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Hi
I have seen people talking about various hero development strategies which makes me wonder how to do it?

A long time ago i had a hero that gained the circle attack ability. but after many games, it never happens. When the hero gets promotion options and circle attack is not there, i cannot find where to click to make it scroll to that trait?

I would guess i have played at least 30 games (including shards) and only 1 time i was allowed circle attack as dictated by what the random list allowed.
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First of all the round attack skill is a warrior one called "combat" and you can see them all described here. [url=http://guides.gamepressure.com/eadormastersofthebrokenworld/guide.asp?ID=20102 ]http://guides.gamepressure.com/eadormastersofthebrokenworld/guide.asp?ID=20102 [/url]

At every level up the character gets three skill picks… There is some randomisation about which skills but if you already have 1 point in say "blacksmithing" then it will have a higher percentage to appear as a choice i.e. what you pick early affects what you get offered next.
It should also be noted that you can only get "Round Attack" by getting the "Combat" skill to level 5. You are only allowed to get levels 4 and 5 if you go PURE Warrior/Berserker.

This means when your Warrior hits level 10 and you get the option of 4 different skills you have to take the Warrior class skill to be allowed to upgrade Combat.


By the way in order to learn ANY classes skills past level 3 you need to NOT hybridize them at level 10. For example a Commander who at level 10 mixes in Scout skills and becomes a Tactician but then can only learn skills upto 3max. Sometimes the benefits of Multiclassing are better but that is actually rarely the case a lot of times.
Ok, so basically wherever i am working on getting circle attack, and i have say 3 levels of combat already and the random skill list will never give me any more, as is usually the case, it is like the game is giving me the finger? saying to me "so you want circle attack eh, well screw you, your never going to get it and here is finger right in your face".
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mystikmind2000: Ok, so basically wherever i am working on getting circle attack, and i have say 3 levels of combat already and the random skill list will never give me any more, as is usually the case, it is like the game is giving me the finger? saying to me "so you want circle attack eh, well screw you, your never going to get it and here is finger right in your face".
As ussnorway and EvilLoynis both said you can only get round attack, if, when you get to level ten you pick the "berzerker" class, which is the pure warrior class, rather that dual classing. If you dual class you can only get your skills up to level three.

Or, I suppose that you could just be having really bad luck with the picks that the game is offering you, but that seem unlikely.
Post edited April 16, 2014 by GOGwiiisfun
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mystikmind2000: Ok, so basically wherever i am working on getting circle attack, and i have say 3 levels of combat already and the random skill list will never give me any more, as is usually the case, it is like the game is giving me the finger? saying to me "so you want circle attack eh, well screw you, your never going to get it and here is finger right in your face".
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GOGwiiisfun: As ussnorway and EvilLoynis both said you can only get round attack, if, when you get to level ten you pick the "berzerker" class, which is the pure warrior class, rather that dual classing. If you dual class you can only get your skills up to level three.

Or, I suppose that you could just be having really bad luck with the picks that the game is offering you, but that seem unlikely.
Ah, now i think i understand..... I have been thinking i had to get five levels of 'combat' before reaching level 10, so, if that is impossible then it would explain my frustration so far!
Imo a warrior is always better staying pure… as long as you take at least 1 point in combat before level 10 he should eventually be able to round attack which (I'm sure you noticed) conspicuously increases the damage output.

The wizard is a bit of a wild card but assuming you have the orc alliance or just don't mind being evil then things should work out… what with having all those goblins available (if not necessarily keen) for summoning spells.

Archer normally stays pure for the dobbleshot and the general is perhaps the strongest pure character but this assumes all else is even… in a campaign game, the shards controlled will dictate what spells and troops are available so that can have a strong effect on the characters progress.
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ussnorway: The wizard is a bit of a wild card but assuming you have the orc alliance or just don't mind being evil then things should work out… what with having all those goblins available (if not necessarily keen) for summoning spells.
Wizard is 99% of the time best Pure as well. At level 20 (ArchMage) he gets the ability to cast 2 spells each round. Or 1 spell and then attacking with the wand is good as well against certain enemies.

