
- #AGE OF WONDERS 3 WALKTHROUGH ELVEN COURT UPGRADE#
- #AGE OF WONDERS 3 WALKTHROUGH ELVEN COURT FULL#
- #AGE OF WONDERS 3 WALKTHROUGH ELVEN COURT FREE#
If you're saying it's possible to win that map via leisurerly exploration without at least some element of running at the enemy like your ass is on fire, I straight up don't believe you. Whatever success I've had on that map has been due to hitting their cities on the big odd-shaped island south of there as early as possible. The enemy hits you with more succubi than you have total units on that island long before there is any possible way you could build up a comparable force. Like, on the one I'm on now, I have no idea how holding your third and fourth cities is even possible no matter how good you are or what strategy you use. I buy them when going to war with someone likely to use a lot if that element.Well, I'd dispute any claim that you can "easily" beat them and especially if it's suggested that this can be done without *some* element of rushing. Activated items are slotless so there's no loss.Įlemental resistances might seem weak but they're cheap. If you can build items, you can skip certain skills and just build items that grant that skill. Casting points are expensive for your hired heroes. If you intend to cast spells, figure out which ones and how often you want to cast them. If it's leading an army, get the army boosts. Try to figure out what you want to do with a character.
#AGE OF WONDERS 3 WALKTHROUGH ELVEN COURT FREE#
You get a free trick in combat that gives you XP when you use it. Armor and Resistance are more powerful the more you have, so those can be good purchases really far into a characters advancement.Ībilities that don't cost action points are always great. Once it costs 3 or more, it starts being a harder choice.
#AGE OF WONDERS 3 WALKTHROUGH ELVEN COURT UPGRADE#
Three upgrade points for 10 hit points is amazing. The first two points are always good purchases, even right away. Stats get more expensive the more you buy. A Sorcerer battle-mage equipped with enchanted armor and buffed by Star Blades can be deadly as a combatant. A Dreadnought caster hero can be a powerful supporting unit by being able to summon and repair siege weapons in combat. Note these are my suggestions based on what abilities Heroes can unlock, and there are multiple ways to level your Heroes depending on how you want them to play. They have strong area of effect abilities, direct damage spells, unit summoning abilities in combat, and/or powerful battlefield enchantments. Sorceror, Necromancer, and Arch Druid are best suited as caster heroes who can put points into ranged damage and casting points. These units also benefit from a strong starting kit of combat abilities and stats, whether it is bonus armor or Backstab. Warlord, Dreadnought, and Rogue Heroes are not well suited to spell caster roles, as their good spells tend to be cheap and single-target with unique battle field effects your other units are encouraged to take advantage of (buffs, debuffs, and status effects). This is most common in a stack led by your Leader, using the combat Hero as an elite bodyguard. In either case, their expertise lies on the tactical map and they are generally suited to be placed in a stack with a leader hero who they synergize with.

I don't believe Rogues or Dreadnoughts have a healing aura and for that reason, coupled with strong base stats/abilities and poor squad-buffs, I think they make better combat heroes than squad leaders.Ĭombat heroes can either specialize in spell casting, ranged, or melee combat. If a Hero is going to lead a stack, having a healing aura ability is a critical first ability to keep your team alive and continuously ready for combat. At this point I think specializing the hero for the role is more important than pumping stats as you should be using your heroes in combats to level them up early against weak neutral camps, and finding lots of items because of it. A Warlord hero is maybe not the best hero to lead a squad of Support units, as his squad-buffs tend to support melee and armored units.

Also be aware of what units the hero is joining or leading. Do you want it to lead a stack or support in a stack led by another hero? This comes down to your personal strategy, but building out skills to define an early role are important. Since you pick up armor and items later, or have spells that affect defensive stats, they are easier to pump than HP and tend to scale, while HP does not scale with hero levels.Īfter that, it depends on what you want to do with the hero early-mid game. +10 HP only costs 3 points, and its the equivalent hp increase of a normal unit going from bronze to gold rank. I usually do this when they hit lvl 2 and go +10 HP, +1 Def or Res, and +1 Ranged damage.
#AGE OF WONDERS 3 WALKTHROUGH ELVEN COURT FULL#
I definitely think devoting at least a full levels worth of points into stats early is important.
