Skip to content

Posts from Artifacts. Do It Yourself. (a tutorial for Academy players)

5.0 (3 ratings)
User Avatar
Auto-translated
For me, the most important thing is the speed artifact on the new Rakshasa.

In this case, they, like the Djinn, simply rush forward, hit very hard, and then die.

Gremlins, Mages, and Titans shoot with artifacts that boost initiative and luck.
Auto-translated
I collect initiative for all creatures, and some speed and luck for warriors to attack golems. I only collect luck if the hero doesn't have it. THE MOST IMPORTANT THING IS INITIATIVE.
User Avatar
Auto-translated
I really enjoy creating mini-arts while playing as mages; it's awesome, and if there's a skill amulet in the store, then all enemies are doomed:smile36: Here's something I came up with: if the enemy is: 1) Sylvan - I think initiative is needed against everyone, but especially against the Sylvan, as well as speed. 2) Stronghold - defense and morale, and initiative (otherwise, they'll gather rage, and you won't be able to break through). 3) Inferno - defense + initiative, and then choose! 4) Necropolis - attack is definitely needed + luck + initiative, or morale + magic resistance?! 5) Haven - defense + initiative + luck, and so on. 6) Dungeon - magic resistance + initiative + defense + something for luck and magic resistance. 7) Fortress - magic resistance + attack + luck or initiative, to taste. :smile20:

За кланы! За кровь!
In reply to Ereb
User Avatar
Auto-translated
...well, regarding the convenience of assembling a small army when needed or disbanding it when resources are scarce, that's a good point... and the ability to resurrect warriors on the battlefield when everything else is exhausted is also a nice bonus... since my friends and I use Rakshasas and Djinns (I like this combination), I give the Djinns +armor, +health, and +magic resistance, and the Rakshasas +luck, +initiative, and +morale, and off we go... the only downside is that when transferring troops from a hero with a strong skill to a hero with a weak skill, the mini-units also get "reduced" in stats... :(
In reply to Aaon
User Avatar
Auto-translated
I almost always play as mages, using Hafiz. If you're playing as Hafiz and need to place a single artifact on a gremlin, choose either initiative or magic resistance! It's very helpful... And if you're going for a full mini-artifact set: For gremlins, I choose magic resistance/defense/initiative.
Other units have been well-described earlier:

Rakshasa: Initiative/Speed/Luck
Mages: Initiative/Health/Luck
Djinn: Luck/Speed/Initiative
Thunderbirds: Luck/Initiative/Magic Resistance
User Avatar
Auto-translated
I think it’s a good idea to give Gremlins and other creatures defense, attack, and health.
In reply to DarkIorD
User Avatar
Auto-translated
Gremlins – health, initiative, luck/attack
Gargoyles – speed, armor, health
Golems – speed, initiative/attack, armor
Mages – initiative, defense, magic defense/armor
Battle Mages – initiative, attack, defense
Djinn – armor, initiative, attack/armor penetration
Rakshasa Rajahs – speed, attack, armor penetration/luck
Rakshasa Kshatriyas – attack, armor, luck/armor penetration
Titans – initiative, attack, armor penetration
 Создается карта про эльфов: Воссоединение - готовность 71%
User Avatar
Auto-translated
Once again, I'm somewhat disappointed... There are no words, just drool. And through this turbulent stream of drool and snot, I pick out words and say:
1) GREMLINS. Why do they need artifacts that boost their hit points? Yes, at the beginning, when you're mowing down neutrals, it looks good on their cute little necks. But why do they need it in battle?! Remember your battles against mages. Who do you target first? Gremlins? Maybe I'm wrong, but first and foremost, you should pay attention to Rakshasa or mages. I'm getting at the fact that Gremlins stand on the sidelines and fidget, and behind this innocent mask, you can hide a GREMLIN BERSERKER!!! ARTIFACT: initiative, attack, luck/armor penetration. There should be no other combination.

By the way, if your hero is lucky, give everyone artifacts that boost luck. Trust me, you'll be like elves with their super ability.

2) GARGOYLES. What can be said about these cute creatures, which are basically shields for Gremlin cannons? As an attacking unit, they are useless. But they make good tanks! So, it's simple here. ARTIFACT: armor, speed, initiative. You can also go with: ARTIFACT: attack, initiative, luck.

