harmonius_

harmonius_

Joined Member # 4822386
82 Posts 132 Replies 12,529 Reputation

Slaves cost 15 production. So you can build 1 slave per season if your city has 4 materials. You can build first slave in season 2. Cheap slaves are very useful. They can be scouts, cannon fodders and victims of sacrifice. Moreover slaves don't require wages. Imho overpowered.

11 Replies 2,319 Views

Ophidian has Magic Immunity. But it gets half damage from Flame Dart and full damage from Burning Hands. Maybe rename Magic Immunity to Magic Resistance.

1 Replies 916 Views

My experience: yesterday I sold 30 crystals to Ythril for 360 gildar in season 37. Ythril hasn't any Magic technologies. It specializes on Warfare. I can recruit champions, buy horses, rush pioneers for 360 gildar. Today I loaded save before selling crystals to Ythril. It offers me only 180 gildar for 30 crystals. It seems it is bug. Anyway 180 gildar is too much.

6 Replies 2,397 Views

[quote who="ddd888" reply="8" id="3240369"] why is that? after a bit the tech cost like 1 turn to research and improvements couple turns to build surely i dont prioritize them but when they its cheap why not?[/quote] If you don't need mana and shard effect, there is no reason to build improvements on shards. It is better to build units and military/economy buildings. If you reach max army size and build all military/economy bu

15 Replies 3,093 Views

You can sell resources to AI sovereigns for really good prices. For example, you can sell Crystals for 5-12 Gildar per piece. So Crystal Quarry really gives 5-12 Gildar per season. Imho overpowered.

6 Replies 2,397 Views

When you finish researching technology A, remaining research points are spent to next selected technology B. If you reselect technology from B to C in the same season, remaining research points don't go from B to C. It is inconvenient. It is better to do it as in Civ 5.

2 Replies 1,164 Views

[quote who="ddd888" reply="1" id="3240134"]well it could help in the situations where you are playing mainly warriors so dont use much mana but randomly you get to have many shards or maybe you want to hire a lvl 9 champion and desperately ned a bit more money [/quote] If you are playing mainly warriors you don't need to build improvements on shards. Anyway Alchemy is very inefficient way to convert resources.

15 Replies 3,093 Views

Alchemy spell: Convert 100 mana into 100 gildar. Who uses this spell? 1 mana costs not less than 3 gildar. Imho need buff.

15 Replies 3,093 Views

The Cave quest: you should defeat Assassin Demon. I get Champion's Cuirass for this quest. Parameters: Value 288, 11 Defence, +11 Blunt Defence, +1 Hit Point per Level, Weight 12. Imho overpowered loot.

0 Replies 1,103 Views

Horses are still overpowered. No matter they cost 80 or 120 Gildar. I sell all my items and buy a horse. It's worth it. These +2 Moves and +3 Initiative are too much.

16 Replies 4,654 Views

I see in diplomacy screen that 1 Research can be traded for 3 Gildar. Study costs 120 production and gives 1 Research per turn. Merchant costs 80 production and really gives 1 Gildar with 50% taxes. That is why I never build Merchant in my games. Imho Merchant/Market/etc are underpowered.

2 Replies 1,721 Views

[quote who="Kongdej" reply="3" id="3239328"] I think the scaling of inspiration is plain wrong, it will triple your initial research on a 2 essence spot, this will give you a HUGE boost to starting research, then again I never really liked the point that enchantments scaled off essence, and usually I only fire off the scaling enchants, or enchanted hammers. ~ Kongdej[/quote] I agree. Imho Inspiration and Meditation are overpowered. Propaganda is underpower

17 Replies 4,384 Views

[quote quoting="post"] Increased moves for Cave Bears, Coastal Skaths, Drakes, Ebbon Wolves, Forest Drake, Great Wolf, Ice Warg, Escaped Juggernaut, Mire Skath, Naja, Ophidian, Pack Drake, Plaguestalker, Silt Skath and Umberdroths [/quote] Please add more moves to Slag too. My Magnar at level 4 with Ignys Longbow and Horse just defeated Slag. I used new item DarkCandle to summon Burning Wraith. Slag moves by 1 tile until he defeats Burning Wraith. All this tim

158 Replies 59,652 Views

[quote who="GFireflyE" reply="2" id="3239294"]Oppression - 10% unrest reduction - 10 mana cost - extremely useful and well balanced. Don't underestimate the reduction of unrest. This gives your more production that having enchanted hammers with the higher unrest. Both in conjunction can be REALLY good.[/quote] Bell Tower gives -10% Unrest and costs 80 production. For comparison, Herbalist gives 1 mana per turn and costs 176 production. Meditation can give you 2 mana per turn if ci

17 Replies 4,384 Views

You can still get good armor or weapon from Equipment Cache. For example, I get Gladiator Armor and Pike. I meet and get Equipment Cache very early on season 7.

0 Replies 361 Views

Inspiration - 5 mana cost - extremely useful. Meditation - 5 mana cost - very useful. Enchanted Hammers - 10 mana cost - useful. Sovereign's Call - 25 mana cost - not so bad, but costly. Oppression - 15 mana cost - not very useful. Reducing unrest by 10% is not so good, because gold is not very valuable resource (see below). Also there are several cheap ways to reduce Unrest. Maybe should be -15-20% Unrest. Propaganda - 20 mana cost - useless, espec

17 Replies 4,384 Views

[quote who="Derek Paxton" reply="1" id="3238467"]Yeah, I thought about that, it is so good. But I didnt want to change it yet because I felt like no one was laying Path of the Defender. let me know what you guys think. Do you pick it more than Path of the Warrior or Mage?[/quote] No reason to choose Path of the Mage for many champions, because it is not enough mana for much spell casting. Mana is too limited resource in game. When I played Magnar in past, my eco

38 Replies 9,562 Views

You can loot good items from Wild Lands without a fight. Powerful monsters are walking around instead of defending their precious treasures.

2 Replies 1,203 Views

Now you can't get powerful items from early huts. New abilities are added to some monsters and I heard new range attacks (abilities) will be added to monsters. So value of HP is increased. It is question of survival. If all items and quest rewards will be balanced, you can't have powerful items in early game. So you can't defeat powerful monsters alone. So good strategy: champions are tanks, trained archers/mages are damagers.

38 Replies 9,562 Views

I didn't use Path of Defender in past, because I prefer attacking style. With latest patch I choose Path of Defender for warrior champions, because I need about 40 HP to feel good in early game. Moreover at level 15 Path of Defender gives 30 HP. 30 HP is much better than 3 Attack from Path of Warrior.

38 Replies 9,562 Views

I don't understand how some weapons (daggers and swords) can add you Initiative. In reality you have more initiative when you haven't weapon at all. Also it adds some disbalance. For example, mage champions can use daggers to cast spells faster. How daggers can speed up spell casting? Maybe all weapons including daggers should reduce Initiative, but in different scale.

12 Replies 2,822 Views

Longstrider Boots: +1 Moves, Value 18. Maybe this overpowered item should be Uncommon. +1 Moves is +50% experience in early game. Ward of Health: +10 HP, Value 21. Imho too much HP. Rusty Cuirass: 4 Defence, Weight 10, Value 64. Is it joke? I mean value.

6 Replies 2,323 Views