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So it's been some time since I played Aow1. I had a hard copy but the disc got lost, so I'm starting over. Now I had gotten up to Hall of Heroes in the Keepers campaign but I was using the default hero and he started to falter. I know water magic is a must for healing but what else should I use? i have little clue. I also could use some recommendations for making a custom hero for the Cult of Storms story, which I only started that campaign before the disc was lost.
This question / problem has been solved by Bookwyrm627image
Nothing? This forum seems rather active, so I figured someone would jump at the chance. :(
I just finished typing up a long thing, and the forum ate it! DX
high rated
Okay, fine. Shorter version.
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The default hero should be able to clear the campaign just fine. Wall Climbing should be among the first things you select at level 1, then mostly Def until Def is near 10. Then add a mix of Att, Resist, and some other abilities (like the movement abilities), and finally look into adding Dam and Spell Casting. You want Def at 10 (after considering your buffs and items) as second priority (first priority is Wall Climbing). 10 Att is another high priority so your leader can keep killing things. Res keeps disables from killing you, and Dam is actually really useful to improve. The movement abilities (Forestry, Mountaineering, Cave Crawling) are all important, and I think True Seeing and Vision 4 are both too useful to pass up.

I just finished a Keepers -> Elves run last night. I chose Lightning Strike, Hurl Stones, and Night Vision as my starting abilities.

-Don't spend starting skill points on anything you could buy at level up.

-Lightning Strike disables for 1 turn, but it has a good attack rate and doesn't dispel on hit. Cold Strike disables for 3 turns, but has a lower success rate and dispels on hit. Poison Strike and Holy Strike lower the victim's stats, but they don't disable. Fire Strike and Death Strike aren't effective enough to consider.

-Hurl Stones can only be bought at character creation. I firmly believe your leader needs a ranged attack; there are several flying units with ranged attacks that can kill any land-bound melee-only unit, and it lets your leader actively attack melee fliers instead of relying entirely on retaliations to kill them. It also gives your leader an alternative to melee, especially in the early levels when his defense is still low.

Archery (4 att, 2 dam, 2 hits) and Poison Darts (4 att, 1 dam, 3 hits, chance to poison) are both viable and can be bought after character creation. However, Hurl Stones (3 att, 1 dam, 4 hits) gets the biggest boost from Marksmanship 4.

Web could theoretically be used to deal with fliers, but it has a low success rate and opens you up to retaliations if it fails to work.

-Night Vision is a huge Quality-Of-Life ability. It lets you keep your full vision radius underground and while attacking ruins/crypts/etc. Adding Vision 4 means scouting the underground is no longer a chore, and you'll be able to pull crypt defenders to you instead of blundering into them in the dark. I've played with and without, and having it was indescribably nice.

-Other contenders for starting abilities: Regeneration (healing ability), Life Stealing (light healing, helps off-set attrition in a large battle), and Dominate (adds to your army, but you'll need to deal with morale and unit maintenance). I don't remember if you can buy Healing at the start, but that is also a really useful ability (probably more useful than either Regeneration or Life Stealing).

Swimming is only available if you create a Lizardman hero, but it would mean your leader can freely cross water (or take refuge on it), but boats, flying transports (Dwarven Balloon), Water spells, and Air spells can all help you get across water too.

Spell Spheres:
-You need a reliable way of healing your hero.
-Plan ahead. Don't spend skill points on things that magic can reasonably do for you (Reasonable: expecting to have Bless or Stone Skin always available. Unreasonable: Expecting to have Wind Walking always available).

-Air gives Haste (amazing, and can't be replicated by skills) and Giant Eagles (excellent scouts). Bird's View is also an okay spell if you have spare mana and spell points. Air Elementals and Wind Walking are available at higher tiers.
-Earth gives Stone Skin and Free Movement. Earth might have the best Mastery spell, if you ever get around to casting such. Entangle (T1) is a great disable spell if it works.
-Water gives Healing Water at T1 and Water Walking at T2. Liquid Form at T3 gives the lovely Physical Protection and provides Water Walking as a perk.
-Fire gives Fury at T1 and Fire Halo at T2. Fire Halo is one of the few ways to cross lava, and it is by far the most convenient way of doing so.
-Life gives Remedy and Bless at T1. Holy Champion is also nice if you can afford to maintain it. Rejuvenate can clear corrupted land around a city to allow it to start farming.
-Death gives Dark Gift, and T3 gives Animate Ruins. Unholy Champion is also nice.

The biggest choice is whether to take Air or Earth. I think Air wins out here, but I can certainly understand someone choosing the other way.

For my latest run, I took 1 Air, 1 Light, and 1 Water at the start. I added 1 Air and 1 Light when offered the choice, then 2 more Air when offered the second choice. The Water pick was kind of a waste, since Remedy could do most of what Healing Water did for me and I didn't go far enough to research Water Walking.
I appreciate the input.Apologies for the delay in replying; my niece, nephew and grandmother have been sick so I've been needing to attend to them.

