Some Mazz V Questions..!
Hey (Chris P, or someone else who knows the scripts),
At what amount of kills are these units max vets:
-Zerk
-Heron Guard
-Paladin
-Mazzarin
-Archer
How are the amount of roots per bush switched from one game to another? Is it random or just limited to scenarios..?
What sets off [the next] wave(s)...?
Why is the golem spawn-crystal sometimes unfruitful? [We actually managed to control a pack of 4 golems at one point, was awesome =), the 5th spawn-crystal just sank into the ground though]
What determines (1) if a crystal appears (2) which type of crystal appears [I've noticed that some crystals seem to appear out of some monsters, and big monsters usually drop more crystals and that some crystals like the vengance crystal seems to be very rare]
What does bless actually do?
Is it true that Paladin regains mana through meleeing?
What is the name of the aura crystal that causes Mazzarin to be cursed?
I'm thankful for any answer =)
//Appy
At what amount of kills are these units max vets:
-Zerk
-Heron Guard
-Paladin
-Mazzarin
-Archer
How are the amount of roots per bush switched from one game to another? Is it random or just limited to scenarios..?
What sets off [the next] wave(s)...?
Why is the golem spawn-crystal sometimes unfruitful? [We actually managed to control a pack of 4 golems at one point, was awesome =), the 5th spawn-crystal just sank into the ground though]
What determines (1) if a crystal appears (2) which type of crystal appears [I've noticed that some crystals seem to appear out of some monsters, and big monsters usually drop more crystals and that some crystals like the vengance crystal seems to be very rare]
What does bless actually do?
Is it true that Paladin regains mana through meleeing?
What is the name of the aura crystal that causes Mazzarin to be cursed?
I'm thankful for any answer =)
//Appy
- :) Da Cid (: McCl
- Posts: 380
- Joined: Fri Jan 07, 2005 9:45 pm
- Location: Perth Australia.
The amount of roots to come out of a bush is random.
Zerks and Herons usually vet at around 30 or 40. Mazz, Pally, and archers vet at around 100 (although I can't be sure, this is all from experience, which I have little of besides with the Electro. )
Bless makes the maximum health of a unit higher. So say, if a dwarf had 20 vitality at the start, after blessing he might have 25.
The Paladin does gain mana through melee, I believe. I don't play Pally enough to know for sure, though.
(Warning, don't know) I think the crystals that appear are determined by the appearence frequency in the death local projectile group of the monster? I'm sure stuff like the Maralith dropping Paladin spells is in the local projectile group of the Maralith's death.
Then again, I don't know jack about 1.5 stuff.
-TGP-
Zerks and Herons usually vet at around 30 or 40. Mazz, Pally, and archers vet at around 100 (although I can't be sure, this is all from experience, which I have little of besides with the Electro. )
Bless makes the maximum health of a unit higher. So say, if a dwarf had 20 vitality at the start, after blessing he might have 25.
The Paladin does gain mana through melee, I believe. I don't play Pally enough to know for sure, though.
(Warning, don't know) I think the crystals that appear are determined by the appearence frequency in the death local projectile group of the monster? I'm sure stuff like the Maralith dropping Paladin spells is in the local projectile group of the Maralith's death.
Then again, I don't know jack about 1.5 stuff.
-TGP-
Having fun with poser horses and pasted-on Warrior torsos since 1990!™
Not bad, Cid.
There are up to 9 waves of (non-boss) monsters active at a time. Think of it as waves A,B,C,D,E,F,G,H and I. Killing all the monsters in wave A triggers another group in wave A to appear. Same for B through I.
Each bush generates a random amount of roots, with 0 to 6 being pretty common. It is possible to get a lot more than that though (up to 21 I think) but that's super rare. I don't think I've ever seen more than 9 or 10.
The spawn-crystal needs to be pretty close to Mazzarin at the precise moment the golem appears, or the golem doesn't appear. There is also a limit of 15 or so golems that you can summon in any one game.
It's random, but stronger monsters have a greater chance of dropping artifacts when killed. Some artifacts can only be dropped by specific monsters, e.g. bows from ghost archers. There are also many ultra powerful artifacts that are so rare that I doubt all of them have been found yet.
Yes, and it is worth noting that the Paladin gets a little mana back from using root based heals and a lot more mana back while meleeing with the Holy Armor aritfact active.
Umm... Cursed Crystal, I think?
What sets off [the next] wave(s)...?
There are up to 9 waves of (non-boss) monsters active at a time. Think of it as waves A,B,C,D,E,F,G,H and I. Killing all the monsters in wave A triggers another group in wave A to appear. Same for B through I.
How are the amount of roots per bush switched from one game to another? Is it random or just limited to scenarios..?
Each bush generates a random amount of roots, with 0 to 6 being pretty common. It is possible to get a lot more than that though (up to 21 I think) but that's super rare. I don't think I've ever seen more than 9 or 10.