3) GOLEMS. These are strange guys. First, they are constantly dancing gypsy dances and shaking their chests; they just need some coins on strings. Second, their brains don't really understand that they need to move faster!!! But, they have one good property - magnetism, I think everyone understands what I mean. ARTIFACT: initiative, armor, magic resistance/hit points.

4) MAGES. A flexible unit. The choice of upgrade depends on the situation. But I prefer to use battle mages for the final battle. In general, every army is protected from magical damage to some extent, but not from physical damage. I'm hinting that the fireball of archmages is not always a cool thing. In many situations, it's more useful to hit them with a shot. It destroys everything in its path, and no archer can hide from it! Of course, archmages are needed to clear out neutrals. But for the final battle, I think battle mages are better. ARTIFACT: initiative, attack, luck/hit points/armor penetration.

5) DJINNS. It's simple here - their task is to kill and die. Many write that they don't need an artifact that boosts speed. Yes, they move far, BUT! I'd like to see your faces when the opponent has some weak artifact that reduces speed! It will turn out that your Djinns will turn into meat that couldn't do anything. With it, they can fly around the entire field, and if they manage not to die at the beginning, they can always fly back to help. ARTIFACT: initiative, speed, attack/luck.

6) RAKSHASA. In essence, they are excellent warriors, and losing them at the beginning of the battle, like Djinns, is extremely unpleasant. Therefore, I suggest 2 artifacts that they need. It all depends on the situation. ARTIFACT #1: initiative, armor, attack/luck. ARTIFACT #2: initiative, speed, attack/luck.

7) TITANS. These are just great!!! And it's simple. ARTIFACT: initiative, attack, luck/morale.

Everything written here is just my opinion.
Мой девиз 4 слова: тонешь сам - топи другого
In reply to Белерафон
User Avatar
Auto-translated
Belerophon

2) GARGOYLES. What can be said about these cute creatures, which serve as stands for goblin cannons? As an attacking unit, they are useless. But they make good tanks! So, it's simple. ART: armor, speed, initiative. You can do it this way, but it's not my style. ART: attack, initiative, luck.
If they are tanks, then I would still suggest this: health, defense.
Belerophon
3) GOLEMS. These are strange guys. Firstly, they are constantly dancing gypsy dances and shaking their chests; they just need some coins on strings. Secondly, their brains don't really understand that they need to move faster!!! But they have one good property - magnetism, I think everyone understands what I mean. ART: initiative, armor, magic resistance/health.
It's clear about the magnetism (although in a real battle against a human opponent, it's better to use an alternative upgrade for the towers). We assign: health, defense. Magic resistance is clearly not needed in a regular upgrade, as they are already impervious to magic; in the alternative upgrade, they have immunity to magic.
Belerophon
6) RAKSHASA. In essence, they are excellent warriors, and losing them at the beginning of a battle, like genies, is extremely unpleasant. Therefore, I suggest 2 ARTs that they need. It all depends on the situation. ART #1: initiative, armor, attack/luck. ART #2: initiative, speed, attack/luck.
Well, you can also use a variation with magic resistance.

Why 2 characteristics? Well, because we won't have many resources in weeks 5-6 to put 3 characteristics into a mini-art.
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
User Avatar
Auto-translated
Regarding the GARGOYLES. I think it's still better to prioritize speed so they can reach the sneaky archers or mages in one turn. Regarding the GOLEMS. You might be right here. It mainly depends on the situation. And the resources depend on the map. And I'm not saying that all units need artifacts; you can put 3 artifacts into one unit and leave another one with none.
Мой девиз 4 слова: тонешь сам - топи другого
Auto-translated
I especially enjoy playing against the Orcs. No one needs to put artifacts on resistance.
Auto-translated
Playing against Orcs is boring.
User Avatar
Auto-translated
I have a question: is it worth increasing the luck stat of a unit if it already has a value of 5?
In reply to Boris K
User Avatar
Auto-translated
Boris K
If I manage to level up empathy, I give all units artifacts that boost initiative and morale.

Can you create an artifact with the empathy effect?

Added 2 minutes ago
mont_fun
I think it's best to give Gremlins initiative and attack first.

Yes, that will strengthen them + add health

Added 17 minutes ago
Boris K
Avenger, without Machine Affinity, there can be no empathy. And with it, golems and gargoyles also have combat morale.

Unfortunately, the Machine Affinity skill
only appears for mages.

Statistics

Welcome our newest member: Emil