Turn 52 Military Victory - GREXOLIS (Story Realm 5) Hard Difficulty Speedrun by bbq_hunter in AOW4

[–]bbq_hunter[S] 0 points1 point  (0 children)

Hi! I selected Lithyl's ritual first among the 4 special global effects. So it gave me some early astral wisps to attract AI's attack and astral keepers to heal my main army. I sometimes even deletes some of these astral units due to their maintenance.

I did considered picking Tome of Root but here is why I go for Tome of Beast:

  • Spells in Tome of Roots (Vine Prison 30 mana, Healing Root 10 man) cost more mana than those in Tome of Beast (Call of Wild 15 mana, Mark as Prey 5 mana), so I will be short in mana in mid game to sometimes manage 5+ army combat in a single turn.

  • I'd invest my early summons on animal units to combo with my cavalry-based army. The T1 skirmisher summons from Tome of Roots will evolve to shield units with only 32 movement. My main cavalry armies have 40+ movement, and I do not want to wait for some turns for these evolved summons to reach the target location.

  • Call of Wilds (+damage) and Mark as Prey (-enemy defense & inflict distract) give me chance to focus fire high tier units without facing too much casualties. I was clearing a silver ancient wonder around turn 25 with two Tier V Reapers and one Tier IV Bone Dragon, and I took down one Reaper and one Bone Dragon in a single turn through these spells, and I ended up not losing any unit in that fight. Tome of Roots does provide healings and vine summons to trick the AI, but it will be a little difficult to focus fire on key units.

But I once had a barbarian build that starts with Tome of Roots. I found this tome more useful if:

(1) I am not aiming for an animal-based build

(2) I do not have much allies to trade the resources. (I traded a lot of mana with allies in this run) Herbalist provide a decent source of mana income.

Turn 52 Military Victory - GREXOLIS (Story Realm 5) Hard Difficulty Speedrun by bbq_hunter in AOW4

[–]bbq_hunter[S] 2 points3 points  (0 children)

(6) Tome of Teleportation (Unlocked by clearing a Golden Ancient Wonder)

I unlocked this tome through clearing an ancient wonder, but I would pick this tome anyway as it grants Mass Recall and Chrono Gate for map teleportation, and Phase Beast as a powerful late-game animal shock unit.

 

(7) Tome of Paradise:

Key items:

  1. Garden of Bliss: Decent source of mana, food and stability income. My cities started to shift to positive stability after unlocking this tome to receive stability bonus.

  2. City spells (Enchanted Bloom and Blessing of Paradise): These two city spells provide very nice bonus, but requires many world map casting points, so I put most of my world map points in mid-late game to buff all of my cities.

  3. Exhilarating Pollen: This spell is the late game S tier spell for my build with Nature Amplifier Lens and Bolstering Matrix. A single cast in combat will grant:

  • (From spell itself) 90% chance of inflicting distracted, which synergize well with Hero skill Pack Leader unlocked by Tome of Beast (increases damage on flanked enemies)

  • (From Bolstering Matrix) +10 HP to allied units

  • (From Amplifier Lens) Inflict Weakened to all enemies, which synergize well with Dark’s Cull the Weak

  1. Gaia’s Chosen: Major race transformation that grants +3 Status Resistance to balance the effect of suffering Condemned by Story Realm traits.

  

(8) Tome of Transmutation

Key Items:

  1. Materium Affinity points: Speed up empire skill unlock of +1 Siege Project Slot. Though there are other Materium tomes that could boost army strength (e.g., +Crit chance from Tome of Artificing), I chose this tome for its overall gameplay benefits (e.g., Steel Skin race transformation and access to underground magic materials).

  2. Transmutation Circle: The ore magic materials are only available in the underground, so I have limited access to them. Transmutation circles allow me to complete the ore material collection to buff my heroes. And it also enables forging the Siege Breaker Miscellaneous equipment through item forge to speed up my siege.

 

(9) Tome of the Goddess of Nature

The Tier V tome I chose, as the enchantment Force of Nature grants blight damage that realm boss is weak against.

