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Adventure mode All you want to know about adventure mode (may contain SPOILERS)

 
 
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Old 09-17-2011, 03:55 PM
Vulture Vulture is offline
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@Helios: I don't really pay so much attention to perfect equipment. I check for decent int-boosters, two staffs, a Dragon Slayer's Sword (before the tournament), an ancient amulet and a Baton (for a Mage). All I care about is troops and spells. Sacrifice or Resurrection before castle Bogacho, one after, accessible through kiting. Ancient Vampire, Demon or at least Horsemen in Darion (Dragon Tooth's Tavern, Knight's Tent, Sarcophagus) to kill the Turtle with no losses. Inquisitors in Darion case I have Sacc first and not Ress. The game is won by spells, spirits, the right troop skills and tactics. Not so much by +/-2 int or atk. Mage is basically cheating with his two spells per turn. It's just not the same if you can Phantom and Target in one turn and then after 2 turn cast Time Back on the Phantoms and have both spells for another 2 rounds in which you can cast 4 times to ress, sacc, damage or CC ^^ it's ridiculous really. Meanwhile Warriors and Paladins have to decide what to cast and if there are archers you can't cast Phantom (not if you have lvl 1 creatures that are more attractive to archers, especialy those with "Sniper") but if you cast Target instead of Phantom, melees will attack what you don't want to be attacked. Especially sucky against undeads and plants. So many reasons why 2 casts/turn is WAY overpowered. Especially in late game. And then you still have the power to nuke. Lulzworthy :>

Quote:
Originally Posted by dainbramage View Post
Also I never managed to get the rest of chargers all the way down even though I got lina to lvl 30, so that added a few turns.
I only used Chargers once in the fight.
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