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AuthorWizard Faction Topic
I would say:

pve
magi - ini + (hp, def, or morale)
garg - def + hp
golem - att + def

pvp
magi - ini + hp (hp is really great at lvl 5 when fighting elves because the druid lightning won't be able to kill magi in one hit and the ini bonus should be able to push the magi before the bowmen so you can attack them first with magic punch)
garg - att + def
golem - att + def

And if you have problem with money, like smar0eddie says work on getting the mini arts for magi first, then gargs, and last golems
pve
magi - ini + (hp, def, or morale)
garg - def + hp
golem - att + def


I'd say:
magi - morale + atk or luck

Guild level already gives enough bonus in order that you will most of the time play before units with same base ini.

And, anyway, in hunts or merc quests, magi will die anyway, most of the time during the 1st turn, so 1 strong blast is the best way to go, than useless hp / def.

And for PvP, I'd go for morale and ini for magi; they have so poor hp anyway that a few more won't change much IMO.

Appart from that, I agree for the rest... Magi, then garg, then golem, but think that magi are rather useless in hunts, so if you don't feel like PvPing, you should think of one mini for garg.

One last thing maybe... It will take time to save for a full double mini; you might think about buying in first time simple ones, that cost almost nothing compared to double, and are still usefull (a double mini costs 4 times more than a simple mini).

It will help you while saving for doubles.
i am lvl3 wizard
what is the best troop layout for me?
also how much knowledge and SP should i have?
how can i get them?
You should put everything on KN for now; about troops layout, I'd go for max garg, then golems and the rest in gremlins.
143: All points in knowledge until you have 4 then everything in spellpower.
Best troop layout = max gargs/golems
You can't get arts with sp/knowledge before level 5 so you cant do anything to increase your stats except level up.
will 15% water dmg from cold blade affect enchanted gargs?

and do elemental dmg mod on weapon have effect on enchanted garg?
146:
Gargoyles are unaffected by cold blade / elemental damage enchants ( of the elements they are immune ).
Also DE piercing magic does not pierce that resistance ( since the piercing magic works on hero spells only and the enchants are considered extra damage by the creatures ).
That's why modern golems are very good vs enchants also and same goes for senior genies whenever we get them :)
wow it is AWESOME!
another good reason for high level wizards to go might =)

btw, do barb's magic proof works to weapon enchantment?
yes barb magic proof works :)

also note that enchanted gargoyles are immune to fire and water enchants, they take normal damage from earth and air ( they are immune to lightning spell only, not air in general - example: magic arrow works on them )
another good reason for high level wizards to go might =)

You mean a combination of might and magic, because only might is really bad (I mean other troops are better than wizards' troops), and also might is very costly when it comes of mini-arts :)
Hey guys.. :)..

I just started out playing wizard - just reached lvl 3 and have crushed everything so far.. :).. Nevertheless Im starting having problems now pvp here at level 3..

So I was hoping someone could tell me short what to do from here the next levels? What I should be aware about and so on.. I have been reeding quite a lot around, but havent been able to find any kind of "tips" og "guides" for starters.. :)..

Kind regards X
151:

Hunters' guild: 1 (16.00) +44.0
You have a LOT of hunting to do. Not only they give you gold and arts but they also give some boosts to attack as well, pvp is sure fun, but without good foundries you cant win pvp =)
Yeah I thought so as well.. :).. But since I started out today, I have done all the hunting I can so far.. :) But I will continue as well with that.. ;)

What about units and stuff? What is the most optimal from here? And what about changing fraction, when should you start thinking about that? :)

- X
I'd say switch class. Elves, barb, DE are good for thieving with their higher int close range units.

Wizard's main strength is casting and Genies/magi don't have the hp and rest are pretty slow.

triple arty question for garg as runner/last stand unit.

Def/hp/speed, def/hp/int or def/int/speed?
153: Wizard needs a lot of patience and a lot of money :) If you don't have the patience to do long fights and level doing mostly hunts and later MG quests - then it's better to switch to a faster faction like DE/elf or barb that end their fights in a few turns :)

If you do have the patience and time to invest in being a wizard though, then you don't need to change faction before you go for Thieves Guild ( since it is the only thing wizard really sucks at - its best to switch to DE when the time comes for that for some time ). Wizard depends a lot on high faction level, if you change factions every now and then , you will never become a good wizard.

At low level the plan is to get maximum gargoyles and run around with them avoid enemny while your hero casts. Use other creatures to lure enemy to some corner ( they will go for everything else first then go for gargs ) and move gargs on the other side of the battlefield to gain some time. Your artifacts should focus on defense and spellpower/knowledge, avoid attack/initiative at lower levels it is rather useless.
I think I will go for elf or DE now then.. Im not the patient type, and yeah.. :P.. But I dont seem to be able to change faction now?.. Is there any requirements for changing? Or is it perhaps just because my account is less than 24 hours? :)

And btw.. Thx for the help everyone :).. Appreciate it a lot :)

- X
You can change faction once per 24 hours
So for the survival tournament, I'm going to be making triple minis for my genies (if I have enough money after the arts, crosses fingers). What would be better, att/def/morale or att/def/luck? Or any other combination?
Ok, so I just realized if you plan on raising your genies your extra morale would be useless so luck would be the better option here.
but would some morale compensate the -2 morale?
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