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Easiest path to victory would involve securing a path to, then securing an Astral Plane ASAP. The Dremor do not* goop up the Planar Realms, which gives you safe haven from which to mount tower raids from. (if you get really lucky with early spell rolls, you can even move your capital site off Ardania - victory is then in the bag)
*Okay, I lied - the Dremor can enter through the planar portal, and will goop up the place if they somehow manage to take one of your towns. So, as ever, defending your stuff is important.
Regarding cleanup of Contaminated land...I recently got Nature Forrest which turns up to five hexes to Forrest. What a boost that is! One of my gripes about this game is it is so stingy with how often you can cast spells. I have not beat the Dremor yet but I think I am on the way.
Anchors are often in the Astral worlds.
Remember to build cities close to each other, and station units in empty spots to prevent the Dremer from filling them till you can build over it. For non-island maps, my preferred set-up is settling 6 new towns in a hexagonal pattern around the capital, 4 hexes from central.
^The above set-up gives you more than enough space to develop in, and you can field a ranged army from the central city to defensive hotspots. That, and it looks purty.
As hrusvc said, anchors can be found easiest in Astral worlds - generally 3 to a plane, compared to Ardania's 3~5. I still reckon clearing then colonising Astrals is a good idea, as you can move your capital site there - which prevents a game over due to unexpected volcano + dremer invasion.
*at least until they reseach dispel - but even then, you are still able to use it to prevent counter-attack, aswell as forcing a spend of mana/spellpower.
So I stated over, Medium size Map, Normal difficulty, Defeat Dremor winning condition, Islands, Elves. I will get those fiends this time!
I'll have to sacarifice some units to make the kills.
First you must learn how to deal with the Dremor Gates that drop from the sky and the Corrupt
Land spell that they cast.
As others have advised, do no not melee the Gates until the gate and it's defender are low on hit points. Set your melee unit between the gate and ranged units and select defend as soon as you can.
Good missile units if you are Human are catapults which have a range of 3. To get catapults you need to build a Mechanics guild .
Corrupted land will kill your economy. There are also random meteor attacks that leave volcanic wastelands which have a similar effect. Take out the Dremer Gates quickly before they spread their vile corruption.
Here are some spells you need as soon as they are available:
Clean Land, but it is slow only cleaning one hex.
Nature Forest, turns 7 hexes of Corrupted Land to neutral forestland that you can subsequently turn into Fertile or other lands.
Fertile Lands. turn those Forests into good farmland. Also turn 7 hexes of volcanic wasteland into farmland.
Barren Land, turns one corrupted hex Barren.
Lower the Land, works well if they are hiding behind mountains.
Raise the Land and Greater Raise the the Land, are essential when you want to make an assault by sea to a coast that is packed with Dremor or other enemiss. Use Greater Raise Land to raise 7 sea hexes to be barren land. Raise them outside of enemy sight or range if possible.
Also Dremor gates will not land on mountains you can create between your cities, nor will they land on hex with a building or a unit.
Wipe out Dremer castles, which are cities that have fallen to the Dremers, before they explode and leave a Wasteland around them that is unpassible except to flying units and unusable and not able to be altered and does damage to all units except Dremers who it heals.
Find the Dremer Anchors. you will eventually get a quest that says there will be 3 to 5. They will be located on the main map or in other world portals, but if your mission is to find 4 there shold be more than 4 if you searched everywhere.
After you have defeated the Anchors, then cast a spell that takes 3 turns to go to their world. You better have 7 very buffed up Lords and/or units. Some flying units and healers are essential.
What I did was sent my best 7 in and then immediately cast the same speel again that took 3 more turns to send in another 7, but that means you need to tuff it out for 3 turns with no spells! Ouch!!... The catch is the longer you wait to invade their world the more packed it is with Dremers but it does not pay to go in before you party is really tuff and buffed. Carve out a safe zone for yourself because this place is packed with Dremers and castles and every hex is corrupt. Locate the boss with the magnifying glass icon on your quest screen. It took me like 20 or 30 turns to kill the boss once I first attacked it. It changes resistance on every hit so check every time before you attack what are its resistances and then with a unit that can do damage and then retreat.
A few very handy spells, besides Heal, are:
Dispel and Nullify, your units get stunned a lot here.
Vampiric Weapon enchant, gain back hit points for melee damage that do.
Spear of Damage, 30 Spirit damage points, from temple to Fervus.
Finally Armor perks like Adamantium and Nervil armor are highly recommended plus every other perk you can get.
Create Greater Artificat - Misc - Levitation, Regeneration, Haste and Invisibility. Give one of these to every hero.
Also, put a Beastmen town near a Pumkin Patch and build the Shrine of the Rotten Pumpkin ASAP. That +3 regeneration for every unit is possibly the best standard buff around.