Why is the golem spawn-crystal sometimes unfruitful? [We actually managed to control a pack of 4 golems at one point, was awesome =), the 5th spawn-crystal just sank into the ground though]
The spawn-crystal needs to be pretty close to Mazzarin at the precise moment the golem appears, or the golem doesn't appear. There is also a limit of 15 or so golems that you can summon in any one game.
What determines (1) if a crystal appears (2) which type of crystal appears [I've noticed that some crystals seem to appear out of some monsters, and big monsters usually drop more crystals and that some crystals like the vengance crystal seems to be very rare]
It's random, but stronger monsters have a greater chance of dropping artifacts when killed. Some artifacts can only be dropped by specific monsters, e.g. bows from ghost archers. There are also many ultra powerful artifacts that are so rare that I doubt all of them have been found yet.
Is it true that Paladin regains mana through meleeing?
Yes, and it is worth noting that the Paladin gets a little mana back from using root based heals and a lot more mana back while meleeing with the Holy Armor aritfact active.
What is the name of the aura crystal that causes Mazzarin to be cursed?
Umm... Cursed Crystal, I think?
Hey cid, hey chris =)
Thanks a lot for the answers!
Wow - up to 21 heals from one bush? That'd be nice for sure, haha.
"There are also many ultra powerful artifacts that are so rare that I doubt all of them have been found yet".
What are the names of these artifacts.. this sounds interesting !
"There is also a limit of 15 or so golems that you can summon in any one game." Okey, that limit shouldn't ever be a problem though?
By the way, me and a group of nice players actually beat mazz at legendary under in 2 hours! (Woohoo, I think that's fast!)
Thanks a lot for the answers!
Wow - up to 21 heals from one bush? That'd be nice for sure, haha.
"There are also many ultra powerful artifacts that are so rare that I doubt all of them have been found yet".
What are the names of these artifacts.. this sounds interesting !
"There is also a limit of 15 or so golems that you can summon in any one game." Okey, that limit shouldn't ever be a problem though?
By the way, me and a group of nice players actually beat mazz at legendary under in 2 hours! (Woohoo, I think that's fast!)
-
- Posts: 83
- Joined: Wed Jun 29, 2005 11:09 pm
- Location: palo alto, california
Mazz Crystals:
Sphere on Annihilation
Blade Torrent
Command Aura
Concussion
Cursed
Death Bolt
Defense Aura
Fire Swarm
Flame Barrier
Golem Summon
Holy Storm
Lightning Sword
Nova
Shards
Speed Aura
Telekinesis
Vengeance
Most of these have super versions with more charges but are very rare.
Paladin Artifacts:
Bless
Holy Cloud
Holy Vision
Teleheal
Holy Armor
Regeneration
Super Regeneration
Sphere on Annihilation
Blade Torrent
Command Aura
Concussion
Cursed
Death Bolt
Defense Aura
Fire Swarm
Flame Barrier
Golem Summon
Holy Storm
Lightning Sword
Nova
Shards
Speed Aura
Telekinesis
Vengeance
Most of these have super versions with more charges but are very rare.
Paladin Artifacts:
Bless
Holy Cloud
Holy Vision
Teleheal
Holy Armor
Regeneration
Super Regeneration
- :) Da Cid (: McCl
- Posts: 380
- Joined: Fri Jan 07, 2005 9:45 pm
- Location: Perth Australia.
- Baron LeDant
- Posts: 364
- Joined: Mon Mar 22, 2004 9:14 pm
Yeah, like Gleep said, the really rare Mazz crystals are just super versions of the regular ones, but along with more charges, these super versions also have a greater effect per charge - typically more damage. My favorite is Super Blade Torrent, which just mows down everything.
Celestial bows are very, very rare, but soooo nice if you're lucky enough to get one. Celestial Justice especially.
The rarest and best Paladin artifact is Super Regeneration.
Celestial bows are very, very rare, but soooo nice if you're lucky enough to get one. Celestial Justice especially.
The rarest and best Paladin artifact is Super Regeneration.
(Semi-quoted from gleep)
Mazz Crystals:
Sphere of Annihilation
This is one of the spells I find most useful, easily gets rid of beholders, red and green dragons. The dangerous but fun/funny part is that the sphere might give you bad karma.
Blade Torrent
Good against most things, but if a monster (a dragon for instance) gets close to M, the blades will rebound and hurt him as well.
Command Aura
Seems to slow enemy's down, and give M a lot more damage(?) I like to use it versus multiple dragons, or to quickly finnish off maulpacks that have breached through the lines.
Concussion
When the enemy come in a long, long line, there is no better way to get rid of them, than with concussion =). And it feels good too!
Cursed
Picked it up once; still makes me scared of each aura-crystal
Death Bolt
This one gives you a power-trip for sure. It's distance, power, and areal-damage makes it omnipotent almost.