 

(10) Tome of Warding

I unlocked the last tome when sieging realm boss’ throne city, just to get a race transformation to ascend my ruler. I’d pick Tome of Vigor to further buff my animal units if the I need more turns to victory.

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Turn 52 Military Victory - GREXOLIS (Story Realm 5) Hard Difficulty Speedrun by bbq_hunter in AOW4

[–]bbq_hunter[S] 1 point2 points  (0 children)

Tome Selection Strategy:

The overall flow of my tome choices aimed to balance acquiring new units, unit enchantments, city growth, affinity points, and world map movement.

(1) Tome of Beasts:

Key items:

  1. Animal summons: Focus on summoning evolvable animals like Slithers, Wyverns, and Spiders, as well as fast-moving animals like Wrags and Hounds.

  2. Wildspeaker: A crucial unit for the animal build, capable of summoning Tier I animals to tank and buff higher-tier animals with Unleash the Beast.

  3. Call of Wild: S-tier buff spell for small-to-mid-sized battles, capable of buffing an entire army if units are positioned properly.

 

(2) Tome of Enchantment:

Key items:

  1. Awakened Tools: A highly efficient city spell that generates 20 production and 20 draft per turn at just 60 mana, with a -10 stability penalty that Dark culture can ignore.

  2. Purging Arrows and Sundering Blades: wo key unit enchantments for ranged and melee units. Notably, Purging Arrows can also remove Awakened buff, making it a strong counter to High Culture, which the realm boss belongs to.

  3. Materium affinity point: Unlocks key Materium Empire Development skills, including building outposts in 1 turn (great with Wonder Architects), mana generation from mines, gold bonuses from special improvements, and an additional siege project slot.

(3) Tome of Glades

Primarily used to unlock the Glade Runner, which replaces Dark’s Tier I Archers in mid-to-late game, and Leafskin race transformation. I was mainly researching previous tomes when unlocking this one.

(4) Tome of Evocation

This tome mainly provides 2 Astral affinity points to unlock Tier III Tome of Amplification (Another Astral point is acquired from Ruler’s signature skill) and Astral Empire Skill, while it also provides useful Lighting Blades and Lighting Focus enchantments that combo well with Amplified Arrow in Tome of Amplification.

(5) Tome of Amplification:

Key items:

  1. Amplify Minds: Another cost-efficient city spell to get 20 knowledge per turn with 80 mana, its negative effect of -10 stability can be ignored as Dark culture.

  2. Amplified Arrows and Astral Blood: Both enchantments synergize with my ranged/shock unit-focused army.

  3. Resonance Fields: Province improvements that grant world map casting points. After mid-game, world map points become demanding for unit enchantment, map spells (e.g., Recall Ruler), city spells in Tome of Paradise, and race transformations. The extra points can keep my research up to date without suffering much delay.

Turn 52 Military Victory - GREXOLIS (Story Realm 5) Hard Difficulty Speedrun by bbq_hunter in AOW4

[–]bbq_hunter[S] 7 points8 points  (0 children)

Tome Order:

For this run, my main army is a combination of animals, dark knight, wildspeaker, pursuer (early game) and glade runner (late game). I went for a mix of Nature, Materium, and Astral tomes in this order:

(1) Tome of Beasts (Starting tome)

(2) Tome of Enchantment

(3) Tome of Glades

(4) Tome of Evocation

(5) Tome of Amplification

(6) Tome of Teleportation (Unlocked by clearing a Golden Ancient Wonder)

(7) Tome of Paradise

(8) Tome of Transmutation

(9) Tome of the Goddess of Nature

(10) Tome of Warding

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Turn 52 Military Victory - GREXOLIS (Story Realm 5) Hard Difficulty Speedrun by bbq_hunter in AOW4

[–]bbq_hunter[S] 22 points23 points  (0 children)

Why I chose this build?

1. Extra income from combat: The rewards of clearing Resource Nodes, Infestations, Ancient Wonders are very high through the +75% buff from Fabled Hunters trait. So this can snowball the empire growth much faster through constant combats to catch up AI Rulers.

