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DE faction topic


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AuthorDE faction topic
Should i be might for MQs?
i want to ask one question... i'm lvl5, and i want to be a magic DE (till lvl 8, when i get shrews). i have learned "basic darkness magic", it says, that i can learn three darkness spells. i have already built magic guild lvl1.. and i can use "earth spikes", "magic arrow", "Delay" and "Curse" spells. so where can i get the third (it should be distruption ray) spell?
302:

Magic guild level 1 lets you learn level 1 dark spells (delay, curse)
Magic guild level 2 lets you learn level 2 dark spells (disruption ray, poison)

Magic guild level 3 also requires the basic magic guild talent (basic darkness) to give you level 3 spells (confusion, weakness).

So the basic darkness talent will not give you level 3 spells until you have built magic guild level 3. However, it will make you current darkness spells more effective.

Look here for more information on talents' effect on magical efficiency:
https://www.lordswm.com/help.php?section=31
hi,
Im going to hit level 8 soon,and since i shall get shrews Im planning on switching over to might.So i have a few questions:
1)Even tho i shall switch to might,how much spell power and knowledge should i leave for disruption ray and a rare fireball spell?
2)What is the best min AP setup for level 8?
Thanks
Xerfer, thanks! ;D
How do you hit and run? Morale always kills me. :(

https://www.lordswm.com/pl_warlog.php?id=4375717
https://www.lordswm.com/warlog.php?warid=486612781
#304:
1) Put everything in offense! By default you have 1 knowledge, which is enough for distruption ray...
2) Battle axe, defender shield, leather armor, medal of bravery ---> cheapest
#307
isnt simply a sword of might better,than all those?
@306: it's always like this :p

to use hit and run you need to have 2 or more consecutive turns with your shrews (without any neutral creature playing between your 2 turns)
S: shrews turns
N: neutral turns
SSNNNNNSSNNNNNSSNNNNN...
with this, you will be able to use hit and run: hit, run, neutrals1-5 move, hit, run, neutrals1-5 move, hit, run, neutrals1-5 move...

if a neutral stack is affected by morale, you have this:
SNSNNNNSNSNNNNSNSNNNN...
it becomes run, neutrals1 move, run, neutrals2-5 move, run, neutrals1 move, run, neutrals2-5 move...
only 1 morale of a neutral creature can make you lose 15 or 20 attacks for your shrews :(
after that, speed increases every 10 turns, you didn't kill enough neutrals because of their morale, you have no place to hide: you are dead.

the morale causes some surprising things.
for exemple, 3k farmers are more dangerous than 3k golems.
5k recruits (5 stacks) are harder than 10k recruits (2 stacks)
...
Sword of might:
+5 offense, +3% initiative ........................ 130 gold/use

Battle axe, leather armor, defender shield, medal of bravery:
+2 offense, +3 defense, +1 morale ................. 82 gold/use

I used enchanted sword of might only for hunts with slow creatures, where you always end up with nothing but shrews...
Thanks a lot for your time
@6 lvl 6 DE has only 15 talent points and both basic offence and battle fury cost 8 talent points each..how to solve this..?
You cannot solve this :)
Just one more reason to be a magic DE, cause you can select 2 usefull talents at lvl6, instead of 1 if might.
kulu my advise is to take basic offense and basic sorcery. Its the best choise for a might DE at your lvl.
i ve read a lot of places about speed of troops. couldnt really understand what difference does it make to have speed 7 or 8 or may be x for that matter. the range of attack for melee still remains the same...to best of my knowledge..
anybody guide me..plz
speed parameter teels you,how many squares unit can move in his turn... Simple as that :)
the "speed" of troops actually refers to their range, the difference between 7 and 8 is the ability to strike at the onset...it also means u are able to place at least 1 more square distance between u and your foes when running away
i have an aditional char who is barb/demon velniukstis. soon it will be 8 lv. and my main acc burtininkas soon will be 8 level too. after that i want to keep only one char. so i want to as which faction is best in lv 8 on 1vs1 pvp battles? i mean duel in full arts battles. what are advantages and disadvantages of de, demons and barbs in full arts duels?
i was wondering, at lvl 7 i m might, but i have already constructed magic guild 1 so that means i should have all spell efficiency stating with basic talent(out of no talent, basic talent, advanced talent and expert talent as per spells introduction page). but every time in fight, i have spells of no talent..what is the reason..anybody, guide me plz.
edit: 319: i mean spell efficiency of corresponding talent lvls
This topic is long since last update and considered obsolete for further discussions.
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