Defense Aura
Good to save for the occassions when M is surrounded by a thick pack of mauls, or other tough grunts. And is nice to apply whenever M is stoned, buying the team time to come heal him.
Fire Swarm
If concussion dream is best applied on a virtical array of enemies, fire swarm dominates the horisontal formations.
Flame Barrier
This barrier of flames will hold off an entire army of whatever =).
Golem Summon
Gives M a challenge, because he has to drop the spawn-crystal in front of a maril' and make sure that the newly arised golem becomes confused. After the golem having been confused, he is the captain's new controllable unit. The golem complements the other units in the army well. Killing liches is his best job, a lot because of the lich lightning healing him up(!)
Holy Storm
This is the life saver...
Lightning Sword
No melee-spell will kill off a maulpack at the pace of a lightning sword(?!)
Nova
I like to use this one on stygians or myrmidons.
Shards
Oooo this spell might be the most overall usefull. It practically kills of Blue Dragons in two hits, Ur-Viles in one or two, and liches in one. It can be applied at great distance as well. I even used it at an annoying mort once.
Speed Aura
One of the basic tools of M, ever so useful when it comes to intercept the main monsters, preventing them from reaching the more fragile allied units.
Telekinesis
Very useful when there is little time or possiblity to hoard up on crystals semi-far away.
Vengeance
Very different from holy cloud, but the effect is pretty close - killing off enemy and healing up allies. Very powerful, and probably the most unoccassional.
Most of these have super versions with more charges but are very rare.
Paladin Artifacts:
Super Regeneration
I found a Super Regenerator once, which was nicee..... ;P
Mazz Crystals:
Sphere of Annihilation
This is one of the spells I find most useful, easily gets rid of beholders, red and green dragons. The dangerous but fun/funny part is that the sphere might give you bad karma.
Blade Torrent
Good against most things, but if a monster (a dragon for instance) gets close to M, the blades will rebound and hurt him as well.
Command Aura
Seems to slow enemy's down, and give M a lot more damage(?) I like to use it versus multiple dragons, or to quickly finnish off maulpacks that have breached through the lines.
Concussion
When the enemy come in a long, long line, there is no better way to get rid of them, than with concussion =). And it feels good too!
Cursed
Picked it up once; still makes me scared of each aura-crystal
Death Bolt
This one gives you a power-trip for sure. It's distance, power, and areal-damage makes it omnipotent almost.
Defense Aura
Good to save for the occassions when M is surrounded by a thick pack of mauls, or other tough grunts. And is nice to apply whenever M is stoned, buying the team time to come heal him.
Fire Swarm
If concussion dream is best applied on a virtical array of enemies, fire swarm dominates the horisontal formations.
Flame Barrier
This barrier of flames will hold off an entire army of whatever =).
Golem Summon
Gives M a challenge, because he has to drop the spawn-crystal in front of a maril' and make sure that the newly arised golem becomes confused. After the golem having been confused, he is the captain's new controllable unit. The golem complements the other units in the army well. Killing liches is his best job, a lot because of the lich lightning healing him up(!)
Holy Storm
This is the life saver...
Lightning Sword
No melee-spell will kill off a maulpack at the pace of a lightning sword(?!)
Nova
I like to use this one on stygians or myrmidons.
Shards
Oooo this spell might be the most overall usefull. It practically kills of Blue Dragons in two hits, Ur-Viles in one or two, and liches in one. It can be applied at great distance as well. I even used it at an annoying mort once.
Speed Aura
One of the basic tools of M, ever so useful when it comes to intercept the main monsters, preventing them from reaching the more fragile allied units.
Telekinesis
Very useful when there is little time or possiblity to hoard up on crystals semi-far away.
Vengeance
Very different from holy cloud, but the effect is pretty close - killing off enemy and healing up allies. Very powerful, and probably the most unoccassional.
Most of these have super versions with more charges but are very rare.
Paladin Artifacts:
Super Regeneration
I found a Super Regenerator once, which was nicee..... ;P
Nice, Apollo. For Command Aura I'd like to add that its main function is to temporarily vet up nearby friendly units. However, this has little effect if those units are already vetted up, hence, it's best to use this artifact early on if possible. It does also un-vet many enemies, slowing down their attacks. In addition it gives medium bonuses to Mazz for his attack damage, attack speed, move speed and resistances.
Ahhh, had no idea that aura of command has so MANY features. Then it might be good to use the aura of command along with a small meleepack to hold off massive waves early on.
PS. I would proudly like to announce that I stumpled upon a "super aura of command (!)", and that it had 150 charges(?) and totally wh00ped some foe-ass.
PS. I would proudly like to announce that I stumpled upon a "super aura of command (!)", and that it had 150 charges(?) and totally wh00ped some foe-ass.