The effect does not stack, so although at the beginning it is crucial to get one, it soon evaporates. The poison wand will always hit the enemy most ahead. Lvl 15: this is troublesome special level where you'll use randomly given spells, rabbits, bears and kangaroos.Īs your wand will not be used and you can not move, I advise to use health-rings. Lvl 13-14: yu can farm it with lvl 4 kangaroos, lvl 7 don't even require more than minimal wand-support. Too random.\r\n- food mace: very-very nice to have\r\n- meteor: deal hugh damage\r\n- wind: adequately cheap, can delay bigger enemies, or enemies at the start Food-production should be prioritiesed along that.\r\n\r\nwands (maces):\r\n- fist: ok for start, worthless otherwise\r\n- heal mace: good to have in regular maps, useless otherwise\r\n- turn undead: most awesome after the beginner levels\r\n- ice: good to gain some more time at the beginning of regular maps if you have the food-production\r\n- fire mace: if it is high enough, very good in chariot-missions\r\n- lightning: not much to say. I could even free both rings of mine to wear gold-producing ones.\r\n\r\nabilities: each worth a point, maybe except hero HP. A speed-ring fire mace works good enough, leaving one ring-space free.\r\nlvl 7: the lvl7 rabbits spammed work here. I still think it was a waste, but who knows. wind: adequately cheap, can delay bigger enemies, or enemies at the start No idea why I can't edit my own post.\r\nlvl 6: missclicked, and turned out a lvl 7 rabbit can solve this. fire mace: if it is high enough, very good in chariot-missions ice: good to gain some more time at the beginning of regular maps if you have the food-production turn undead: most awesome after the beginner levels heal mace: good to have in regular maps, useless otherwise fist: ok for start, worthless otherwise Food-production should be prioritiesed along that. I could even free both rings of mine to wear gold-producing ones.Ībilities: each worth a point, maybe except hero HP. Lvl 7: the lvl7 rabbits spammed work here. A speed-ring fire mace works good enough, leaving one ring-space free. Lvl 6: missclicked, and turned out a lvl 7 rabbit can solve this. No idea on the other conditions.\r\nlvl 6: seems pretty much impossible w/o bear. A healing-wand is nice to have, easier to gain 3 stars, what has the condition to have 50% paladog health when win. Making the ghost disappear by standing its way by the Paladog, and/or using a wind-staff is solution to ghosts. Ghosts appear here first, if the get through your troops, you won't be able to add them more units until the ghost passes all the way. Of course you might get away with less invests into rats IF you have the chance to get hero-regeneration.\r\nlvl 5: spam lvl 5 rabbits. Lvl 6 rats lvl 3 rabbits are what I finished with. Combine rats with rabbits.\r\nlvl 4: same as lvl 3, but use more archers, and give the units more levels. You'll need at least lvl 3 rats.\r\nlvl 3: rats won't work. This can happen either right away, or 50% of liar-HP (bigger monsters wave initiated), or at skull-waves.\r\nlvl 2: basic rats won't work. For all missions things work this way: if you loose your initial troops you die. But even on Hell Mode you should finish earlier.\r\n\r\nHell Mode playthrough:\r\nlvl1: w8 until you fill food-bar than start spamming rats. Lvl 6: seems pretty much impossible w/o bear. Of course you might get away with less invests into rats IF you have the chance to get hero-regeneration. Lvl 4: same as lvl 3, but use more archers, and give the units more levels. This can happen either right away, or 50% of liar-HP (bigger monsters wave initiated), or at skull-waves. Lvl1: w8 until you fill food-bar than start spamming rats. But even on Hell Mode you should finish earlier.
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