I'm thinking about trying a custom hero for a Keepers campaign who at the end will have 4 Life spheres and 3 Air spheres magic-wise. Abilities-wise, I'm thinking Hurl Stones, Marksmanship 1 (and going to 4), and Wall Climbing. My main concern are stats. A shame that stat upgrades utilize the same points as abiilties. =/
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powerhouse5000: I'm thinking about trying a custom hero for a Keepers campaign who at the end will have 4 Life spheres and 3 Air spheres magic-wise. Abilities-wise, I'm thinking Hurl Stones, Marksmanship 1 (and going to 4), and Wall Climbing. My main concern are stats. A shame that stat upgrades utilize the same points as abiilties. =/
4 Life and 3 Air is a fine build. I suggest taking at least one of each in your starting picks, to get the T1 buffs from both.

I suggest waiting until you level up to take Wall Climbing and Marksmanship. Spend your points at character creation to buy something that you can't buy at level up. Wall Climbing is good to take early so your hero can claim undefended structures that have a wall, but Hurl Stones really needs the 2nd and 4th levels of Marksmanship more than the 1st and 3rd; Hurl Stones big weakness is the base damage of 1. You can work around that by having other units soften up an enemy then have your leader hurl stones to get the XP for the kill.
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Bookwyrm627: Okay, fine. Shorter version.
That was the shorter version? Wow.

You almost make me want to stop lurking and install AoW:1 on my computer again...

:)
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Bookwyrm627: Okay, fine. Shorter version.
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Mimo: That was the shorter version? Wow.
Well, it quickly regrew, but there were some extra explanation and stuff that didn't make it into version 2. V2 was certainly easier since the ideas were basically already present.
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Mimo: You almost make me want to stop lurking and install AoW:1 on my computer again...

:)
Do it, do it, do it!

I'm planning to try and hit all the scenarios in the campaign, just to see how the story goes for branches besides Keepers-Elves and Cult-Dark Elves.
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Bookwyrm627: The default hero should be able to clear the campaign just fine. Wall Climbing should be among the first things you select at level 1, then mostly Def until Def is near 10. Then add a mix of Att, Resist, and some other abilities (like the movement abilities), and finally look into adding Dam and Spell Casting. You want Def at 10 (after considering your buffs and items) as second priority (first priority is Wall Climbing). 10 Att is another high priority so your leader can keep killing things. Res keeps disables from killing you, and Dam is actually really useful to improve. The movement abilities (Forestry, Mountaineering, Cave Crawling) are all important, and I think True Seeing and Vision 4 are both too useful to pass up. …
This is golden advice. I think I might start all over again, since I stalled playing last time. It was this obscure knowledge that prevented me from enjoying the game; a bewildering amount of specific choice to mask what is truly useful to those who don't dive in and learn all about the game is a hurdle that I couldn't force myself to jump. However, with your excellent summary, I can now play without that nagging "did I make a mistake back in character creation …?" feeling irking me.

Thank you. :)
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scientiae: This is golden advice. I think I might start all over again, since I stalled playing last time. It was this obscure knowledge that prevented me from enjoying the game; a bewildering amount of specific choice to mask what is truly useful to those who don't dive in and learn all about the game is a hurdle that I couldn't force myself to jump. However, with your excellent summary, I can now play without that nagging "did I make a mistake back in character creation …?" feeling irking me.

Thank you. :)
New tips for the campaign, courtesy of continued refinement:
-If you pick up a ilzardman hero (most likely to occur if you take the Lizardman branch for either campaign), then keep him. That 'free' water walking is very nice for getting around.
-Dedicate a hero to being a mana battery. This hero's purpose in life is to reach Spell Casting 5 and then get as little experience as possible, so he costs fewer points to transfer to the next scenario. He will buff your leader (and your third hero, if you can afford to bring one) at the start of the mission, and then he'll generate mana to pay maintenance. Then he can sit in towns to suppress rebellion while your leader is off murdering things.
-Life Stealing is a great anti-attrition ability. It won't save you from an Orc Warlord, but it will certainly help when you charge into a large stack of swordsmen.
-If you get a First Strike item, then put it on your leader and never take it off. Better to leave a hero behind than this item. Works especially well if your hero has Lightning Strike (buy LS at leader creation!).
-Night Vision is still a gold Quality of Life skill, especially with Vision 4.
-Ranged attacks (ex. Hurl Stones) aren't nearly as critical as I initially thought. Just make sure your leader won't get ambushed by fliers with ranged attacks, especially human Air Galleys in the last mission. Melee fliers aren't a problem as long as you save some spell casting skill to make them think they need to attack you.
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Bookwyrm627:
Hmmm. Okay, I shall restart without selecting stone-hurling, but with lightning-strike and life-stealing!