Bright Wizard Skills
- You get every skill at rank 0 as long as you fulfill the prerequisites.
- Any skill with no skill prerequisite deserves special attention because you can bank your points and get 5 ranks of it immediately when you reach the necessary level, instead of spending your points on low-level skills you may not want.
- Look for passive skills that require no mana, because one or two really good skills on a hero will monopolize use of the mana pool anyway.
- For infantry regiments, the Bright Wizard and the Captain / Elector Count are the two basic Empire choices for a front line blocker. If you are looking at a unit to tank and give handgunners cover, then the Captain is basically the high-armour choice while the Bright Wizard helps a regiment take less hits with the Flaming Shield of Andor. The enhancements for the Flaming Shield aren't really that great, so I recommend instead a Combat build with Fireball, Spell Focus, and Conflagration of Doom. After that, there isn't really much of particular urgency or usefulness to get.
Fireball (Level 0)
- Hurls a fiery projectile at the target causing 3 damage with 50% (+10% per rank) chance to hit. Units around the target suffer 1 damage at 11% (+2.2% per rank) chance to hit.
- At 5/5 ranks this is 100% chance of 3 damage to the main target, and 22% chance to hit surrounding targets for 1 HP.
- The total casting time is about 3 seconds.
- It does not appear that you can target a specific model in a particular regiment.
- No friendly fire effect.
- The Fireball spell creates a burning area under the target. The area burns for 6 seconds and deals 1 damage for every 2 seconds with 1.4% chance (+1.4% per rank).
- Maximum 8.4% chance x 3 chances = ~77% chance of no damage for each model.
- Best use when enemies are already in melee combat and unlikely to retreat until their morale is broken; or on archers, who typically stand still unless they flee or they need to pursue targets who have moved out of range.
- No friendly fire effect.
- A blazing inferno erupts at target area causing 2 damage to all targets near the centre at 35% (+5% per rank) chance to hit. All targets at the edge of the inferno suffer 1 damage at 15% (+3% per rank) chance to hit.
- Maximum 60% / 30% to inflict any damage.
- Most models have 1 HP, so if they are hit, they typically die.
- You set the target location, so instead of leading your shot against moving regiments, use this on static regiments (such as shooters) or when multiple regiments are massed against a front line hero drawing fire.
- Even if you have maximized Fireball, you still want to develop this because it then lets you have two strong attack spells to alternate, further increasing your overall kill rate.
- Reduces the cooldown of all spells by 6% per rank.
- Increases the range of all spells by 4% per rank.
- Not as useful as Spell Focus which, combined with the somewhat short cooldown of the Fireball spell, lets the Wizard cast Fireball very frequently.
- Increases move speed by 2% per rank.
- Increases HP by 1 per rank.
These skills are only available during a duel. All other skills that need to be activated are disabled. Therefore, any points put here may be unavailable most of the time, and specializes your hero into an anti-hero build. Even so, it is hard to say whether you will get enough mileage out of a duelist hero because after a bout, he may have low health and no be able to handle a second bout. Damage is typically done by attrition unless you have invested a lot of points.
Supernatural Resilience (Level 0)
Supernatural Resilience (Level 0)
- Decreases the attacker's chance to hit by 5% per rank.
- In a duel, the hero's morale will not drop below 10% per rank.
- Interrupts the opponent. The opponent takes an additional 1 damage from each magical attack the hero makes. Lasts 6 seconds (+1.5 seconds per rank).
- Attacks the opponent for 2 damage with 100% chance to hit. 10% per rank chance that the target will burn for 3 seconds and suffer 1 damage each second.
- Decreases the opponent's chance to hit by 10% (+4% per rank). For every melee attack the opponent makes, there is a 15% (+3% per rank) chance that they will take 1 damage. Lasts 10 seconds.
- Decreases the cost of all spells by 2% per level.
- 8 second casting time.
- A swirling inferno surrounds the opponent causing 5 damage (+1 per rank) with 100% chance to hit. The opponent burns for 1 damage each second for 5 seconds with 30% (+5% per rank) chance to hit.
Command Skills
Passive Command skills work on the hero if they are not attached to a regiment.
Burning Icon (Level 0)
Burning Icon (Level 0)
- The hero and the attached regiment suffer 5% less morale loss.
- The attacker's chance to hit is reduced by 25% (+4% per rank). There is a 10% (+2% per rank) chance that the melee attacks will be reflected, causing 1 damage.
- At 5/5 ranks this is a reduction of 45% chance to hit, and a 20% chance of damage reflection.
- Increases the hero's and the attached regiment's magic resistance by 0.5 per rank.
- Reduces the target's armour to 0 for 10 seconds (+2 seconds per rank) and damages the enemy with 7% chance to hit.
- This is probably better and faster at hero-killing (using a regiment of shooters) than Duelling.
- All enemy units around the hero and his regiment have a 2% chance to be Immolated. Immolated units suffer 1 damage every 2 seconds for 10 seconds with a 10% chance. Radius increased by 0.5 per rank.
- At 10% chance, there is approximately a 60% chance that an Immolated unit will be unharmed throughout that 10 seconds.
- The hero's and the attached regiment's attack range increases by 2% per rank.
- Increases the hero's and the attached regiment's chance to hit with ranged attacks by 5% per rank.
- Does not affect the Bright Wizard's spellcasting range.
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