Champions share XP with each other, i.e having two in a party grants them only halve the XP. Regular units get halve of the XP the champion would get. XP increasing traits stack with each other. If they are from different sources (e.x., two champions with Trainer), they also stack. Bonus XP gets applied after the XP has been split. Using your example the XP calculation would look like this: Sovereign: 5 base XP * 1.85 (1 +0.25(General) +0.25 (Knowledge) +0.25(Trainer II) +0.10(Trainer
Gaunathor
This is not a bug, but how the income mechanic works. The goldmines increase how much gildar your city generates, but to access it, you have to levy taxes. Therefore, if your taxes are at "none", you won't get any gildar.
On level-up you can only improve in a magic school you already have, not gain a new one. Life magic requires allegiance with Kingdom, so you won't be able to improve it as an Empire. Edit: Bloody [e digicons]:ninja:[/e]
[quote who="EddyGamerLP" reply="20" id="3263666"]But since I don't like to limit my options too much, I would like to know what are good situations to use slow blunt weapons ? [/quote] Blunt weapons are very useful in combat against Earth Elementals, Earth Shrills, Ophidian and certain Golems, like the Obsidian Golem, because they have no defense against blunt damage.
Remove the ability to raze the following world resources: Wild Horses, Wild Wargs, Order of Asok, Dragon Cave, Border Village. They are usable by all factions, so there is no need to raze any of them.
Interesting. I never tried the champion-ability, so I didn't notice this.
The manual states it on p. 53 under "Valid City Locations".
When it comes to casting time (and casting in general) Initiative is key. Try to maximise the Initiative of your caster, by using items that give bonuses to it, and keep the encumbrance down on light or you get a penalty. Knowing when and where to cast is also important. If the enemy is close together and you are certain, that you can finish casting Fireball or Blizzard before he is able to spread out too far, you should do it. It takes some practice, but it is very effective. The bes
Keep in mind, that Stealth only protects your troops from regular monsters, not those from Wildlands.
They get the same bonuses everyone else gets: +1 Accuracy +2 HP +1 Spell Resistance +1 Spell Mastery
My biggest problem is, that the fight got changed from a one-on-one duel to a regular battle. This makes no sense to me. The quest description says, that your men ran away and you have to do this on your own, and suddenly they are back?. Changing this back to the way it was, would go a long way in making this fight at least somewhat more challenging. However, you can't make the fight too hard. Otherwise, you would remove the only other option a player has, if he isn't strong e
[quote who="StillSingle" reply="2" id="3263450"]Or are you saying that hoarder spider is not Cult of eyes specific?[/quote] No, just that Kingdoms can't get them. I don't know, if this is accidental or intentional, but it is certainly bad, because it makes the trait less useful for Kingdom-factions. If it is intentional, it should be mentioned somewhere. If not, it should be fixed.
No. It used to be the case, but not anymore.
Bound Hoarder require Black Quire. This is a Empire-only tech.
Pic no longer needed.
When I visited the Darklings to learn how Samarra opened the Gate, the quest sent me immediately back to the Gate, after I finished the battle. At the Gate, the pop-up mentions a spell and information I learned from the Darkling Shaman, but there was no dialog between me and the Shaman after the battle.
[quote who="Tasunke" reply="18" id="3263022"]courage and regeneration are nice [/quote] Not anymore. Courage is now a champion-only buff and Regeneration has been changed to only work on the strategic map.
I'm currently using a Fell Dragon from a Dragon Camp in my battles and noticed, that it takes several seconds for the damage to occur, when I activate the Sweep ability. Edit: Changed the title to reflect, that this also happens with the champion-ability.
Keep in mind, that I'm playing Yithril at the time. The wages in the pictures are 50% off.
[quote who="Kongdej" reply="1" id="3262725"]Edit: Oh, the picture didn't load on the first entering of this post, only showed after I quoted ~ K[/quote] You must have looked at it while I was changing the picture. The original only "showed" one cave.
[quote who="Winterbraid" reply="3" id="3262704"]It seems to me that human mercenaries have wages and monsters/animals don't.[/quote] This is still weird. I can train better units and pay less wages for them. Even my Juggernauts are cheaper to maintain. [quote who="Winterbraid" reply="3" id="3262704"]p.s. monsters and animals still boost population when disbanded.[/quote] This is a bug, as far as I know. You are not supposed to get any population anymore when you disba
[quote who="stars2heaven" reply="1" id="3262627"]Shouldn't they be paid? They are mercenaries. [/quote] They have already been paid by building the camp. Other recruitables (Darklings, Ogres, Dragons) don't require wages.
pics no longer needed Edit: Same case with the Knights.