Terrain Types
Each plant can usually be found in certain terrain types. If you're looking for a snakeroot plant to complete a potion, it pays to search around cliffs and not open plains.
Found in open meadows: Peacebloom, Mageroyal, King's Blood
Found under trees: Silverleaf, Briarthorn
Found on cliffs: Bruiseweed, Snakeroot, Wild Steelbloom
Found near buildings: Bruiseweed
Found on gravestones: Grave moss
Found in watery areas: Stranglekelp
Herbalism Etiquette
- If you're in a party with more than one herbalist, share the plants you find with them.
- Multiple people can gain skill off the same plant if the first person avoids picking the herbs off the plant. After the plant's contents box appears, simply press "Escape" to stand up, and the second person can then gather and have a chance to raise his or her skill.
- Don't pick plants while fighting. Wait until the party is safe before moving over to the plant.
- Don't run off to a plant by yourself without letting the other party members know. If there are monsters in the way, ask the party to clear them for you. Basically, don't do anything to jeopardize the safety of the party while you collect plants.
As a weaponsmith, you maintain a stock of iron ore and grinding stones (needed to polish and sharpen the weapon to a fine razor's edge). You take a quick trip to the forge to smelt the iron ore and coal into steel bars. A nearby merchant sells the strong flux that removes impurities from the steel. To fill out the ingredients list, you make your way to an alchemist, but unfortunately you learn that he requires the herb wintersbite to make frost oil for you. So, to acquire the wintersbite herb, you trade a stack of sharpening stones to your friend, who happens to be an herbalist, and then you give the wintersbite to the alchemist, who then concocts the arcane frost oil for you.
Now the ingredients are complete, and you forge the weapon, confident that there will be no failure and that the frost tiger blade will be born from the rare ingredients used to create it. Thrilled with your work, the Human Warrior leaves the remaining jade with you in payment.
Bloodlust vs Healing
Bloodlust Advantages
Bloodlust is an offensive weapon while Healing is mostly defensive.
Bloodlust can be cast on units before invading. Healing is only useful sometimes during or usually after a battle only after hit points are lost.
Bloodlust makes your Ogres 3 times more powerful than Knights. Most likely you can kill the Knights before they can heal themselves.
Bloodlust is scarier sounding than Healing.
Healing Advantages
Healing allows you to use hit and run strategies with no damage. You can attack with Knights, Gryphons, Mages do some damage, then retreat and Heal. The enemy is damaged but after Healing, you have no damage. If you can keep this up without the enemy doing anything to stop it, you can wear down a superior force until you can overcome it with your own troops. Healing saves money in replacement costs. However, Healing doesn't come into play except in the case of survivors in battle, Mages and particularly Gryphons.
Healing can sometimes allow a large amount of hits on one guy without him dying. As long as there is mana, you can keep Healing. You can set up a choke point where Paladins heal the units at the front of the choke point so they can take on large numbers of attacking enemy units.
Healing allows useless troops to become useful again.
Haste vs Slow
Slow Advantages
Slow cuts the number of hits the enemy can do in half unlike Haste which doubles the number of hits only for Dragons.
Slow cuts the walking speed of all units in half which allows Mages to run away.
Slow is a more offensive spell than Haste.
Slow is very annoying.
Haste Advantages
Haste speeds up the casting of Death and Decay.
Haste allows Death Knights to move as fast as Flying Machines.
Haste speeds up repairing, chopping and mining.
Haste speeds up Dragons to about 23 and doubles the number of their attacks.
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