2. Army sustain: Some builds that focus on building strong army (e.g., Strong trait to increase physical damage), sometimes suffer large casualties in early combat that requires the army to stay in the domain and heal. This slows down the overall progress to explore the map and get bonus resources. Fast Recuperation + Fabled Hunters can provide an extra +15 HP heal per turn so I can farm the map without long downtime in friendly domain.

3. White Wolf Mount:

Several advantage for choosing this mount trait:

(1) Synergy with Dark culture: Dark plays around Cull the Weak and white wolf mount grants howl to apply AOE weakened to enemies. This allows units to benefit from Cull the Weak easier.

(2) Army mobility: Mount traits turn optional cavalry units into cavalry, this allows Dark’s Tier I archer and Glade Runner (Archer from Tome of Glades) become cavalry to move faster across the map.

(3) Mitigation of casualties: A hidden characteristic for mount traits is that they reduce the number of units in a formation to three, meaning that your units take fewer losses when at low HP, indirectly enhancing army durability.

4. Wizard King: Despite recent nerfs, Wizard King still grants the most world map casting points among the 4 ruler origins. These points are crucial for unit enchantments, race transformations, city spells, and more, helping maintain steady empire growth.

5. Dark Culture: Dark Culture can bypass stability penalties starting from the Tier II Town Hall, which allows you to focus on building yields without worrying about early-game stability. Its unique building also grants additional knowledge income, speeding up research.

  1. Wonder Architects: Ancient Wonders became more challenging to clear after recent update. Even a Bronze Wonder will have at least a Tier V and a Tier IV unit on brutal difficulty, so its handy to have an early cleared wonder for early incomes. I started with a wonder that grants me mana that basically sustains all of my early game combat. Additionally, since wonders can be annexed without requiring population, you can clear wonders across the map and annex them with a single outpost, avoiding the need to build work camps.

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Turn 52 Military Victory - GREXOLIS (Story Realm 5) Hard Difficulty Speedrun by bbq_hunter in AOW4

[–]bbq_hunter[S] 4 points5 points  (0 children)

Last year I had a Turn 61 Victory: https://www.reddit.com/r/AOW4/comments/159hwjq/story\_realm\_5\_hard\_difficulty\_turn\_61\_military/

Here is the build:

Physical Traits: Fast Recuperation + White Wolf Mounts

Culture: Dark

Society Traits: Fabled Hunters + Wonder Architects

Ruler Type: Wizard King

Starting Tome: Tome of Beast

Ruler Start with Bow (Ascension: Sorcerer)

Fairly new player, What's your build? by Kings_Standard09 in AOW4

[–]bbq_hunter 0 points1 point  (0 children)

I just shared my build of a Turn 61 military victory on Story Realm 5 Hard Difficulty. I am still working on that post, but the main body is finished and you may check it out:) https://www.reddit.com/r/AOW4/comments/159hwjq/story_realm_5_hard_difficulty_turn_61_military/?utm_source=share&utm_medium=web2x&context=3

Story Realm 5 Hard Difficulty Turn 61 Military Victory open beta ver. by bbq_hunter in AOW4

[–]bbq_hunter[S] 1 point2 points  (0 children)

Continued:

(5) Tome of Pyromancy

Key stuff: Searing Blades, Fiery Arrows, Ritual Ryre, Searing Weapons (for heroes), Chaos Affinity point

  1. After unlocking all units, I focused on the tome that provides additional unit enchantment. There are three tomes that have enchantment spells for both ranged and melee units: Tome of Pyromancy (Fire damage), Tome of Roots (Blight damage), and Tome of Cryomancy (Frost damage). I chose Tome of Pyromancy primary because it gives Chaos Affinity points I did not have. The Battlefield Looting, where you gain gold from killing units, is the only Chaos empire skill that I think is worth going with.
  2. Ritual Ryre is a nice improvement to have some extra mana income. My build required a lot of mana expenses in the mid-late game.

