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AuthorWizards faction topic
for Cadel:
Well if it's the arts that give you the knowledge maybe you can exchange them for spellpower arts?
I'd say 40-50 mana is enough in pvp. I've yet to see a pvp match where i am able to use all my mana. Barely happens.

Just wondering. Which 3'rd talent did you get?
You need around 60 mana to be safe in PvP, especially after level 8 that you get Ice Clod ( If opponent uses air resistance cloak it's very good to use ).
In two Hunter assist
wizard 196 damage and another 224 damage Magic Arrow spell
is possible??
for Marceloptavares:
yes
yes, for at least 3 reasons (add more if i missed out any pls)

1. The 224 damage wizard has higher wizard faction skill than the 196 damage wizard.

2. The 224 damage wizard has higher skill power than the other

3. The 224 damage wizard has basic/advanced/expert chaos magic
level 06? 4-5 skill power? sem arts

https://www.lordswm.com/warlog.php?warid=472895497
https://www.lordswm.com/pl_info.php?id=4334962

check her mercenaries guild - level 2, when u get level 2 in mercenaries guild u get 1 extra primary skill, and she has basic erudication, making that another 1 extra primary skill.

altogether = 5 primary skill (for all level 6's) + 2 extra primary skill

so, she probably added 4 to spell power and only 3 to knowledge, because all wizards have 1 knowledge even without adding it
107 That I know, I question as to apply only 4 skill Power damage of 196.

(https://www.lordswm.com/help.php?section=31)
24+8*Spell power = 4 skill Power = 24+32 = 56 damage


4 skill Power damage of 196????
5 skill power damage of 224????
108,

https://www.lordswm.com/forum_messages.php?tid=1840654

read the last message, Pang's

Wizard's hunt damage increases by 50% per racial skill pt. So, hamsteriem has lvl 5 wizard, means 350% of magic arrow damage...

56*3.5 = 196 damage
anybody has tips on how to win demons at level 5-7?
without double mini-artifacts - almost impossible
Level 5 is not very hard, before they get battle fury. All you need is an initiative mini art on magi to make sure they cast on succubi first turn, after succubi are dead kill wolfhounds ( unless he has spawns, then kill spawns first ) and of course completely ignore gated creatures. After level 6 it gets a bit harder because battle fury greatly increases demon's troop damage but again if your magi end up playing first you most likely have the upper hand. Of course you need a decent mana pool to fight them, at least 40 mana so you can cast enough spells after imps/spawns drain your stuff.
hi i just turned level 3 i have already 1 attack and 2 knowledge what should i spend the extra parametre on knowledge spellpower attack or defense
The Important point is here is INITIATIVE OF MAGIS ... so YES, use mini-arts to magis to make them always attack before Elvens or another Shooters .. or they can be slayed before their turns without doing anything ..

Best regards,

Randhy
113:

Get 4 knowledge and then put evertying into spell power. Should have put the attack point into knowledge.
One way to get massive spellpower is to use the 'staff of power' - if you have erudition and intelligence, you can use a potion of oblivion to reset your knowledge to 1 and add all other primary points to spellpower. Equipping the staff then gives + 2 knowlegde, so you have a combat mana of 45, and in my case a spellpower of 11 with full artifacts :)
for StorminMerlin:
https://www.lordswm.com/warlog.php?warid=472628858
strange full you have..
In fullart I could have 50 mana and 13 spellpower
hm... I just wondering if you want SP from everything, how will your troops operate and survive? with using Staff of power you will have only about 5 attack, and if you use all possible slots to have more spellpower then your defense wont be much higher as well (lets say 10)... and consider that your hero's init is only 10, so fast creatures will eat you in a blink of the eye.
Basically you cast one POWERFUL spell, it will cause about 150 damage. But for example a crossbowman can shoot 300-400 from far, and above 1000 easily from close... without any luck... And the melee chars will have attack and defense about 20 when joining to a bigger battle.
for Erlemar:
He doesn't have the extra point in the merc guild but still he should still have a max of 14 spell power.

for StorminMerlin:
Yeah that is a great strategy. It is the one I would be using if a tournament happens when I'm at lvl 7. Max spell power I can get would be 15 and 45 mana. Or I would do a 14 spell power, 40 mana, and magical mirror. Of course any special rules in the tournament could easily force me to change.
sorry for double post, but I forgot the +2 spell power cloak is at lvl 8 and my max spell power is off by 1.
This topic is long since last update and considered obsolete for further discussions.

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