Warlock - Master of the Arcane

Warlock - Master of the Arcane

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Best Race for a new player??
Hiya,

I am not asking for a 'I WIN' race, i am just asking which race has it easiest.
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I find it strange, that an undead faction, would use elven archers or something like that, it just seems wierd.
My personal favourite is definately undead. Ignore food completely, focus only on mana, and you can just spam your spells.
you can help your game by customizing at start picking the blademaster perk straight off like begining with a hero to mow down low level cities(1-3)
koalti village is also good cause the last build maked giant turtles
build to what you want...
i have as human pick +100gp, +20%gp/undead same with mana perks/mosnters with food bonuses
played one game with both blademaster and imp and destroyed the map (op not recommended)
the wiki page is great with info
and ive dl build trees of different races.. that help me greatly
enjoy this great game!
I think the monster
Humans I've found have been the easiest to get started with. Focus on gold production with a bit of food, get some warriors and a Smithy out quickly for undead threats, and some huntsmen out for monsters (who are weak to missile attacks).
I personaly prefer the Elves, strong and fast moving units.
Play as the undead, they are very resistant to damage and you can ignore the cost of food. Meanwhile you get population up by getting mana up which ofc helps with spell casting. If that isn't enough, Most units have some sort of interesting trait, as ghost are immune to melee and missle, vmapires have blood steal, and you can summon adracolich, an undead dragon.
Vojak 23 juil. 2013 à 19h02 
I find late game magic is very powerful and you end up using most of the non-race units so undead are best for the mana.
Elves have some very powerful units with the sorcerer and fighter units once you get up the build tree. Their temple units are very strong also. Currently my favorite race.

Humans have the weakest units late game - but by then you should have temples for elite units anyway. A lot of the human units can upgrade to temple units, which can help to create an elite force very quickly.

Monsters and undead both have strong units. Undead is probably the most unique of the 4 races. They have some unique units such as the flimsy bat for scouting, the zombie for debuffs, the ghost for weapon immunity, and the wonderful 3-headed dracolich. I would not recommend playing undead until you have played a few times.
Jamie a écrit :
what about the armageddon mode, whats good against those buggers?

Elves dlc, race human with extra elf house nearby . Start with agressive expansion, then mass with elf archers and human veterans, plus clerics and then temple troops
Always with the rushing, never understand developers with the need to make them more about rushing.
Jamie a écrit :
Always with the rushing, never understand developers with the need to make them more about rushing.

I am playing Impossible Armageddon mode.. and i do not rush. Matter of fact, i turtled a lot. But yes, in Armageddon you want to nail down a region big enough for some basic economy and all that, right at the start.

After 40 turns in you will have the invasion starting and their cheapest troops have 50% resistance against melee and Ranged and 50 HP.. and deal.. 19 or so damage (can't remember from the top of my head).

I do play defensive, slow and steady expansion, but i agree with him that you need to expand before the armageddon starts. Because as soon as it does, its going to be a struggle against the new enemy.

The problem isn't the enemy itself, but the mechanic in which enemy nodes explode... and as result make huge areas of the land unusuable and unaffected by terraforming spells ((i think this is a stupid mechanic).

Its really something i considered looking for a mod. If i cast a land of the dead spell, i expect it to override the damn burned out lands....

...but then again, that is also the reason why that mode is so plesantly difficult.
Ishan451 a écrit :
The problem isn't the enemy itself, but the mechanic in which enemy nodes explode... and as result make huge areas of the land unusuable and unaffected by terraforming spells ((i think this is a stupid mechanic).

Its really something i considered looking for a mod. If i cast a land of the dead spell, i expect it to override the damn burned out lands...
Lands of the Dead might not terraform destroyed lands, but there are spells that do. Lands of Order for example.
Mazey a écrit :
Lands of the Dead might not terraform destroyed lands, but there are spells that do. Lands of Order for example.

Krolms spell is the only one that does. Which i really hate, because it forces you to play a god that has the worst selection of stuff.
Ishan451 a écrit :
Mazey a écrit :
Lands of the Dead might not terraform destroyed lands, but there are spells that do. Lands of Order for example.

Krolms spell is the only one that does. Which i really hate, because it forces you to play a god that has the worst selection of stuff.
Not just that one. Like I said, Dauros's spell works too and I believe Lunord's does as well.
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Posté le 2 juil. 2013 à 15h38
Messages : 36