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As Forgotten Realms: Blood & Magic draws ever closer to its release
date, perhaps some "insights" gleaned during prayer might be of
assistance to you when you obtain this terrific fantasy action game.
Using true AD&D characters, you shall probably wish to start your
adventures with the beginning level scenario which takes you into Doegan
Capital.
The following advice is for those who decide to play Rathgar the Raider
and not Aelric the Avenger.
I highly recommend you concentrate on building your mana right away by
building Basal Golems. These low-powered creatures create the mana that
can be transfered to your BloodForge for additional mana power to create
other elements. I maintained a constant flow of Basal Golems to ensure
the continuance of the mana buildup.
Send your Basal Golems our as soon as you can see your mana power
increasing fairly rapidly to protect your Keep. Keep piling them up at
that location (directly west of your BloodForge) to protect it from
destruction. Remember, if you lose your Keep, you lose this scenario.
Once your Basal Golem buildup is to the point where you can start
sending your Army out into different directions, I highly recommend
sending at least three to your Barracks (northwest of the KEEP) and to
protect against intrusion across two bridges to the north of the Keep.
Once your Basal Golems have reached the Barracks, position them next to
the walls, and transform them into Warriors -- if you have enough
mana. Warriors have an attack value of 5, a Defense attribute of 1,
Movement Allowance of 3, and 25 Hit Points. This makes them far more
valuable as offensive/defensive troops, for your Basal Golems have
attributes of 3, 1, 2, and 20, respectively.
Always keep your Warriors in AT LEAST groups of two, and they should be
able to dispatch the early intrusions by Aelric's troops. The enemy
BloodForge resides in the extreme NorthWest portion of the map, but you
do not want to think about invading that area until you have really
built up your forces. Plus, there are numerous mana orbs throughout the
countryside, and these can really empower your BloodForge quickly,
enabling you to summon more Basal Golems whenever you wish.
Additionally, there are items of value to be found within the city
itself. In some cases, all you have to do is to destroy a monument to
find mana orbs. But buildings should also be tackled, for there are
special items there, as well. Not in all buildings , mind you, but the
promise of magic items and other treasures should keep your troops
active searching for such while defending against Aelric's initial
assaults using Zombies and Ghouls.
Oh, barracks can create warriors. When you move on to other scenarios,
keep in mind that an Arbor Lodge can transform your elements into
Druids! Cool!
I pray these hints will help you enter Blood & Magic and to become a
fruitfull player! More tips shall follow.
Rev. IPLAY
date, perhaps some "insights" gleaned during prayer might be of
assistance to you when you obtain this terrific fantasy action game.
Using true AD&D characters, you shall probably wish to start your
adventures with the beginning level scenario which takes you into Doegan
Capital.
The following advice is for those who decide to play Rathgar the Raider
and not Aelric the Avenger.
I highly recommend you concentrate on building your mana right away by
building Basal Golems. These low-powered creatures create the mana that
can be transfered to your BloodForge for additional mana power to create
other elements. I maintained a constant flow of Basal Golems to ensure
the continuance of the mana buildup.
Send your Basal Golems our as soon as you can see your mana power
increasing fairly rapidly to protect your Keep. Keep piling them up at
that location (directly west of your BloodForge) to protect it from
destruction. Remember, if you lose your Keep, you lose this scenario.
Once your Basal Golem buildup is to the point where you can start
sending your Army out into different directions, I highly recommend
sending at least three to your Barracks (northwest of the KEEP) and to
protect against intrusion across two bridges to the north of the Keep.
Once your Basal Golems have reached the Barracks, position them next to
the walls, and transform them into Warriors -- if you have enough
mana. Warriors have an attack value of 5, a Defense attribute of 1,
Movement Allowance of 3, and 25 Hit Points. This makes them far more
valuable as offensive/defensive troops, for your Basal Golems have
attributes of 3, 1, 2, and 20, respectively.
Always keep your Warriors in AT LEAST groups of two, and they should be
able to dispatch the early intrusions by Aelric's troops. The enemy
BloodForge resides in the extreme NorthWest portion of the map, but you
do not want to think about invading that area until you have really
built up your forces. Plus, there are numerous mana orbs throughout the
countryside, and these can really empower your BloodForge quickly,
enabling you to summon more Basal Golems whenever you wish.
Additionally, there are items of value to be found within the city
itself. In some cases, all you have to do is to destroy a monument to
find mana orbs. But buildings should also be tackled, for there are
special items there, as well. Not in all buildings , mind you, but the
promise of magic items and other treasures should keep your troops
active searching for such while defending against Aelric's initial
assaults using Zombies and Ghouls.
Oh, barracks can create warriors. When you move on to other scenarios,
keep in mind that an Arbor Lodge can transform your elements into
Druids! Cool!
I pray these hints will help you enter Blood & Magic and to become a
fruitfull player! More tips shall follow.
Rev. IPLAY