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I recently went on a spending spree on my local EB and picked up a few budget titles for my laptop. The game that caught my eye the most was Majesty, http://www.majestyquest.com/, which basically is a fantasy strategy game where you cannot order your heroes directly but must resort to assigning bounties on monsters. I'm having a lot of fun but I can tell that I'm pretty crap at this game right now. So I guess the point with this thread is to ask old players if they can share some pearls of wisdom for this game to me?
I recently went on a spending spree on my local EB and picked up a few budget titles for my laptop. The game that caught my eye the most was Majesty, http://www.majestyquest.com/, which basically is a fantasy strategy game where you cannot order your heroes directly but must resort to assigning bounties on monsters. I'm having a lot of fun but I can tell that I'm pretty crap at this game right now. So I guess the point with this thread is to ask old players if they can share some pearls of wisdom for this game to me?
Fuck gnomes, seriously. If you want paladins, fuck gnomes
How did this game fly under my radar? Seems like I might have to shell out the $6 to give this a try myself. How dated does the game look? The screenshots aren't the most encouraging, but graphics wont be the end-all for me in a 7 year old game.
First, rogues and rangers are great for scouting. Rangers do it on their own, rogues are so greedy they'll go after any exploration bounty.
Rogues and cultists work well together. Pretty sure it's cultists that plant poison mushrooms that rogues can harvest. Your smarter physical fighters like rangers will take advantage of poisoned weapons.
For the most part, the higher the intelligence of a hero, the less babysitting they need. Rangers, elves, paladins, and a few others will run away from stuff they can't hurt (like ranger arrows on skeletons) and will buy healing potions with their initial funds before running around in search of trouble. In a similar vein, warriors of discord are dumb as bricks and frequently run off to their deaths and require a bit more care.
Wizards are smart, but need a lot of babysitting early on. This basically involves using the spells you have access to to help them out of trouble.
For Order, Paladins and healers are a powerful combination. Healer and anything is really. I forget what their third hero is, which tells me it wasn't too important.
For Chaos, Priestesses become really powerful when they can summon a few skeletons. A bit fragile early on, but not as much as wizards.
I never bothered with barbarians unless I had to, but they're not bad if you know when to use their unique spell that you get from what I remember.
I found elves more useful than dwarves (who are slow) and either much more useful than gnomes of course. Just take the gambling den that pops up with the elves off the repair list.
Dwarves are hella usefull as you unlock the ballista tower after you build their workshop or whatever. You can put them everywhere and are nice city defense when graveyards and sewers are a problem.
The gnomes are nice early on as they will literally throw your city up. I've had maps where one wayward troll would alone hamper the building of my buildings and therefore deny me much needed heroes.
What you need to focus on while you figure out your hero armada are you tax collectors. They come out at a default setting that has them picking up meager wages and returning to the castle almost immediately. As your town grows you want your tax collectors to bypass the houses who have 10 - 50g and have them picking up whatever is over 100. Then later still, ramp them up all the way so they're going straight to the homes and hero dens that are rocking 500 - 1k. The arena and other places tend to generate quite a bit of wealth and you want your tax collectors getting that cash to your coffers as quickly as possible. Also, Inns supply tons of wealth. The further the inn, the more profit it generates and the more danger it can get in on the way to your town. Wizard towers are nice for quick defense if you have a hefty load on the way back to your castle. Dwarven towers are the best.
Paladins and Healers are by far the best helpers. The Healers, mages, rangers and warriors will sometimes form a war party that will go out exploring together. Remember, your heroes gain levels doing whatever duties their class dictates. The more a healer heals, the quicker he goes up, the more a warrior berserks, the quicker he goes up. Wizards need horrid babysitting as was stated, but if you can help get one leveled they are SO bad ass.
By the way. The solara (whatever it is, you know the bitches that worship the sun) they are HELLA bad ass if you have the expansion Majesty. They get some crazy son hammer that does huge damage. I never went with the goofy air guys as i found them to be completely worthless. My advise is to go with the sun warrior women whatevers each time you gain that level of building.
Also lay off the rogue's extort ability except in emergencies. The extort value is half of the cash in all the homes and hero dens the collectors haven't picked up yet. Extorting it causes all the cash to go to 0 and gives you a quick payoff at a 50% loss of what you would have gotten had you waited out your tax collectors. Make sure you build plenty of guard houses so the tax collectors have somewhere else other than the castle to drop off the loot.
Barbarians are awesome as they're cheap, their buildings are cheap and they form huge warparties. The only draw back is you can't get anything else if you use them. Their will of Kronn or whatever it is spell is quite awesome when you're getting invaded by rat armies or so as it's basically a huge attack/movement speed burst for your heroes for a minute or two.
And for what was mentioned earlier... the graphics are dated but they work just fine for this type of game. It's quite unlike anything you'll ever play. The fact that you have to create reward flags on goals like evil castles and monster dens to drive your heroes to specific destinations is quite fun. You can keep track of specific heroes as they climb levels too. The game is hella fun and WAAY underrated.
I'm having a lot of fun with this game but damn, it sure loves to crash on me all the time. Is the Majesty Gold version chrash prone or do I need to change some setting in or outside the game?
