![]() ![]() Dexterity comes in useful since it actively protects against you getting critted. All the heros are melee units so they will always be up close and personal in combat, by the latter acts of a campaign your hero will effectively be the tank, drawing aggro and getting surrounded by enemy units, so it is imperitive that at all levels you invest some points into your endurance to raise your maximum health. I can only speak from my own experience but in order of importance for a hero you want to prioritise Endurance first, then dexterity, then strength or agility. They also gain 2 skill points for their talent trees. When your hero/leaders level up they gain 3 attribute points which can be assigned to their primary stats, so endurance, strength etc. The experience gain is slower than a trainer but much more reliable than using ruins.ģ) When your hero or leader units level up do not forget to assign their attributes and tiles. will simply repeat this pattern ad infinitum. Heal up using a spell, or better, every party you defeat drops a 400 hp potion and a 5% resurrection potion so you can simply stock up on items by doing this. DISCIPLES 3 RESURRECTION WALKTHROUGH FREEOnce the enemy is dead, on your turn, defeat the node guardian, which is just more free experience, but do not recapture the node. You should have a party capable of handling the weak party by this stage, so at this point the enemy is simply free experience. The enemy will head out of its base, run towards the free node, they will capture it then immediately attack you after doing so. Do not capture the node yourself since it means the enemy will waste it's turn battling your node guardian. When the enemy is no longer under the fog of war they tend to behave in very idiotic ways and every turn they will send out a single, weak party which will head directly to the resource node and attempt to capture it. Typically there is a resource node nearby. Once you have explored most of the map and control it, head towards the enemy capital. On any map where there is no trainer what I have found useful is this. If you are at the point you've cleared most of the map you will likely by this point have control of most resource nodes so there is no harm in literally wasting turn after turn to accrue gold just to hit the level cap before you proceed. So for example, if my hero is level 4, and needed 1000 experience to level up, I would need 1000+ gold before the trainer fulfilled my demand. If there is a training camp on the map this is your best bet since they will train any unit with a direct conversion of 1 gold: 1 experience point, but they will only accept the gold when you have the amount to level up. I do not recommend doing dungeons since the experience gain from them tends to be horrendous given that they only respawn every 10 turns. It will usually come to the point in an Act where you've basically explored everything and nothing remains except ruins etc. Your hero party needs to be the strongest party sweeping the map of all enemies while it can. This is rather important though, consider the Act 6 of the Legions campaign will start you with just your Hero party with a single unit to aid you, so you really do want to keep your hero maxed out on levels. If you go into Act 2 at level 4 for example, you can still level up to 10, it will just take a bit more time/effort. What this means is that you want to have your hero unit battle, or otherwise gain as much experience as you can before ending the current act you are on, otherwise you are going into the next act unprepared. On Act 2, they can reach level 10 before they stop gaining experience, all the way up to the level cap of 30 at Act 6 in the campaign. So on Act 1 of a campaign your hero can reach level 5 before they cease to level. (I don't think potions get carried across)Ģ) Hero units have a level cap that increases by 5 on each subsequent Act. So all the experience, runes, equipment in their inventory get transferred to the next mission. 2: They are the only unit, not party, but individual unit, that will progress to the next Act in the campaign with all the benefits they earned in the previous Act. 1: as mentioned before, if their party dies you game over. ![]() The unit is the most important for 2 reasons. You will game over instantly if the party this unit is in is completely wiped out, but the unit themselves can die so long as at least 1 other unit survives the battle, through victory or retreat, and from there you can set about resurrecting them using potions or at a town/capital provided you have built your temple. So Lambert, Harhuus and Arion for the Empire, Legions and Elves respectively. 1) The hero of the campaign is the most important unit you have. ![]()
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