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AuthorWizard details
Hi, this is my topic about wizard creatures, I'm writing this because I want to make people more comfortable with wizards.
Sections:
1. Overview
2. Faction skill
3. Gremlins
4. Gargoyles
5. Golems
6. Mages
7. Genies
8. There will be no spynx/giant discussion

OVERVIEW
Wizards are a faction that has accepted magic as a way of living. They are a faction relying on defense to protect themselves from danger as well as to give them time to minimize and defeat that danger. Wizards benefit from being alone since they take less(but still all) the blows the enemy can throw, while slowly ripping them apart. Patience is a key that unlocks the door to every battle, use it wisely and you will get to the top(unlike me, because I am always in a hury).
To understand how wizards will succeed we must first look at what other people do and analyze it.
Dark Elves:
They level up spell power and knowledge early levels and attack in late game.
Demons:
Attack is their most common choice.
Knights:
They do level up defense sometimes, but over 80% increase attack
Elves:
For elves it would have been a waste not to level attack
Barbarians:
Do I have to say it!
When all other factions increase their attack why not wizards increase their defense.
Now we get to the hard part. The general thing is to keep the game slow and benefit from it.
We can keep the game slow by having more armor and more spell power, but if we’re to benefit from it then we will need knowledge and when we increase knowledge we will need to put more points on spell power, but by doing this the enemy will rush more at us trying to shorten the game,
So we would need more defense…do you see the circle. Solution:
About defense we can put all our artifacts on defense(except hands and jewels).
Everything else should either give initiative/morale or spell power.(weapon can be sword of might)
We could get extra defense/hp/ini/morale from mini arts depending on the creature. Wizards benefit a lot from HSets…
Faction skill

Wizards would need around a million gold to make a full flvl 9 3x3 artifact on all creatures. Try not to make double/triple arts too early, but instead just give them a single def/hp/ini/morale artifact.
What should you use on:
Gremlins: Hp/Att/Luck
Gargoyles: Def/HP/(speed and ini are both good options)
Golems: Att/Luck/Ini
Magi: Hp/Def/Ini or morale
Genie: Initiative/Morale/Def
Spynx: Attack/Def/Luck
The hunt bonus is the other great thing about wizards, when in hunt spell power is the tool! It isn’t wise to use hunter set artifacts(although you benefit a lot by that +1/+1) except for master hunter ring of dexterity*2, because of it’s effect you get more turns=more spells=more damage=more kills=less units to strike=less damage taken=more turns – again we have a circle.


Gremlins
Statistics:
Attack=2+1
Defense=2+0
Damage=1/2+0/0
Hp=5+1
Speed=3+2
Initiative=7+4
Mana=0+1
Shots=5+2
Range=6+0
Abilities: Shooter + Repair
Comments about statistics:
Average attack/def for lvl 1 creature, average damage, above average hp, average initiative, above average abilities, below average recruit count. 11 initiative-that is golden!!! Good repair ability vs neutral. Bad damage output without mini-arts.
Comments about usage:
Until lvl 5 use it as an enrage booster. 5-7…..hmmm….Works well by shooting before archers, bowmen, orcs(if you use ini mini art)…it seems like a good distraction from your magi, and it also allows you to have golem charge…a slow golem charge. Useless on higher lvl…
Gargoyles
Statistics
Attack=3+0
Defense=4+1
Damage=1/1+0/1
Hp=15+5
Speed=6+1
Initiative=9+1
Abilities: Flyer, Elemental, Rage, Immune to lightning + Immune to water, Immune to fire
Comments about statistics:
Low attack and damage, descent defense, high hp, nice speed, average ini. This is the creature with the most abilities in the game. Flyer is good, Elemental makes it a 0morale, but immune to poison and stuff, Immunities to elements are good, High recruit count. More useful to wizards, then shrew is to DE. Best tier two creature if it has minis.
Comments about usage:
Always used as a survivor and must stand alive when your all magi/golem/grem are long dead.
Goal to using this is by doing safe hits or running in order to either be chased to slow your opponent or be allowed to move away to enemy shooters. Always benefit from this guy’s rage!
Golems
Statistics
Attack=5+1
Defense=5+1
Damage=3/5+2/2
Hp=18+6
Speed=4+0
Initiative=7+0
Abilities: Mechanical, Immune to delay, 50%magic shield + 25%magic shield, unlimited retal
Comments about statistics:
Nice damage, average hp, very low speed an ini, descent magic shield, Immune to delay(who the needs to slow this guy!)
Comments about usage:
Main damage dealer (except magi and hero), use this guy wise, because they give attack to your gargs(try to take a large chunk of xp from smth, before he dies)
Magi
Statistics
Attack=10+0
Defense=10+0
Damage=7/7+0/0
Hp=18+12
Speed=4+0
Initiative=10+0
Shots=3+1
Mana=15+10
Abilities: Shooter, No range penalty, Trough shot, Caster + Intellectual Vigor
Comments about statistics:
Try not to shoot your troops, Very good hp(when upgraded), best capabilities to deal damage then any other creature you got. No range penalty, that Vigor helps you, by letting you use less knowledge.
Comments about usage:
PUNCH ‘EM ALL(before they kill you)!!!!
Genie
Statistics:
Attack=11
Defense=10
Damage=12/14
Hp=40
Speed=7
Initiative=12
Abilities: Flyer, Large creature, Random Caster: Darkness
Comments about statistics:
Gets better after you get high recruit count, second caster in the army, some powerful spells are available to this creature, good damage output on high levels, nice speed/ini.
Comments about usage:
The only thing you need is more ini/morale so it can cast some spells before your enemy, to have 2x2 squares doesn’t help it. Overall pretty good tier 5 creature.
pls stick with the wiz faction topic. thx
closed by Pang (2009-07-10 06:07:48)
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