You need an Alchemists Guild in the city. Then all units will be built with enhanced weapons. An AG enhances weapons anyway, even without mithril or adamantium, but those specials increase the enhancement.

See subject. I tried building a city with one fo the ores within city radius, but my units don't seem to be equipped with special weapons.
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You need an Alchemists Guild in the city. Then all units will be built with enhanced weapons. An AG enhances weapons anyway, even without mithril or adamantium, but those specials increase the enhancement.
"THE" plus "IRS" makes "THEIRS". Coincidence? I think not.

Of course, this also requires a race that can build the AG.
If you race can't, I.E. the lzardmen, you will have no use for mithril or adamantium.
"Foof." - Sasquatch.

...although there's next to no point at all in playing such a race![]()
Not true. Every race has its advantages. Lizardmen, for instance, can expand across water without having to build boats. If nothing else, playing a race which doesn't have your favorite features adds challenge. It gives you incentive to go out, find cities belonging to races you like to play, and conquer them.
"THE" plus "IRS" makes "THEIRS". Coincidence? I think not.

Lizardmen can be fun to play. They have strong regular units, and water walking javelin throwers are very good. Particularly if you put a pair of turtles in front of them.

They are only non-myrran race with 2HPs.

And lizardmen have lots of shields...
About those Adamantium and Mithrill mines:
-You also get mana from the mines, IIRC 1 mana from mitrhill and 3 mana from adamantium.
-Adamantium increases swords and shields +2, mithrill increases sw&sh +1
I'm not a complete idiot: some parts are still missing.

But lizardmen settlers are very expensive; 120 or 180 shields I think. Compare that to high men settlers which cost 60.
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