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Wizard faction topic


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AuthorWizard faction topic
You have done so few quests, that you can probably do any and every quest they throw at you. I started MGs on level 5, and till now I have only declined one quest based on difficulty (demons invaders {4} on combat level 6 or 7, i forget which). That was with min arts every time.

You can definitely do any level 0 monster, any armies upto lvl 2 or 3, any invaders upto lvl 1 or 2, most level 0 raids (even high tier creatures like giants or angels are easy to beat because of magic).

Conspirator quests are actually funny - they are so easy. I finish most of my conspirator quests with more than 90% troops ready.

Brigands may be a little more difficult, but they are still doable.
Brigands are becomming stronger (tactically).

I think that if we want to succeed 100%...it might take a little more than min AP

Latest battle for me with brigands
https://www.lordswm.com/warlog.php?warid=489274727

Before there was atleast 50% of my gargs alive with any MG, now 2 left. LOL. how sad.

Anyways. ignoring the lvl of the brigands, i still think those creatures are getting more and more tactical.

Before I could just hid in a corner getting attacked by only 3 stacks of 3 druids whilst fighting others, now they move if i am beside them which allows larger stacks to kill my gargs.
like some one got-- 11-14-09 12:39: Received 54000 gold from Empire: 100% Wizard mini-artifact cost refunded.


what does this mean?? how can i get this much gold! ????
To be honest, I believe that the druids did not move if you are beside them which allows larger stacks to kill yourgargs
I believe they killed your gargs because they still had shots left; remember that archers move away from a creature beside them if they could still shoot.
So, next time, try moving in AFTER they had ran out of shots.
for coolahed:
Read the grand update? I'm surprised you didn't know. Mini-arts were made free during the grand update, and all the money spent on mini-arts were 100% refunded.
I can't believe the amount of people who asks that question, seriously. Search queries and help.
Sorry for double post, mistakes:
To be honest, I believe that the druids did not move because you are beside them to allows larger stacks to kill your gargs
I believe they moved away from your gargs because they still had shots left; remember that archers move away from a creature beside them if they could still shoot.
even when the druids left, only the fairies came in. so you should have used earthen spikes twice on them, so that they would do practically no damage. then you could pick off the rest of them at ease.
our faction topic is so quiet now lol.

anyways, talents for lvl 8? and the forged artifacts stuff on units?

Im not sure about genies, but i know a lot of people do attack/def or morale n stuff.
Usually you can use basic erudition, intellect and basic sorcery. Sometimes in PvP it's good to change intellect to MR... and sometimes ( rarely ) you can use magic mirror instead of sorcery, but only when.. maybe fighting high-mana monsters that do a lot of spells so maybe they'll kill themselves.
687: talents depends too on artifacts which you will use. On lvl 8 you can use Staff of power (+2 spell power, +2 knowledge). With this staff you dont have to take erudition + intellect and with basic knowledge 4 and +2 from staff you will have 60 mana, what is mostly enough. From lvl 8 you have Lightning spell, what is your main spell. So is good idea take basic chaos magic for better damage from lightning. With basic chaos magic you can take basic sorcery + advanced sorcery or mana recovery or concealed knowledge. If you will use different arts (cheaper), then basic erudition + intellect + basic sorcery is good setup.

With genies go for defense + morale. On lvl 8 you will use genies mostly as casters, so attack is not much needed. On lvl 9 you will get more genies and triple arts, so then is time for defense + attack + morale.
What are the best talents for a lvl 7 wiz?
generally basic erudition and intellect is best, but if you don't need much mana (eg. fast hunts like hobs) then take advanced erudition or basic erudition and basic sorcery.
OK thanks
While intellect might be good, for battles that you expect to take a long time, you should take socery + mana recovery instead, for it gives you more mana in the long run, and it gives you something to fall back upon as well if the fight lasts longer than you expected. Watch out though - mana recovery has been disabled in the survival tournaments.
Hello, If I take for talents (not that I do in real battles, only for fun):

Domination of frost: If I use ice clod, it freezes troops for 0.3 turns?

Domination of tempest: If I use lightning, it pushes targets back right? I tried it for the arrow and it worked, but I wonder if lightning is chaos or nature elemental thing, since on the game spell book thing,it has the color red instead of green.
imagine people running laps continuously. at the end of each lap a creature get its turn. this is how initiative works.

1 turn is the time taken for an initiative 10 creature to 'run' one lap.

so for dominion of frost, if you use ice clod, the creature will stop running for 0.3 turns. this is useful against high ini creatures.

dominion of tempest does affect lightning (lighning, arrow, and ice clod are all chaos magic). basically, if the creature has run 50% of the lap, then it is sent back by 30% of the amount it has run. so, it will now have run only 35% of the lap. obviously, this works best if it is used right before the creature's chance (if you use it when the creature has completed 90% of the lap, it get knocked back by 27% of the lap, whereas at 50%, it is only 15%).
it also works best on low ini creatures, because it takes the creatures a long time to regain their original place from which they were knocked back.
@696
Are those 0.3 turns counted from creature's iniative or caster's iniative? (Dominion of Frost)
so how do we categorize our spells

holy, nature, chaos...

or

air, water,...
Both categorizations are valid.

Holy, Nature, ... apply on magic schools.

Air, Water, ... apply on the elemental type of each spell.

E.G : Lightning is Elemental Air.
Poison is Dark Earth
etc
@696 Thanks for the explanation. I had always wondered that.
This topic is long since last update and considered obsolete for further discussions.
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