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What do you mean by "go back one turn systematically to get the increase in Magic" ? Is that some trick? What exactly do you mean by increase in magic?
Post edited March 14, 2013 by jamotide
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mbpopolano24: Let me ask you this: Did you go back one turn systematically to get the increase in Magic or it was just luck? And do you recommend to use this technique? I usually go with what I get, but I am thinking to change my approach.
This is from SCG I game, I got only 1 lvl with mage on 1-5 range. 6th got on ogres.
But I would like command stat more - we had harpy nest, early harpy would be better than this magic stat.
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jamotide: What do you mean by "go back one turn systematically to get the increase in Magic" ? Is that some trick? What exactly do you mean by increase in magic?
Magic stat - how much spells you can pick.
If you go back, you can get different stat increase on lvl up (+1 health/magic/command).
Ahh now I see what he meant, thanks.

@mbpopolano24 He defeated those ogres by just scaring them with fear. The spell is very powerful against single strong targets. It is documented including savegames in the thread here called "SCG". You can even join the game!
I think he wondered more about having Magic 5 on 6 lvl. Sometimes game offer you something like health-health-command on first levelups, and you have same 4 slots for units and spells for like 20 turns. Rare, but annoying.
Post edited March 14, 2013 by Gremlion
I'm currently enjoying the Warrior as a favourite hero, simply for the pure devastation he can cause and the punishment he can take. This might change though since I'm relatively new to Eador. (So far liking it very much and maybe it will override my liking for Age Of Wonders)

Commander was my first one but I didn't immediately see his benefits and seems he doesn't harbor special love in the GoG.com community? Anyway I will try him again just to see if I can build a cheap swarm army (like a band of Thieves or Spearmen or something. Something cheap.)
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Gremlion: I think he wondered more about having Magic 5 on 6 lvl. Sometimes game offer you something like health-health-command on first levelups, and you have same 4 slots for units and spells for like 20 turns. Rare, but annoying.
Exactly. I just wanted to know if experienced players repeat a fight when the hero levels up and does not get a useful skill (very often health is the least desirable, or I have seen players repeating the turn if they get summoning or other skills they don't want).
I've been trying the mages again. I'll have to try that fear trick. I read that commanders are better once you have more high level units; I wouldn't think a low level swarm would be too effective.
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darkness58ec: I've been trying the mages again. I'll have to try that fear trick. I read that commanders are better once you have more high level units; I wouldn't think a low level swarm would be too effective.
Well the thing about the Commander class as starting Hero is that no Matter which class he advances to, ALL of his incarnations can reach Levels 9 and 10 of command skill which allows a 3rd Tier 3 unit and a 2nd T4 unit. They can have from T1-T4 6/4/3/2 number of troops.

Other classes even if they go command mix class can only reach Level 8 Command which allows 6/4/2/1 so ofc full armies will be better for commanders not to mention the fact that one of their skills helps their troops level up along with all thoses stat bonus.

Summoners should be able to keep their troops just like Necromancers do if they have the room in their army. I mean The Pure Wizz class is limited to 5/3/1/1 in troops anyway not like they can abuse it. :(

They really tried to make Command skill = Magic skill with the number of slots each opens but you really cannot compare them really because of the fact that spells need to be used 1 at a time and still consumes mana and stamina where as your army is carried with you from battle to battle and you can still cast spells just not as well.
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darkness58ec: I've been trying the mages again. I'll have to try that fear trick. I read that commanders are better once you have more high level units; I wouldn't think a low level swarm would be too effective.
Barbarian + 3 medals with +2 attack/2 counterattack + berserk + morale bonus + commander bonus(both attack and morale) = 30+ damage. On T1 unit.

With astral energy this barb can kill even troll in one turn. Though web will be better.
Post edited March 15, 2013 by Gremlion
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EvilLoynis: Summoners should be able to keep their troops just like Necromancers do if they have the room in their army. I mean The Pure Wizz class is limited to 5/3/1/1 in troops anyway not like they can abuse it. :(
Yeah that would be cool like in Age of Wonders of Master of Magic, wonder why they went with the Might and Magic way for that.
One class that may be a little overlooked is the Slayer (Warrior -> Scout). It's a very versatile jack-of-all-trades:

- His poison damage is no joke and makes him the 2nd strongest melee damage dealer and 2nd strongest shooter hero of all class combinations. 6 (12 at level 20) total poison damage per shot or strike also opens some interesting tactical possibilities, like casting phantom form on yourself and killing via poison or placing yourself in the top left corner and shooting at priority targets even while letting yourself get attacked in melee. +2/+4 precise strike also helps.
- Shooting while retreating works well thanks to a total of +2 speed from warrior/scout skills plus pathfinding. When going solo, this also gives him tons of mobility on the strategic map (5 maximum even through swamps with chain/no armor).
- Good balance between command and magic stats (one 4th and 3rd level unit and one 3rd level spell slot). Still, it's usually best to abuse the warrior classes' solo capabilities and level him up to level 20+ before taking an army with him.
Post edited March 20, 2013 by tuxutat
My favourite class is Scout (usually promoted to archer). His mobility, terrain knowledge and diplomatic skills are fantastic. And he can eliminate nasty mages and ranged units really easy. I know that warrior is great at solo, gives you super easy start, fast leveling, etc. so I usually think twice, which one choose first. But scout can buy some provinces really cheaper and gives you big advantage at the early game too.
How do you solo with a warrior? I would think you would be resurrecting a lot. What's the strategy?
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darkness58ec: How do you solo with a warrior? I would think you would be resurrecting a lot. What's the strategy?
It's all based on the equipment. If I'm soloing a warrior I focus on durability immediately. For skills I'll take armor and willpower when they show up. Good armor makes a difference too, between skills and equipment I've had a level 0 warrior with 6/6 armor... and it only goes up from there!

Also, the paladin set is really good for this. The armor is 5/5 and having 3 pieces gives you a nice +3 resistance.
You can't solo right from the start, but it doesn't take long to get enough defense. The priorities of a warrior start with intention of soloing are like this:

1. Get thieves or brigands as starting support units. Brigands are a little better, but the thieves building is very useful to be able to hire the very useful and cost efficient secret agents guard later on. Try to do most killing blows with the warrior so he gets the most XP.
2. Buy a chainmail and a spear (high counterattack) + buckler.
3. Get 2 magic armor spells and a 1-2 astral energy spells (against mages and for stamina). This is generally the point where you can solo some guards.
4. Buy a full set of plate armor.
5. Buy a partisan from the journeyman archery store (first strike!).

Skills: Armor master 3 first is a must, only afterwards take any of willpower, constitution level 3 for regeneration, weapon master - whichever of the 3 you can get and you figure is best.
Post edited March 16, 2013 by tuxutat