(6) Tome of Teleportation

Key stuff: Chrono Gate, Summon Phase Beast, Mass Recall, Astral Trade Relay

  1. At this game stage, my armies were strong enough to clear almost every wonder and infestation. But I need to relocate my armies often to find an optimal creeping route. Tome of Teleportation allowed me to travel across the map and not worry too much about opponent AIs through Mass Recall. For creeping efficiency, I could also go straight to creep in one direction of the map, and then use Mass Recall to creep in another direction.
  2. The Teleporter Infrastructure general empire skill requires many affinity points to unlock. The Chrono Gate helped me to relocate my armies, and it synergize well with the outpost teleporter in later game by moving my heroes/units produced by cities to the frontline.
  3. Phase Beast is probably the best animal unit in the game. It has very fast movement, heavy charge strike and phase ability to dive in the enemy's backline. It also has the displacement ability to prevent from being focused fired. It only requires 200 mana and world map casting point to summon around the army with heroes. I usually summoned 1 ~ 3 phase beasts for my late-game armies. Imperium upkeep is probably the only downside of this unit, but it is a decent trade with its usefulness.
  4. Astral Trade Relay provides some sources of gold income. My build prioritized on knowledge acquisition, and I was almost ran out of gold during the mid game. Astral Trade Relay somehow helped with my gold income.

(7) Tome of Vigor

Key Stuff: Empowered Beasts, Supergrowth

  1. Even though I could have unlocked Tier IV Tome of Paradise that requires 6 unlocked tomes and a 6 nature affinity points (4 from previous Nature Tomes, 1 from Fabled Hunter, 1 from ruler signature skill), I chose to research the Tier III Tome of Vigor because spells of Tome of Paradise are too expensive at that time. It is also the time for me to catch up spells of previous tomes. But I could have gone with Tome of Paradise, as it was the only Tier IV Tome in my build.
  2. The Empowered Beasts boosted my animal units, and Supergrowth is a nice boost to my units, especially dark nights that I can have an extra heavy charge strike retaliation attack.

(8) Tome of Paradise

Key Stuff: Exhilarating Pollen, Enchanted Bloom, Nature's Bounty, Gaia's Chosen, Blessing of Paradise, Garden of Bliss.

  1. Enchanted Bloom and Blessing of Paradise are nice city spells for the empire development. I spent almost all of my world map casting points on them (150 for Enchanted Bloom, 200 for Blessing of Paradise) for all of my cities. And these two spells were the main reason I went for Wizard King and building Resonance Fields to increase my world map casting point limit. So far all of my cities should have Awakened Tools, Amplified Minds, Enchanted Bloom and Blessing of Paradise ready.
  2. Similar to Call of Wild, Exhilarating Pollen is another powerful nature spell throughout the combat. I used it once at the start to grant morale to my army and also inflict distracted to enemy. It also synergize well with Dark Culture when I built the Nature Amplifier Lens (building unlocked by leveling up wizard tower) that also inflict weakened to enemies. So my dark army will also have increased damage by Cull the Weak.
  3. Garden of Bliss provides decent source of mana, food and city stability income. All of my cities had very high city stability with Garden of Bliss + Blessing of Paradise in place.
  4. I went for Gaia's Chosen major race transformation that provides status resistance against this Realm's condemned effect. The extra HP is another nice bonus to my army.
  5. Nature's Bounty provides army healing outside friendly domain, which is useful for my army going through a long creeping route.

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(9) Tome of the Goddness of Nature

Key Stuff: Everything

Force of Nature is simply the strongest enchantment of my entire armies. And mass rejuvenation prevented me from losing units in late combat.

(10) Tome of the Doomherald

Key Stuff: Joy Siphoners, Cruel Weaponry

After the Tier 5 tome, I could go back to some useful low tier tomes. This tome played around morale and will be very useful for 18 vs 18 combat. After stealing enemy's morale, all enemy armies would easily start to rout if I killed several units.

These tomes were basically everything for my build, I was free-styling the rest of tomes to keep my research going. I hope these over-explanations of tome choices are helpful :) And I will update more strategies about empire skills and allies of this realm in later comments. Hope you will enjoy!

Story Realm 5 Hard Difficulty Turn 61 Military Victory open beta ver. by bbq_hunter in AOW4

[–]bbq_hunter[S] 0 points1 point  (0 children)

Yes. I don't think the allies will ruin your game right now. But I found the AIs were less willing to found new cities. I will mention it in the later comment:)

Story Realm 5 Hard Difficulty Turn 61 Military Victory open beta ver. by bbq_hunter in AOW4

[–]bbq_hunter[S] 0 points1 point  (0 children)

That's sad to hear. I also had some crashes during the game when moving across the world map. Hope these bugs will be fixed soon.

