![]() ![]() Teleport is handy if you're fighting demonesses. Remember you can use level 1-2 versions of a spell even after you learn level 3, with shift and control keys. Pay attention to mana cost of higher-level spells, for a few (heal, fire arrow) the cost is constant or even goes down. BUT: gear is randomized, and you may never find all the pieces of a set. Some gear sets have very nice bonuses, making them worth collecting even if one set item isn't worth using by itself. I found Rage much less useful in AP as a mage, so I would fill out the mage skills and other mind / might skills before getting the Might rage skills. It will let you dispell / heal + attack, or do two attacks like Fire Rain + Geyser Work towards Higher Magic as soon as possible. Holy anger is very useful later in the game since you'll face a lot of demons and undead. Don't destory anything without the matching Neatness level or you'll just get a lousy 1 crystal. Level 2 is also worthwhile later on since there is a lot of level 4 gear and some of it gives you 2 runes instead of crystals. Neatness level 1 is great, especially if you are a mage, but it will only give you crystals. So level 3 is +6 while 3 separate skills might all be +1. For example, the attack and defense skills go +1, +3, +6. It can be better to get level 3 of 1 skill than 3 x level 1. Wake Dragon will let you dig up 2 chests in one turn. If the enemy is no longer a threat (no hero casting spells, troop has no ranged attack or is almost dead), use any rage to dig up treasure (it can rarely even be a rune). Casting Phantom on your Inquistors is one way to resurrect level 5 if you've already used the Inquisitors' one charge.Ĭrushing blow's knockback is a way to keep an enemy troop away from yours while you work on its fellows Inquisitors are the only way to resurrect level 5 troops. You might have too many X now, but you'll need them later. Notice that spell power scales with INT, with extra bonuses every multiple of 7 (INT = 7, 14, 21. Some notes / tips I made for myself for when I replay AP again someday: Be extra-nice to Jim while recruiting him and you'll also get a gift artifact that's pretty nice. That saves gold, and also they have initiative 7 which often lets you cast a spell before the enemy can move. Once you have the Rusty Anchor map, dodge the ships and pick up Jim for a companion, then buy the lower-level guys that he trains up to pirates. I also used the dragon's knockback tactically to keep a strong stack from reaching my troops for an extra turn or two. Also their higher defense means an attacker does less points of damage. Paladins can pay for themselves because the high hitpoints mean you might lose 0 of them from the same attack that would kill several level 1-2 creatures. That, and going around the island via boat so I could look for weaker monsters like the devilfish at one beach. I chose the purple dragon for the +1 attack since I knew that stat would always be lower for a mage.Īlso I did some running and dodging to grab banners while wandering monsters were too far away to catch me, and bought leadership-enhancing items. I play at normal and that's quite difficult enough for me. ![]()
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