I have never found the Orc or Goblin alliance worth anything at all. They are complete junk.

If you really need fodder for Undead raisings early on cheap Militiamen, Javlineers, Brigands or Barbarians are better options than wasting your 1 alliance. Although with a Wizard you should be able to take down at least 1 enemy quite early and use that body to raise any undead you need. I never like to let my own guys die just to use them to raise undead when enemies will do.
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ussnorway: Imo a warrior is always better staying pure… as long as you take at least 1 point in combat before level 10 he should eventually be able to round attack which (I'm sure you noticed) conspicuously increases the damage output.
I think there is some bug with it, it somehow ignores some defense. But I don't know specifics.
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ussnorway: Imo a warrior is always better staying pure… as long as you take at least 1 point in combat before level 10 he should eventually be able to round attack which (I'm sure you noticed) conspicuously increases the damage output.
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jamotide: I think there is some bug with it, it somehow ignores some defense. But I don't know specifics.
I don't think that round attack ignores defense, but the combat skill gives you levels of precise strike (I'm not sure how many) which allows you to ignore some of the enemy's defense.
Yeah but what norway meant is that round attack somehow does more damage to bystanders than a normal attack. It is very noticeable when fighting ghosts for example.
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ussnorway: The wizard is a bit of a wild card but assuming you have the orc alliance or just don't mind being evil then things should work out… what with having all those goblins available (if not necessarily keen) for summoning spells.
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EvilLoynis: Wizard is 99% of the time best Pure as well. At level 20 (ArchMage) he gets the ability to cast 2 spells each round. Or 1 spell and then attacking with the wand is good as well against certain enemies.

I have never found the Orc or Goblin alliance worth anything at all. They are complete junk.

If you really need fodder for Undead raisings early on cheap Militiamen, Javlineers, Brigands or Barbarians are better options than wasting your 1 alliance. Although with a Wizard you should be able to take down at least 1 enemy quite early and use that body to raise any undead you need. I never like to let my own guys die just to use them to raise undead when enemies will do.
If you play evil I find the Orc-Alliance to be the best. If you start a shard with a lvl30 char already, then any neighboring Orc-provice will immediately offer you an Alliance due to your innane strength. Plunder your hometown 2 times & you're done. No other Alliance can be achieved so swiftly...

Bonuses are:
Free province guard that is deadcheap to maintain & strong enough to deal with Inquisitors or Brigand Plunders or Adventurers.
Base Orc to hire is the best evil tank early on, they are deadcheap, don't steal your loot etc, and are more durable than other tier1 evil units. They make good meatshields in combination with Shamans & Scout or Mage.
There is an Orc building which contributes gold once in a while, plus your income from Orc provinces is increased.

***
Perhaps I'm not reading this right but you don't need a sacrifice in order to raise the Undead - bodies of slain enemies will do just fine.
Early on raising alot of Undead is pointless IMO because these units are rather weak, die often (and can't be healed incombat), they severely incapacitate your gem-income.
Also, your ability in Necromancy & Summoning will also be not maxed out early on, which makes levelling Zombies from level 6 etc onwards rather pointless because you can get later lvl16 Undead (even 19 with some luck in geardrop) right from the getgo. These zombies usually got alot of hitpoints & disease trait which makes them stronger than low level ghouls.

Although, at the end of the day, if you're going down into necromansy, the only thing you really need are 2 GHOSTS.... just stay in upper left corner & shield yourself with them.. nothing gets through.... just keep Ogres away from them... because they already have max defense & ranged defense, they get a lot of potential for offensive stats or hitpoints.
How do you keep heroes/units for the next shard? I am playing Eador Genesis and didn't see such an option...
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Kosiciel: How do you keep heroes/units for the next shard? I am playing Eador Genesis and didn't see such an option...
MOTBW was dumbed down for wider auditory.
Imagine starting the shard with level 30 unit with 3 medals? immune to damage in first two circles around capital...
But, IIRC, this new feature comes from a popular mod of Genesis...