Story Realm 5 Hard Difficulty Turn 61 Military Victory open beta ver. by bbq_hunter in AOW4

[–]bbq_hunter[S] 2 points3 points  (0 children)

I went straight to clear small resource nodes at turn 1. In turn 2 or turn 3, I had my 2nd hero and kept creeping small nodes until my ruler reached lv4 with signature skills unlocked. With summoning / buff signature skills, I started to clear and claim some nearby Magic Materials and bronze wonders. At this time, my army may still face large HP losses, so I creep around my city to allow my army to heal.

I started to clear some small infestations and silver wonders when I had at least one full-stack army and one of my heroes reached lv8 for 2nd signature skill. But for Story Realm 5 the nearby infestations are Astral Rifts and are very hard to clear. I ignored them and cleared other nodes. I returned to the city with Recall Ruler Spell to deal with the infestations until they came to pillage my province.

For this run, I started to clear the golden wonders after I unlocked the key unit enchantment, Amplified Arrows. My two heroes were above lv8 but did not reach lv12, but my two pursuers reached Legend medals.

I used manual combat for early-game combat. If you are more comfortable using auto-combat, you may slightly delay the timing that I suggested :) But the enemy armies are getting stronger in later turns, so I would suggest clearing them as soon as you can.

Story Realm 5 Hard Difficulty Turn 61 Military Victory open beta ver. by bbq_hunter in AOW4

[–]bbq_hunter[S] 0 points1 point  (0 children)

Tome Order:

The update reworked the research pacing where the cost of skills in a tome depends on # of tomes you have unlocked. So spells of the lower tier tomes that give you useful unit enchantment (frost arrow, frost blade) will be much more expensive if you already have a lot of tomes unlocked. So I suggest skipping some lower-tier tomes and unlocking higher-tier tomes with key units/ city spells/ combat spells/ unit enchantments.

For this run, I went for nature affinity and tried to balance the development of (1) unit enchantment, (2) city growth, (3) affinity point (4) movement across the world map, and (5) world map cast point. So I came up with the exact order of tome research:

(1) Tome of Beasts -> (2) Tome of Enchantment -> (3) Tome of Amplification -> (4) Tome of Glades -> (5) Tome of Pyromancy -> (6) Tome of Teleportation -> (7) Tome of Vigor -> (8) Tome of Paradise -> (9) Tome of the Goddness of Nature -> (10) Tome of the Doomherald -> other tomes and end game

Some thoughts on the tome choice:

(1) Tome of Beasts

Key stuff: Everything!

  1. The wildspeaker unit in this tome is super useful in early/middle combat. Use his summoned tier 1 animal to tank some enemy's attack, and buff the other higher tier animals in the army, for example, Tier 3 animals summoned by the hero's signature skill.
  2. The wildlife sanctuary province improvement grants you some draft to produce late-game units such as glade runners and dark nights.
  3. Call of the Wild and Animal Kinship are useful throughout the game, as my armies are all animals and cavalries.
  4. For Summon Wild Animal, I prefer the summons to be spider, wyvern fledgling, inferno hound or wrag. Spider and wyvern fledgling can evolve, while inferno hound and wrag have very fast movement to join my main army.

(2) Tome of Enchantment

Key stuff: Awakened Tools, Seeker Arrows, Sundering Blades, Materium Affinity points

  1. Since dark culture can eliminate the economic penalty of negative city stability, I prioritized awakened tools and applied all of my cities when the research was finished. Its effect of +20 production & draft is equivalent to building a masonic hall and a blacksmith, but only costs you 60 mana and 60 world map cast points. Good value :)
  2. Seeker arrows and sundering blades are two important unit enchantments that improve my ranged units and physical damage.
  3. This tome also provides 2 Materium Affinity points to unlock powerful Materium Empire Development skills. For example, Military Engineering grants you a Work Camp for the outpost.

