that action would probably destroy the unit. Ellador, one of the elven leader joined me. The portal to the west was surrounded by demon. Mages and units with spells are best to be set as Magic Defenders, or Magic Guardians of a strong melee unit. Until she get at least 60 mana cap, and level 7 Divination magic, she will be mostly useless and stay on Hold Position. ![]() ![]() Playing the Sage, Miranda would rely on Call Sages Spell. Before we go, we prepared to recapture the rift and apply a main strategy. We were to find this Thing, but first we needed more information from the snakemen Ssrathi. He explained, that a mad Ssrathi, in his anger, tore the rift between worlds and something horrible came out. At the north-west we found a wounded elf and his comrades slain. Confidently proceeded west to the Infernal Rift where some Nightmares made our adventure harder. After we cleared the hiding demons, we found another chest with item in it, Fire Giant's Belt (+3 combat, +10 Fire resistance). It was so quiet that the danger was immanent. Back on the road and north we encountered two more Reapers. Miranda put it on and turned around once to wave it. We cleared the way and found a new item, Runelord's Cloak +5 Armor (Items are dropped randomly every game, and even after every load before the drop). At the end of the road another Reaper and a Nightmare (nasty level 2 demon cavalry with Armor Piercing) were guarding a treasure chest. With some agile movement we (I, Miranda and the squad) took them down and continued southwest. Miranda was following the road to the west when two Reapers(level 1 demon unit) rushed toward from the trees. They are vulnerable to Banish spell, cast sometimes by enemy heroes or Summoners(Demon Leader). They need either the Knight race, or Archons some times are rewarded from Quest Givers. But they can't be called by Empire race Quartermasters, like the others. They are flying and do tremendous job in mission's early stages. ![]() And the Archons, the Knights lvl4 flying unit(but not leader). The chance increase with levels and at level 20 he is still cheep. Next, the Gnoll(lvl2 Minotaur race unit), he have a finishing attack that give 100 gold, and have 5% chance to do it. If I keep him at small level, I can get two of them every mission. The Scorpionpriest is The Swarm Leader, he is able to summon Fire Elementals. On the picture, on the right, there are my favorite Retinue units. Making one powerful unit on high level, may exceed the Army Points in common missions. Depending on the army natural level, they will cost Army Points to enter new missions. They will keep their level made in the RTS missions and they are capped at level 20. 10th Physical Blast stun allÄepending on his/her Charisma skill, the hero can bring number of units along the whole adventure, after successful mission, and play with them in the future. Permanent vision bonus to the caster side. Leach grants nearby units ability to steal XP. Unit that is able to convert structures from close distance. 7th Call Sage summons Red, White or Black 6th Comprehension will reduce the cost of upgrades, very 5th Banish Demons, Archons and Elemental near 1st spell Elemental Lore will grant +10 Resistance for 1 Where it apply magic levels for the current mission. Levels from another magic tree and Empire race have a building upgrade, The Sage haveÄivination, Arcane and Illusion by default. Hero class gives an unique magic tree to develop.
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