I also could use some help in deciding what is considered "decent" pay for a Hero when you want him to go for certain monsters.
Tips: (More like opinions) Elves double the revenue gained from marketplaces making them the absolute best things around.
Having two to three marketplaces at minimum should be considered standard.
Also on any of those horde missions, or anything dealing with massive amounts of dragons, get those skeleton raising gals.
Skeletons apparently can dodge a dragon's attack more then half the time, so they're the best thing around.
Also, two of everything is usually a good idea. (Cept guard towers, spam those things.) Also keep a tower close to a marketplace, as more often then naught, a sewer pops right near one.
Posts
Fuck gnomes, seriously. If you want paladins, fuck gnomes
tips = Build trading structures to increase revenue. Money is everything. Always work to bring in more money.
edit: Worth 6 bucks surely
First, rogues and rangers are great for scouting. Rangers do it on their own, rogues are so greedy they'll go after any exploration bounty.
Rogues and cultists work well together. Pretty sure it's cultists that plant poison mushrooms that rogues can harvest. Your smarter physical fighters like rangers will take advantage of poisoned weapons.
For the most part, the higher the intelligence of a hero, the less babysitting they need. Rangers, elves, paladins, and a few others will run away from stuff they can't hurt (like ranger arrows on skeletons) and will buy healing potions with their initial funds before running around in search of trouble. In a similar vein, warriors of discord are dumb as bricks and frequently run off to their deaths and require a bit more care.
Wizards are smart, but need a lot of babysitting early on. This basically involves using the spells you have access to to help them out of trouble.
For Order, Paladins and healers are a powerful combination. Healer and anything is really. I forget what their third hero is, which tells me it wasn't too important.
For Chaos, Priestesses become really powerful when they can summon a few skeletons. A bit fragile early on, but not as much as wizards.
I never bothered with barbarians unless I had to, but they're not bad if you know when to use their unique spell that you get from what I remember.
I found elves more useful than dwarves (who are slow) and either much more useful than gnomes of course. Just take the gambling den that pops up with the elves off the repair list.
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The gnomes are nice early on as they will literally throw your city up. I've had maps where one wayward troll would alone hamper the building of my buildings and therefore deny me much needed heroes.
What you need to focus on while you figure out your hero armada are you tax collectors. They come out at a default setting that has them picking up meager wages and returning to the castle almost immediately. As your town grows you want your tax collectors to bypass the houses who have 10 - 50g and have them picking up whatever is over 100. Then later still, ramp them up all the way so they're going straight to the homes and hero dens that are rocking 500 - 1k. The arena and other places tend to generate quite a bit of wealth and you want your tax collectors getting that cash to your coffers as quickly as possible. Also, Inns supply tons of wealth. The further the inn, the more profit it generates and the more danger it can get in on the way to your town. Wizard towers are nice for quick defense if you have a hefty load on the way back to your castle. Dwarven towers are the best.
Paladins and Healers are by far the best helpers. The Healers, mages, rangers and warriors will sometimes form a war party that will go out exploring together. Remember, your heroes gain levels doing whatever duties their class dictates. The more a healer heals, the quicker he goes up, the more a warrior berserks, the quicker he goes up. Wizards need horrid babysitting as was stated, but if you can help get one leveled they are SO bad ass.
By the way. The solara (whatever it is, you know the bitches that worship the sun) they are HELLA bad ass if you have the expansion Majesty. They get some crazy son hammer that does huge damage. I never went with the goofy air guys as i found them to be completely worthless. My advise is to go with the sun warrior women whatevers each time you gain that level of building.
Also lay off the rogue's extort ability except in emergencies. The extort value is half of the cash in all the homes and hero dens the collectors haven't picked up yet. Extorting it causes all the cash to go to 0 and gives you a quick payoff at a 50% loss of what you would have gotten had you waited out your tax collectors. Make sure you build plenty of guard houses so the tax collectors have somewhere else other than the castle to drop off the loot.
Barbarians are awesome as they're cheap, their buildings are cheap and they form huge warparties. The only draw back is you can't get anything else if you use them. Their will of Kronn or whatever it is spell is quite awesome when you're getting invaded by rat armies or so as it's basically a huge attack/movement speed burst for your heroes for a minute or two.
And for what was mentioned earlier... the graphics are dated but they work just fine for this type of game. It's quite unlike anything you'll ever play. The fact that you have to create reward flags on goals like evil castles and monster dens to drive your heroes to specific destinations is quite fun. You can keep track of specific heroes as they climb levels too. The game is hella fun and WAAY underrated.
I also could use some help in deciding what is considered "decent" pay for a Hero when you want him to go for certain monsters.
Having two to three marketplaces at minimum should be considered standard.
Also on any of those horde missions, or anything dealing with massive amounts of dragons, get those skeleton raising gals.
Skeletons apparently can dodge a dragon's attack more then half the time, so they're the best thing around.
Also, two of everything is usually a good idea. (Cept guard towers, spam those things.) Also keep a tower close to a marketplace, as more often then naught, a sewer pops right near one.
I used to build inns until they cost... 1000? So I think nine or ten of them, I don't remember for sure.