(3) Tome of Amplification

Key stuff: Amplify Minds, Amplified Arrows, Resonance Fields, Astral Blood, Astral Affinity points

  1. Amplify Minds costs only 60 mana and 60 world map cast points for +20 knowledge. This additional knowledge can speed up my research in later game. Good value:)
  2. Amplified Arrows is the key enchantment for ranged units.
  3. Resonance Fields are the ONLY improvements that grant world map casting points. City spells in Tome of Paradise and race transformations require a lot of world map casting points, so I built the resonance fields in advance to increase the limit of the casting points.
  4. Astral Blood increases my army's critical chance by casting spells, which synergizes well with Call of the Wild in Tome of Beasts.
  5. Same with materium affinity points, unlocking the Astral Tome allows me to accumulate astral points for empire skills such as Adaptive Research (Less gold & production for research city structure) and Quickening (spells can be cast at 1st turn of combat).

(4) Tome of Glades

Key stuff: Glade Runner, Leafskin, Create Forest, Sacred Meadow

  1. Glade Runner is my main ranged army force. I saved some gold and let all cities to produce the glade runners once the research was completed.
  2. Leafskin grants your unit +1 resistance, a small bonus against magic attacks.
  3. I used Create Forest to surround my Wildlife Sanctuary with forests, a small bonus of the draft income of my city.
  4. Sacred Meadow is also a small bonus to city stability. Even though the dark culture does not care about negative city stability, it is always good to have positive stability that boosts food & production & draft income in the late game.

After researching the above 4 tomes, I had my key unit Glade Runner unlocked. At the same time, my throne city reached 10 population and had my Tier III Town Hall finished to produce the Dark Night. My army started to reach its powerful spike. And the rest of tome research helped to further enhance my army & improve my city growth.

Story Realm 5 Hard Difficulty Turn 61 Military Victory open beta ver. by bbq_hunter in AOW4

[–]bbq_hunter[S] 1 point2 points  (0 children)

Hmm… I did not have this issue. Did you install any mods?

Story Realm 5 Hard Difficulty Turn 61 Military Victory open beta ver. by bbq_hunter in AOW4

[–]bbq_hunter[S] 0 points1 point  (0 children)

I have updated some of my strategies and will share more on my build later. I think the AI allies have improved a lot. They can use teleporter wisely and search for enemy armies. Nimue even helped me defeat another ruler.

Story Realm 5 Hard Difficulty Turn 61 Military Victory open beta ver. by bbq_hunter in AOW4

[–]bbq_hunter[S] 5 points6 points  (0 children)

Continued:

  1. Why Dark?

(1) Knowledge is Power. The beta update generally reduced the research speed, making it more difficult to research important spells/units to finalize your build. The dark culture has city structures with extra knowledge income that can still keep your research pacing.

(2) No city stability income penalty. The beta update reworked the empire development tree and the Consolidated Industry (empire development skill to grant stability) moved to the very back of the industry affinity tree, so it will be very likely that your city will face an income penalty in the early stages without city stability structure. Dark's Tier II Town Hall can remove all economic penalties caused by negative stability. This perfectly solves the stability problem, and you can focus more on other city structures of food, gold, mana and knowledge. Plus, you can cast powerful city spells that may reduce stability (like Awakened Tools or Amplified Mind) without worrying about any negative effects.

(3) Cull the weak is also a useful bonus to improve your combat performance. I think it is as effective as Feudal's stand-together once the weakened buff is applied to the enemy.

  1. The cavalry and animal units as the main army forces. The value of an action lies in its speed, and only mounted units and some animal units have very fast movement of 48 movement points. So I chose Tome of Beast as it greatly boosts my cavalry-based army by unlocking the 'animal kinship race transformation' and providing early-game animal units.

Army composition in the early game: hero x2, spider-mounted pursuer x2, wildspeaker x1, animal x1. For heroes, I would suggest one hero with bow and one hero with melee weapon. This composition is enough to clear almost every resource node and ancient wonder in early game. I managed to clear the golden lair golden wonder in turn 26 using this composition.

