Questions on the company (Age of Wonders 3)
Actually there is a question whether in 2 mission to conclude a peace Treaty with the goblins to cross the border ?In the last mission of the company in the Commonwealth are unable to find Julia. Captured all the cities, searched the entire map, there is none. The ktont faced?
Answers in order:
- Where to get the wand of Merlin in the last mission of the campaign for the elves, and for people, too?
- Rod appearing in the bag after the initial screen appears when the wizard Merlin!
- Arming he just put the hero in the bag. It is not worn, not to be put in his hands instead of arms he just has to lay in the bag as well as some rods that sword in the distance lightning, Holy arrows, etc. It's a support weapon! It is desirable to put the main character of the ruler. This can be seen in the description of the hero, his abilities.
- It is necessary to engage in battle with another ruler, it is advisable in his throne city. Over the throne city of the glow corona. If the enemy left the last town and you grab it when there is nobody there, you won't accomplish basic conditions and you will be credited with a defeat.
- Why enter the battle with the Governor. Definitely had at least 1 shot in melee the hero, which the staff of Merlin is in the bag. It is easy to learn! Choose your hero (Let it be Sandren from home Indiah), choose the circle with the sword (it means attack in melee), and hover on the ruler, there should appear infa how much damage you inflict and how much you will receive in response, and the likelihood and effects in percent. There will be written that will stack to teleport to the dungeon in the case of the resurrection. And that's if done correctly. Looked yeah will this effet the overlay, then hit melee. And then to finish it though from a cannon, at least spell fireball. After the victory in this battle, the ruler of voskresnet not in your throne city, and in the dungeon, outside of your town of gnomes, there are still bumps magic! Then just protect the shock absorbers while not having all the conditions for victory!
- Julia comes to help with a group of warriors on 5 or 10 during the game. So comes another hero of the army, too, for 10 or 15 go. game
- To exchange, to trade in the last mission impossible! Even those who have already captured, so bad!
Tips on passing:
- Effective to go with 5-6 characters in good leveling and good equipment, on flying mounts (Wyverns, griffons). Or 4 + two units of the tank, which is not a pity to lose (red dragons)
First bleed the hero HP to 80. Then his attack to ranged and hand-to-hand*.
* Leveling system of the heroes is as follows: first you need 1 PTS earned experience on the choice of perks attack romanou and ranged, HP, physical defense Per level, the hero receives 5 PTS experience. If further improved perks, there is increasing arithmetically:
1 -1 PTS level HP, physical protection, attack melee, attack ranged 1 ur - 2 PTS defense magicheskaya
2 ur - 2 PTS _________________________________________________ 2 ur - 4 PTS
3 ur - 3 PTS _________________________________________________ 3 ur - 6 PTS
_________________________________and so on
So HP physical protection, attack melee, attack ranged it would be better to pump until the demand for 6 PTS experience. That is the last improvement will cost you 5 PTS experience. Besides HP there's some characters you can add HP for 6 PTS experience to make it exactly 80 HP. HP with level increases by 5 points per level, defense, attack by 1 point per level.
- Why first swing attack, defense, HP?
Because on the map you produce in the battles of artifacts. for example, it would be a pity spending 2-5 experience points to any perk, and getting an artifact with exactly the same ability. And the extra defense, attack and HP or when there are not. Then choose what perks you want,*
- Choose a perk physical resistance or physical protection +20% + 40% will never regret!
- Choose another perk of treatment it is available from the heroes of druid, Theocrat (priest), he rolls 2 move heals 20 HP. Have fearless, the voenochalniki have a perk Iron heart available once per battle restores 15 HP and gives MAG defense +3 until end of combat.
- A very useful spell second wind, it not only heals 10 HP and allows you to make re-course to carry out two attacks at a distance or in close quarters, or will use the ability. with this spell you can quickly upgrade any hero, if intense ferro-give him a rod (which let lightning, Holy arrows, poison arrows, fire arrows, ice arrows or Darts). It zaklinaniyami have herew class rogue
- Choose a perk seduce the heroes of the Dodgers to recruit or poach - the heroes of the theocracy
- You can lure any enemy hero, if he doesn't have a perk Iron will - this perk gives immunity to mind control. You can choose from their characters this perk if no such artifact from him. Just lured away hero be with you till the end only on this map. The heroes go into the companies with only those who conceived scenario.
- The hero in ciperova needs to be some sort of staff (cat shoots various arrows), bow, and musket. And preferably two of the staff of the different schools of magic (lightning, fire, Holy arrows, ice arrows, poison arrows). Can popalsa that dumb monsters or heroes imotite to that particular magic. Bow - deals slightly more damage, but it deals physical damage and of course the fearless machines whose physical resistance is 20-40%, it will sound much weaker. The cars are good to beat the lightning they have a vulnerability to lightning 20-40%. And musket, will not watch what he was doing only 1 shot and then 1 turn to recharge. He breaks about 30 points of HP and if you attack a group of heroes of the buyout have 1 musket *(by the way, and two musket to carry with you,then on each turn you can do shots with him, until one on cooldown from another shoot)* you can easily carry a rider at the Manticore, making shots at him from the flanks or rear. With a musket he breaks well, but the staff he highly sustainable. The melee is very strong.
- The ruler (the main character) class a magician, a spell call steed, randomly appears on the map as an egg in place of the call, which through the n-th (usually after 8-10 moves) moves hatch roller.
- And this is from the sorcerer may builds a magical workshop. In the company of a magician's workshop are not yet available. There you can forge artifacts and ekipareal their heroes.
- A very useful perk sabotage - it allows nanosci enormous damage to the machines. Choose go definitely will not regret it, especially when meeting with Jagernaut.
- In the border towns build troops in cities in the rear of the building. When fully Ostritsa city latest build there is the castle, take the loop (the infinity sign on the line stage of construction) on the production of goods, it will give +50% gold in this city.
- Make sure that the gold did not go into negative. If gold go in the negative, your troops will scatter. In this respect, again, the class wizard allows you to collect army recruiting monster troops that the contents require mana, not gold.
- Build FORTS where they can effect to lay the mines, it will give additional income to your Empire. And build settlers and planting new cities, but not too close to others.
City well protect wars dalnik + a couple of good melee (people are knights, the orcs - Ogres bully, the elves - nausnic at Griffin, etc.), and you can pair trebuchetov. Of the ruler, fearless, machine gun or Jagernaut and certainly a couple of engineers. Because engineers not only can quickly recharge guns guns and jagernaut, but treat each move on the card machine, if it is not ustroena workshop 3 levels.
- From the army displays war by clicking on their image of the feet, then they visitsa green. For someone so pressed and those will come from the army.
In General, if you have more questions - ask prompt what is done with the game!
If anyone knows a link to more campaigns in this game, please post, but then I have only two campaigns available for this
- For the elves
And for the people
Thank you all for your attention and understanding!