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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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#2
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Orc Shamans and Blood Shamans have the "Enraged" ability, meaning they start off with 15 adrenaline. Plus, if they attack, they increase the adrenaline of friendly orcs too...
You can increase the effectiveness of your own orcs with some Might skills - these not only give Rage, but adrenaline to your Orcs! I plan to do an Orc-Only walkthrough, but frankly the reason I am a bit against it is because I like to do no-loss and with their sacrifice-skills it is quite impossible with Orcs. It could be done, but it'd be tedious. Thanks for the info about enemy Rune Mages - have not fought any yet, but I was wondering about this, without runes they'd be much weaker. Does anyone know what the ability "Runic Armor" means? There is another overlap/slide in ability description so just hovering your cursor over it doesn't say. |
#3
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Last time I was fighting and had first move - enemy shamans started with like 50/65 or 33/65 Adrenaline - I think they cheat!
![]() About Runic Armor, from game files: The armor's strength depends on the Talent Runes of the hero. The player's dominant Rune determines the bonus: Might Runes: +30% Physical resistance Mind Runes: +30% Resistance to Poison and Fire Magic Runes: +30% Resistance to Magic and Astral damage If the hero possesses more than 20 of the same Rune, then the armor's resilience will be increased by another 10%. |
#4
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With Runic Armour I'm guessing it refers to the number of unused runes you have and doesn't include runes you have already used in your skill tree?
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#5
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Yes, it's unused runes, for all their skills and bonuses. And the description is inaccurate, runemages don't get astral resistance from runic armor. May be a bug.
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#6
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I'm having a great time with the rune mages; I've sacrificed my hero's own learning at the expense of the rune mages, which makes for an interesting commentary on units vs. hero. It's a conundrum I find I'm enjoying quite a bit. Pretty clever idea on the part of the developers in my opinion. Do I make myself tougher, or be a martyr of sorts and let my rune mages take advantage of my untapped resources to expand their functionality?
Thumbs up 1C! I like additions that present these sort of challenges. |
#7
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I am using them too, but not at the expense of my own hero - I just always try to leave some surplus runes around and wait until 2 more levels to get a new skill, until that time they can kick ass.
I have found a new spell that so far I think has not been reported: ![]() Totem of Adrenaline (Chaos): In place of a Fallen troop, raises a totem which on each move (round?) increases the Adrenaline level of Orcish allies, while at the same time decreasing the defense of those who stand against the orcs. Has no effect on creatures immune to mind spells. |
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