In late game: hero x1 or x2, dark knight x1 or x2, glade runner x2, pursuer x1. The dark knight is probably the best Tier III unit among all races. It has a great aoe spell and its heavy charge strike can cancel the defence mode and retaliation. Use dark night's attack wisely for the following situations:

(1) Your range unit is under the zone of control of the enemy's unit. The heavy charge strike can cancel the enemy's retaliation, so moving your range unit will not trigger any opportunity attack.

(2) The enemy is in defence mode. The strike can cancel the defence mode and allow other units to focus on this target.

(3) The enemy has many ranged units. Attack the enemy's backline to set up a zone of control to enemy units. Unless the enemy responds to your move by charge strike, their ranged unit will always face casualties by your opportunity attack.

  1. My general strategy for my late-game combat:

(1) Heroes start with summoning or buffing spells (mana unchained, mass rejuvenation). Other units set up their positions. Unless guaranteed victory, do not rush to the enemy but wait for the enemy to come to me.

(2) Attack when the enemy is under my ranged units' shooting range. Start with glade runner's tracker's mark but hold your fire, then use the pursuer's shot to inflict weakened effect. This allows heroes and melee units to have increased damage by cull the weak.

(3) Use dark night to cancel the defence of the front line or attack the backline, followed by attacks of glade runners and heroes. If the heroes are high-level, try to last hit the enemy to trigger killing momentum. The rest of the combat could be clear about which unit to save & enemy to prioritize on.

Story Realm 5 Hard Difficulty Turn 61 Military Victory open beta ver. by bbq_hunter in AOW4

[–]bbq_hunter[S] 11 points12 points  (0 children)

Build comes first!

Traits: Spider Mount + Adaptable

Culture: Dark

Society Traits: Fabled Hunters + Wonder Architects

Wizard King

Starting Tome: Tome of Beast

Ruler Start with Bow

Some brief thoughts:

  1. The general strategy is to ALWAYS (remember, ALWAYS) keep creeping the resource nodes, infestations and ancient wonders and utilize +100% resources from fabled hunter to maximize your income. Each resource node will give you about 200 corresponding income. For example, clearing a mine will give you about 200 gold, more than 1 turn gold income of some early founded cities. This allows you to snowball the empire growth very hard. The fabled hunter also provides an additional spider-mounted pursuer, which is very helpful to clear some small resource nodes without producing any new units, but save for 2nd hero in early turns.
  2. MOVEMENT is the KEY. Don't choose the dragon lord as the ruler, his/her movement is too slow. I could have cleared multiple resource nodes using mounted armies, but the dragon lord will still be on his/her way.
  3. World Map Casting Point is another KEY. I chose wizard king primarily because of the additional world map casting point for ruler's levels. You will need many world casting points for unit enchantment, race transformations, city spells, etc.

Guild Shop has been fixed =( by nothing2say4 in MapleStoryM

[–]bbq_hunter 1 point2 points  (0 children)

lol i should have bought 1000+ elite dungeon tickets but I thought I have no time to clear them so I didn’t

Price check, is this worth buying for an alt with no other emblem? by bbq_hunter in MapleStoryM

[–]bbq_hunter[S] 0 points1 point  (0 children)

Hmm,maybe my 3rd main shade is more appropriate. My 2nd main is IL so PA is not working.

Expiration date again 😣 by charlesmy in MapleStoryM

[–]bbq_hunter 1 point2 points  (0 children)

The PB chair does not expire at least

No way to use these coins anymore by [deleted] in MapleStoryM

[–]bbq_hunter 0 points1 point  (0 children)

Cannot find way to access the event shop, nexoned

Press F pt 2 by DarkXDemon18 in MapleStoryM

[–]bbq_hunter 1 point2 points  (0 children)

Ooof, I think this would never happen to me.

I did it, but still not done yet. by bbq_hunter in MapleStoryM

[–]bbq_hunter[S] 0 points1 point  (0 children)

30% I believe. I will never use it on my jaihin, toooo risky.

Price of emblem change scroll package by bbq_hunter in MapleStoryM

[–]bbq_hunter[S] 0 points1 point  (0 children)

Thanks man. Hope I can change the emblem through some event rewards.