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AuthorWizard Faction Topic
to 119: read posts 1 to 118 and you will find the answer to that question around 5 times.
HI,
I am still trying to figure out the Spell damage thing. As per the section provided on website, it is only affected by Spell power and Talent (at least for my Combat level of 4). https://www.lordswm.com/help.php?section=31

Now I did 2 consecutive hunt assists:
https://www.lordswm.com/warlog.php?warid=475592277 and
https://www.lordswm.com/warlog.php?warid=475592472

Both times the ally was wizard hitting 60 in Magic Punch compared to my 48. Only difference was Faction Skill level of their 3 vs my 2 and hence +1 Attack more. But this should as per the help files not affect spell damage. Could someone enlighten me?
I got this reply in pm. Thanks Bloodaxe.

Quote:
https://www.lordswm.com/help.php?section=38

# The Wizard characters also have an increase to the damage they deal with spells to neutral creatures at hunt and on Mercenaries' Guild errands:
# in case of direct damaging spells, [final damage]=[normal damage]*(2+[faction skill level])/2;
# in case of re of effect damaging spells, [final damage]=[normal damage]*([spell area]+[faction skill level])/[spell area].
Question about talent sets at level 8.

Hey I have a green hunt light on 109 Hydras but would like to know the best skills on the talent wheel for this kind of fight.

Its a lot of hit points...:)
When I get to lvl 8, I was going to play around with these two sets of talents to see which one is best.

basic erudition, intellect, and one of the 2 +2 spell power or
basic erudition, intellect, and basic sorcery


I see you have the advance erudition which my first option would give you more points and stats than that option. Their is a difference of 2 stat points from advanced erudition and basic erudition. Those two points are gotten by the +2 spell power and then you also get the intellect which can be worth 1.5 to 2 knowledge points depending on what your beginning knowledge points are.
sorry for double post, when I said advanced erudition, I meant expert erudition.
Thanks but I worked it out. Basic Erudition, Basic Sorcery and Mana Regeneration for Hydras. You have killed over 400 of them using this strategy at level 8!
Also to help other wizards who have stuffed up (like me) with lorekeepers. There is an exploit which you can use to defeat large numbers of them.

Let them kill your army (except obsidian gargs of course)B4 they use all their mana.

Due to an AI bug the lorekeepers will not shoot at your obsidian gargs until they have used all their mana but because ur gargs are immune to their spells the LKs will try to engage in melee instead and u can do the old gargoyle run around the battlefield trick. :)

But then most of u probably know that already..:)
128

sometimes, they will cast magic punch on enchanted garg.
it's the worst condition!
In this topic, members of the faction are asked to discuss everything, that concerns THIS faction: skills, stats, tactics etc.

Other similiar topics will be closed.
lol
Isn't that exactly what they are doing :p
Rectifying #128

The lorekeepers must have killed all except obsidian gargoyles after their FIRST round of attack.
Thanks smart0eddie for that tip'

So its all down to luck..lol
My observation is: they got to have 10 mana left when all but gargoyle are gone, such that they could do fireball. Anyone saw things against this?
I have a question..

I'm lvl 6 and soon the be lvl 5 in fraction thing, I'll soon have anough gold for some nice mini arts, but before I invest (I've pretty much found out what to get) I need some advice on what units to fight with

I'm either thinking about full gremlin engeeners (30) full golems (18+ 7 in repair if the gremlins survive) 8 Magis and then 4 gargs

But I dunno if its better to go with full gargs and full magi and then low on the rest ?

I kinda wanna find the best units before I go out and buy those ekspensive douple mini arts

MOrgash
Well since you kill everything with spells mostly i would say gremlins are more or less completely useless, it's simply better to get full gargoyles + full magi and the remaining recruting amount in golems. Golems are rather crap also because they are very slow and easy to kill, so repairing them will not offer that much ( not to mention in most fights gremlins will die before golems ).
Agree with Jabbar. I have seen few higher level wizards using gremlins. Maxing Gargs and Magi is the most obvious choice, The gargs survive long enough for the wizard to use their spell points..
Just for laughter. This is the consequences of a wizard turned knights....:)

https://www.lordswm.com/warlog.php?lt=-1&warid=7602172
Ok well I have 167 lorekeepers again on a green light. I will try to get wiped out on first combat round.. lol :)
It worked. No Magic Punch and no shooting. :)
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