Guard tower: If placed properly, these protect your Wizards from attack It's pretty easy to see what the Guilds do, but I'll explain the good uses of the other buildings. Ranger (trained at Ranger's guild): good for cheap and fast exploring early-game, but they die easilyĮlf (trained at Elven Bungalow): like the Ranger, except even less useful skipĭwarf (trained at Dwarven Fortress): very slow warrior, not very useful in my experience Necromancer (trained at the Temple of Crypta): they're not great, but the fact that they raise skeletons and zombies makes them a viable replacement for melee fighting units in some situations their fragility usually does not allow them to fully replace those units Healer (trained at Temple of Agrella): very good support units, although they tend to cluster around one or two units they really will never die Tax collectors: there's not much you can do with them, but be sure to set the minimum amount of gold they take! I usually set it to 100/100, and raise it later if income goes higher this allows them to avoid dying on unnecessary trips for tiny amounts of gold Your wizard will go on his way, and the harpy will eventually turn visible, probably somewhere where she can be killed by one of your melee units. If your wizard is stuck attacking a harpy and the harpy is stuck attacking the wizard, use invisibility on both of them. Note that invisibility can also be used on enemy units. If a wizard's about to be attacked, make him Invisible manually! If a wizard dies a few seconds after a Game save, make him Invisible, and he won't die! Invisibility: When combined with game saves, you'll never lose your wizards unless you choose to. Game saves: Save when your wizards are alive! If they die, load the game, and they might make a different decision that doesn't lead to them dying. It's good to place Guard Towers and Warrior's Guilds near a Wizard's Guild to protect the wizards. Try to avoid having incoming enemies pass directly by the front door of a Wizard's Guild. There are several important tools for this:īuilding placement: Do not place the Wizards Guild on a side that gets a huge amount of enemies. Wizards die really easily, so it's your job to keep them alive. Meteorite storm: Learned at level 8, this skill allows wizards to kill every enemy in a large area very quickly meteors repeatedly land on a point, doing big splash damageįireball: Learned at level 5, like a single-hit meteorite stormįire shield: Learned at level 2 this allows monsters a few hits on a wizard (instead of one hit) before he dies Teleport: Not that useful, but they move faster when needed Magic resistance: Mostly useless, except against Vampires' spells (in my experience) When the Wizard reaches the said level, he can use that spell.įire blast: Learned at 3, effectively allowing him a guaranteed kill on most enemies before they can hit him Keep harpies away from wizards at all costs!ĭifferent spells are learned at different levels. Note that harpies are immune to magic (from my experience). Wizards are useless without the spells trained in the Library. They're essential for many missions (including Dragon Hazard). The best damage-dealing units of the whole game when levelled up. Paladin (in Warriors' Guild with Temple of Agrella): walks faster, hits better, and more likely to explore than Warriors they survive VERY well, but cost significantly more Warrior (in Warriors' Guild): the bread-and-butter of your army pretty tough and can pretty much survive on their own General Info & Tips (strongly recommended) Note that the directions used in this walkthrough will assume that the top of the map is North, the left is West, and so on.ġ. This walkthrough is only for Bloodthirsty (the hardest difficulty), although the easier difficulties should be fine with the strategies too. This is a Majesty: The Fantasy Kingdom guide and walkthrough for the Android game.
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