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The other thing I found is that often the things you think would match... Artificer/dwarven area put you at a huge disadvantage as everything is going to resist your primary damage type. I feel like you have to *grind* and *grind hard* to survive, but I can't actually confirm that. All I know is that rushing the major objectives is sure death.
The other thing to note is depending on the units you get with the apprentice, you want to send them to fight monsters that they counter. Dwarves with a few levels (with ele resist) will counter most demon stacks.
Earthbenders with the earth armour spell on them will also have 100% phys resist (yes the earth armour spell stacks with their earth armour passive, don't ask me why). Note that you can't auto resolve with earthbenders because the game doesn't seem to calculate spells for some reason.
A single Celestial will auto win against stacks of ethereal units; there is sometimes a random quest that gives you a griffon, look out for the quest to free captured griffons.
Another thing to note with dwarves is that sentinels are very underpowered until you can get them to level 10 and savescum (or use the skill choice mod) till you get Modified Crossbows.
I also found necromancer very easy to play and start compared to artificer. This is because certain undead units are overpowered (along with Meldecs soul).
Also, there's a dwarf town just north of you where you can get dwarf workers to mine and gather everything just behind your main stack.
Befriend human cities just south and gain more spell pages, the big human city offers militia that gives research bonus if garrisoned in your tower or lodge, if you level them a bit you can also pick the +2 research with them.
By then you will certainly have mined some adamantium to turn your non wisp units in legends.
Also get the little mod that gives you 4 skill choice per level, it helps with the more tedious things.
1. Have 1 or 2 units with the "Motivate" ability (Refills all action point of a enslaved unit). "motivate" can be used even if the unit has no more action points.
2. Buff those 1 or 2 units with glyps that gives focus points so they can motivate more.
3. Have a single strong melee enslaved unit that has these glyps/abilities (I personally use Spider Queen because it has Greater Life Leech but if you don't have that then it's preferable to have no-retribution glyph)
- vampiric healing (heals 100% or 50% of health when doing melee) can be used if you don't have the 'no-retribution' glyph.
- no retribution when attacking (prefered)
4. to win, simple attack with your strong melee unit, and then have your other units with Motivate reset it's action point repeatedly.
So basically this is what happens, i attack with my strong melee unit. Then use my units that could "motivate" on it. Then the attacking unit has full action points again. You'll lose some health for the first attack if the enemy retaliates. But with vampire glyph or no-retaliation glyph there's not much danger of dying. Repeat this continuously until your focus from the motivating units run out. Having potions that generate focus helps at the early game.
Having tower buffs on focus helps. Usually for me on the first turn I could take down at least half of the enemy forces. More often at later game, only 1 or 2 turns is required to wipe off all unites and win with 0 damage. I also buff up as much as possible for the attacking unit.
Nature magic got kennels which lets you spam beasts.
I am definitely going to try the dwarf start tips in this thread in my next campaign.
In the first few turns you get a quest to hire guards. Definitely pay 10 gold to hire Moleriders. Early game, they are the only optional tanky unit you can get. They will carry your main stack for a long time.
I use the following unit composition for my main "doom" stack:
https://steamcommunity.com/sharedfiles/filedetails/?id=2933878531
With a bit of savescumming they can take on almost any enemy stack with no losses.
And try not to lose units. This way your stacks become stronger with upgrades. Kinda obvious advice, but it’s key to surviving in this region.
It's even possible to build two or more room upgrades of the same kind, and go for two Crystal Chambers, but that's probably overkill.
This offers enough protection to defend tower against anything that enemy throws at it. It's also a potent offensive strategy. Crystal Chamber unlocks flying tower that emits domain, so it's just a matter of packing units into the tower and going gungho at the circle mages bases of operation.