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Units, artifacts, spells and Pet Dragon Discussion, questions and solutions about units, artifacts, spells and Pet Dragon. |
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#1
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Rune Mage: Requires you to keep a LOT of runes on hand to make him useful. Though, he is at least a Level 5 unit you can get automatically in the first 3 islands.
Engineer: Holy cow. He blinds, he summons droids, and repairs your other droids. With the alchemist kit he can move around for even better damage. Faun: Resurrects thorn hunters at about 90% of an equal leadership stack. That's good enough in my book for a utility user. Sleep for two turns is a little hard to use, but good. Still, such little damage and HP... he's really just there to support. Witch Hunter: Another great niche unit. Damaging vs caster ability not so great, but spell lock is nice at level 3, and stats are somewhat made better by auto-buff. Orcs: Haven't used many... they are really frustrating to fight against, since it is hard to keep in your head all the random stuff they do now. Pirate Ghosts: They seem to always find a treasure chest, not just if there aren't any. Decent, especially with stone skin, but still feel they are missing something. |
#2
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I like the Witch Hunter. Even against non-mages, a level 3 unit with 110 HP, that's a good tank.
I'm confused by the Rune Mage's description. I just started a game today, so could not hire one yet - do his skills depend on how many Talent Runes you have alltogether, or how many unused ones you have? Because the latter seems like a waste, they are better off used on skills. Anyway, him having a Resurrection skill that works on everyone, Level 5 included, seems really nice. Especially that the Paladin's Resurrection skill strengthens it. Also - just like some other units in AP prior, he suffers from overlapping skill descriptions, thus "High Mage" has the "Magic Resistance"s description, and so on. THus, I don't know what the "Runic Armor" ability does. Anyone knows? |
#3
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#4
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Hmm, interesting. As a Paladin, I will end up with a lot of unused Mind Runes anyway (as I get the most of those) which'd really boost resurrection. And of course, you can easily do the Phantom trick with the Rune Mage.
I'm thinking of doing an all-human army walkthrough with my Paladin - most of their units are available from the start, and frankly I never used human units much in my previous walkthrough. The line-up I am thinking is: Rune Mages, Paladins, Archmages, Horsemen, Witch Hunters (with Knights and Inquisitors in the reserve, to be used against Dragon/Undead armies instead of Paladins/Archmages). Rune Mages boost Archmage/Inquisitor attacks too. And this'd always leave me with two units that resurrect. |
#5
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BTW, I have 10th level mage and still can't recruit a single runemage. They're more demanding than some dragons ![]() |
#6
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I have around 620 Leadership with my Paladin on Level 3 (got Grand Strategy Medal plus took Leadership I skill), I hope I can recruit at least one soon. They are also incredibly expensive... 15.000 Gold! More then Dragons even!
BTW - One correction to note. I have been using Assassins (and they are needed, Debir is crawling with Orcs!) and found out how the "Find Weakness" ability works. Unlike the description, which says you must destroy the enemy unit, it is actually enough to just attack them with Backstab or Murder. Each time you attack an enemy type, the damage bonus goes up by 5% - and unlike Favourite Enemy, this is possible for all kind of units! My Assassins already have 10% bonuses against orcs and goblins. ![]() |
#7
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Finally got enough Leadership to hire one Rune Mage. Must say... AWESOME.
![]() Firstly, something I did not notice before. He has the RUNIC ability that activates only in battle - it does the following: -Might Runes: Increases the damage (minimum and maximum) of the Rune mage by 2xNumber of Might Runes. (Basic damage is 40-55, with a maximum of 20 Runes, he does 80-95 Damage! ![]() -Mind Runes: Increases the HP of the Rune Mage by 10x Number of Mind Runes! They have a basic HP of 450, with the maximum of 20 Runes he'd have 650 HP - not that high, but high for a Mage. -Magic Runes: Depending on the number of Magic Runes you have, the Rune Mage's basic attack can impose different negativ conditions with as 30% chance per hit. I have only got 1 Rune right now, with that, the effect is Helplessness. I wonder what will be the effect on higher levels... As for the Talents - Destruction is a very Powerfull Astral Damage beam attack, although it hits friend and foe alike, if you position the Mage correctly (with 3 speed it is easy) you can hit multiple enemies at the same time. Resurrection is more powerfull then an Inquisitor's, and also increased by Mind Runes. Illusion is random, and the summoned unit is placed next to the Rune Mage. I've found 4 of them so far, though it'll be long before I can recruit another one... |
#8
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Eh. Rune Mage has some cute utility. But after a while you'll realize:
1) You'd kinda like to use those runes to get some more skills 2) With less than like 10 to 20, his abilities are simply not that great I mean, 2k leadership is the same as a red dragon, which has 870 hit points without needs like 30 runes stored up, and can fire a line of flame that lights things on fire... and can fly far to get there. I dropped my Rune Mages after I realized that all their stuff is really weak unless you have a LOT of runes saved up. They are also the biggest pushovers when the AI has them hehe. |
#9
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The Rune Mage is interesting but not powerful enough to justify storing up your runes. They should have had some other creatures that use stored runes so you could at least build an army based on it.
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