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Hi friends,

Me n my multi(DarkWedo)r just about to lvl up.kindly tell ur opinions on which parameters should i put the point on both.

DarkWedo ofcourse is a magic wiz n I want DarkAtom to be a knight who knows magic n can cast spells(good n powerfull ones)
not a might nor pure magic

Regards,

DarkAtom
it's gonna take a while to get spells

take Attack for your Knight
and your friend should take Knowledge for wizard (on lv3 you can use Parameter Reset Potion from Artifact Shop [Potions section] to reset your parameters and apply them differently if you are not satisfied/made a mistake when applying parameters, the potion costs 10 gold at the moment)
Thx

any other thoughts
there is not so much space for desisons^^

take Attack for your Knight
and your friend should take Knowledge


i totaly agree with that!
knowledge taken.

and knight shouldnt have defence?
you are low level, you don't need (& cant get) much defense anyway
on low lvls you should be doing lot of hunts, and for that you need Attack

on higher levels you will get most of your defense from items (no use in playing defensive cause Defense talent costs so much compared to other talents =/ )

you will get spells on lvl 5/6, but they won't help you much, cause they too require Talent points ( & KN -knowledge and SP-spellpower parameters ) to have an impact on your opponent, which on lvl 5-6 is a waste of talents & parameters (at least for knight)

tl;dr: put all in attack, spells on higher lvls, ENROLL ENROLL ENROLL + hunts
sigh, had to doublepost

@DarkWedo
you,as a wizard need SP and KN cause you are Magic User, and they help you much in hunt, combined with your Mini-Artifacts and Special Wizard-faction Abilities (read about it here https://www.lordswm.com/help.php?section=38)
I was planing on giving +1 to kn to cast a little rapid,bless etc.

i shouldnt do that?
Do tht wen u reach lvl 5

and these spells are nt much good b4 lvl 8
ya in the above i mean to give point to kn in lvl 5
https://www.lordswm.com/help.php?section=31

Rapid (without Holy talent) = +20% init
**For duration spells, the effect lasts (Spell power) turns. If Spell power is 0, the spell will last 0.5 turns.

20% init on your swordsmen will get you nothing beneficial,especially with 0 SP
20% init on Bows will also be not very beneficial
No point using magic b4 lvl 9
k n bless,curse n delay?
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