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It has tiny radius without might amplifiers, it's slow (and unlike the tower, its speed can't even be buffed).
At first I thought "wow, cool" too, but then for the lack of better uses I just sent it to the corner of the map to explore a handful of locations I left unexplored.
It can be used to cover 1 landmark location (like Niethalf's statue or adamantium mine) but if you have instant castle it's the second worst reward after herb garden imo.
Even if it has a radius of a single tile being able to hold an extra landmark is very nice
Why once? Because on the next turn the party will be far ahead of the ship. You can move your party twice but you can't move your ship twice.
And what a coincidence that the ship was waiting for my stack exactly at a point where it would run out of its movement points. Given its own low speed, it's a miracle it managed to be at a place where it was most needed.
Also e.g. artificer parties can relatively easily reach 15-20 speed (and much more by the end of the game since the moment you start mass producing speed glyphs). The ship is nothing but hindrance, a damn turtle.
Apples are nice, but they do not negate oranges. Carry movement allows a hero to scout out tangentially from their main movement direction. Artificer parties that are using that many group speed glyphs are missing out on more important buffs such as damage immunities, unlimited retaliation, lifesteal, and damage boosters. Movement spells are not available in every playthrough either.
Everything else can be filled with other glyphs if you even need those and if 1 t3 unit with vampiric glyph per party isn't enough to get the job done.
The suggested ship/scout synergy is an extremely hypothetical situation that won't work in an actual game. If your speed is, say, 8, well, resources aren't lying exactly 4 tiles from your ship's movement line.
Trying to coordinate the movement of the ship with the movement of your party means that you'll either have to return back to the ship each turn (instead of overall moving diagonally) or the ship will still spend half of its turn moving forward to grab you further down the path of exploration. Which means you'll get like what? extra 2-3 movement points per turn as a result of some extreme micromanagement?
The ship is extremely slow and its speed can't be buffed. It's not really viable for any dynamic purposes. You want domain's bonuses? Get your tower with you, it's faster. You want to get your wisps to some distant nodes? Spawn them and make them fly there, it will be faster.
The ship's best use is just being a free "instant castle" to occupy 1 more landmark for you and stay there permanently.
1 glyph per unit is a truly massive missed opportunity. If you can afford a glyph spot on *each* of your units in your main army, something is deeply weird. Do you really do without lifesteal/ damage immunity/resistance/ free upkeep/ damage boost?
extra 6 movement per turn is how it has worked out in practice for me- if your micromanaging is only getting you 2-3 you are doing it wrong
IT FLOATS 😁
Just a single (!) thicc t3/t4 unit (ragehammers, keepers, trolls, haunted armor, titans, griffons etc.) per stack with 100% lifesteal & unlimited retaliation is enough to win most fights (2 of them are already overkill). And you still have the 3rd (from spell) and the 4th (from levelups if you're lucky or use the mod) glyph slots to use on other glyphs.
Not to mention some units like shaper golems have 5 glyph slots.
i'll never believe it until I see it.
Show me a video of like 6 consequtive turns where you manage to get +6 movement per turn from that slowpoke ship which you wouldn't be able to get otherwise (i.e. just by moving forward instead of keeping returning back to the ship) on every turn.