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AuthorWIZARD faction: Stats, Talents, Tactics, Strategy
level 3 wiz can equip his creatures with only 1 mini art
2 mini arts at level 5 and 3 mini arts from level 9
For wizards how does one get to play the vanguard of ....... and ...invaders or army of ....
Also how does wizards get to play monster creatures?
@62
These are Mercenaries guild quests, located at Yellow Lake - [Public services] . For more info check here:
https://www.lordswm.com/forum_messages.php?tid=1849522
for PowerStreak: wizards style of playing is max gargoyles max magi and remaining golems you really don't need gremlins

vangaurds defend the creatures with your three stacks of golems or magi

invaders you need to play defensively make sure the large creatures are blocked from your gargs

armies get to know which stacks to kill first

as for monsters keep them for level 8(MY OPINION)

if you need battle examples go to
http://eng.witchhammer.ru/viewpage.php?page_id=9
monsters can be done quite easily before level 8 also, as long as they are low tier level 0 monsters.
what is academy of holy magic does it gives you new magic spelll like fireball for a lv 10 wiz
You get fireball by building Magic Guild level 3. You'll need the chaos magic talent to use it though.

The academy of holy magic gives you access to holy magic spells. For more info about spells check here:
https://www.lordswm.com/help.php?section=31
academy of holy magic allows you to use holy magic too
means a wizard can use three type of magic- nature, chaos and holy
but to do the holy magic you also need at least one holy magic talent in addition to the academy of holy magic
68.
no you don't need the talent
@69: i think what 68 is saying is that to use evasion and chastise, the level 3 holy magic spells, you need at least basic holy magic talent. other holy spells can be used just with academy of holy magic.
without holy talent, you can only access max lv2 spells.

for higher lvl spells, you need higher mastery. so, to get lv 3/4/5 spells, you need atleast basic/advanced/expert holy mastery.

this conditions same to other faction. but, wiz do have a talent called 'wisdom', according to the description, wiz can use lv3 holy spells without holy talent too. yet, the efficient of that lv3 spell is another story.
without holy talent, you can only access max lv2 spells.

for higher lvl spells, you need higher mastery. so, to get lv 3/4/5 spells, you need atleast basic/advanced/expert holy mastery.

this conditions same to other faction. but, wiz do have a talent called 'wisdom', according to the description, wiz can use lv3 holy spells without holy talent too. yet, the efficient of that lv3 spell is another story.

Yea i was trying to tell this but i am sorry i could not explain
I have a few questions regarding a might wizard. I plan to switch over there when I reach level 10

1. What talents would a might wizard use?

2. Would it be more plausible to go full attack or more geared towards defense?

3. At level 10 are modern golems effective or is it still down played not to use golems of any sort? And if so what is the typical recruitment?
@73

1. Expert Erudition+Magical Mirror

2. Go full attack. With no defense talents it's better.

3. Modern golems are effective. Especially if you have high defense from arts their unlimited retaliation is great. Your recruitment is fine as it is.
Does anyone have a better tactic for this?
https://www.lordswm.com/warlog.php?warid=490437489
I think winning this would be super hard, but what I would do is...

1. Watch ur set up. u should have put magi away from all units range (most). ALso, consider the magi's through shot. U lost 2(3, i forgot) magi from the 12 magi attack. Lastly, think about that lore. U lost lots of units because of 1 fireball...
2. Ignore melee for beginning and try to get rid of all magi - the one's with their turns first
3. Hero on 12magi
4. Once magi gone, kill the inside stack of the gremlin and put garg in it. This blocks all the 3 other stacks in that corner from attacking, forcing them to move, out, or atack ur gargs.
5. distract other melee units to golem (they will usually chase for that golem after magi's are gone
6. Punch the golems (first the modern) with your hero instead of using arrow. (punch does full dmg)
7. arrow the big blue unit thingy..
8. Just use the gargs in your stack to finish other small units (grems, gargs)

Thats how i would do it. but it all depends on the situation```
brigands are always difficult on level 5, try them on 7 imo.

your set up should have been:

magi [ ] [ ] magi
garg [ ] [ ] gol
[ ] magi [ ] [ ]
[ ] [ ] magi [ ]

or something similar. this way, no through shot, fireball hit max 3 stacks. senior genies cannot reach any stack.

You killed senior genie, which had already got a chance, with first magi. instead, you should have killed the 1 magi so that they do not get a chance. then, with the last 2 magi stacks, you could kill genie.

12 magi went before hero, so don't attack them, instead attack 4 lorekeepers which had not got a chance.

modern golems have magic shield, so use magic punch. but, imo, kill golems LAST. you can run away from them with gargs and shoot with hero.

with your second hero chance, kill 12 magi, and after that, the sphinx warrior, then gremlin engineers. don't kill golems till end, because anyway grems will repair them. don't use gargs for melee, run away and do damage with the hero.
sry for double post, i forgot one point:

send gargs and golems to opposite sides of the field. enemy gargs and golems will chase after golems, and your gargs will hopefully get 2 turns of life before the enemy reaches.
how i make the dot at the corner of all creatures in the shape of /\crstal
\/
Depending on your combat level, you will gain access to double, and then triple mini arts (at level 9 for triple; dunno for double); doubles are the kind of cristal you talk of, and you can see the appereance of triples on my creatures.

The effect of those minis arts is affected by your faction level.
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