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Your major basic goal to attain early on is to empower your Smiths for battle support. They come on day 1 with flying shards, but there are more useful spells.
Your major basic goal to attain early on is to empower your Smiths for battle support. They come on day 1 with flying shards, but there are more useful spells.


First research goes into '''Alteration''' Lvl 1 for ''Earth grip'' and ''Earth Might'', then directly to Lvl 2 for ''Stone Skin'', ''Earth Meld'' and ''Combustion''. This gives them some basic spells that they can use right out of the box in a pinch. Don't underestimate the effects of a half-dozen smiths spamming ''Earth Grip'' in your early battles vs tough opponents.
First research goes into '''Alteration''' Lvl 1 for ''Earth grip'' and ''Earth Might'', then directly to Lvl 2 for ''Stone Skin'' and ''Earth Meld''. This gives them some basic spells that they can use right out of the box in a pinch. Don't underestimate the effects of a half-dozen smiths spamming ''Earth Grip'' in your early battles vs tough Indies.


A suggestion is then to research '''Construction''' all the way to Lvl 4. This will give you ''Legions of Steel'' (which you can use to beef up any indy-chaff) and ''Crusher Construction'' (which you won't be able to use quite yet), but more importantly you can now set a Smith to make some Earth Boots, then equip the boots and make a Dwarven Hammer. Now have him equip the DH and make a few more, so that your Smiths can start cranking out magic items with a 50% forge bonus. The hammers will pay for themselves many times over in the course of the game.  
A suggestion is then to research '''Construction''' all the way to Lvl 4. This will give you ''Legions of Steel'' and ''Crusher Construction'' (which you won't be able to use quite yet), but more importantly you can now set a Smith to make some Earth Boots, then equip the boots and make a Dwarven Hammer. Now have him equip the DH and make a few more, so that your Smiths can start cranking out magic items with a 50% forge bonus. The hammers will pay for themselves many times over in the course of the game.  


If the situation allows it, try continuing research in '''Construction''' all the way to Lvl 6. This will allow you to forge ''Lightless Lanterns'', which give your Smiths a +6 research buff for 2 fire gems each. This will really speed up research in whatever subsequent paths you choose.  
If the situation allows it, try continuing research in '''Construction''' all the way to Lvl 6. This will allow you to forge ''Lightless Lanterns'', which give your Smiths a +6 research buff for 2 fire gems each. This will really speed up research in whatever subsequent paths you choose.  


But if you are (more likely) being pressed by enemies, you might need to first consider some more combat magic. Following Alt-2, it is a good idea to get '''Conjuration''' Lvl 3. This allows all your smiths to cast ''Summon Earthpower'', which boosts them to E3 and cuts down hugely on subsequent casting fatigue, so they can spam more spells in battle. Next is '''Enchantment''' to Lvl 3 for ''Strength of Giants''. This spell leverages troop damage output. Consider casting on flail infantry, who get 2 attacks/round, hence double the benefit. Thirdly, go for '''Alteration 4''' to get ''Destruction''. This spell turns strong enemy heavy-infantry into squishy unarmored chaff. Combined with your strength-boosted flails, this is an extremely powerful combo, and tough for the enemy to counter. Finally, research to '''Evocation 4''' to get ''Blade Wind'', which becomes deadly when used against enemies who now have no armor. ''Magma Bolts'' ('''Evoc-3''') is overrated and misses too frequently to be a reliable damage-dealing spell. Unfortunately the unscripted AI likes to cast it often.
But if you are being pressed by enemies, you might need to consider some more combat magic. Have one of your Earth Boot-equipped Smiths create some Crushers, and send them immediately to the front. They make for decent anti-thug/anti-SC protection in your army, as they are quite tough, don't rout and fight to the death. While a few Smiths forge useful items, your others can go back to researching '''Alteration''' Lvl 3 for ''Ironskin'' and directly to Lvl 4 for ''Curse of Stones'' and ''Destruction''. The only problem here being ''CoS'' is a gem powered spell, so you probably won't cast it much till you have some ''Bloodstones''. But used at the right moment, it could turn the tide in a tough battle, especially if you are using Crushers which don't ever get fatigued.
 
In an emergency, have one of your Earth Boot-equipped Smiths create some ''Crushers'' ('''Const-4''') or ''Fall Bears'' ('''Conj-4'''). While you will eventually have access to better summons, they make for decent early anti-thug/anti-SC protection in your army. Crushers are quite tough, don't rout and fight to the death. Battlefield-wide spells such as ''Curse of Stones'' become most useful when you deploy such troops that won't suffer from fatigue (ie. ''undead'' or ''constructs''). The only problem here being ''CoS'' is a gem powered spell, so you probably won't cast it much till you have some ''Bloodstones''. But used at the right moment, it could turn the tide in a tough battle.


At this point you are ready to mix it up with some Pretenders, and so should send a group of 3 or 4 Smiths wearing boots and girdles to accompany your main army and script them to spam the above listed spells.
At this point you are ready to mix it up with some Pretenders, and so should send a group of 3 or 4 Smiths wearing boots and girdles to accompany your main army and script them to spam the above listed spells.


Depending upon whether your style is to use your Smiths for fire support or defensive buffing, you will want to quickly research the following checklist:
Depending upon whether your style is to use your Smiths for fire support or defensive buffing, you will want to quickly research the following checklist:
*'''Conjuration 3''': ''Summon Earth Power''
*'''Evocation 3''': ''Fireball'' and ''Magma Bolts'' (Fireball is worth buffing or empowering a Smith for 2F picks if you can afford to do so)
*'''Enchantment 3''': ''Strength of Giants'' (a nice alternative to a Blood bless)
*'''Thaumaturgy 3''': ''Iron Will''
Next you will probably want to keep going along the damage inflicting path and get:
*'''Evocation 4''': ''Blade Wind''
*'''Evocation 5''': ''Earthquake'' (remember with Summon Earth Power and their Earth Boots, all your Smiths will be buffed to E4 during battle)
*'''Evocation 6''': ''Magma Eruption'' (your go-to spell for killing heavies. also nice for casting on fortress entryway chokepoints clogged with defenders)
*'''Enchantment 4''': ''Flaming Arrows'' (you will eventually have a few Smiths with an F2 random that can use this spell when outfitted with a ''Fire Skull'' or scripted to cast ''Phoenix Power'', or have a Smith with an S1 random first cast ''Power of the Spheres'' then another Smith in the battle boost himself with ''Phoenix Power'', or use a ''Communion'')
*'''Enchantment 4''': ''Flaming Arrows'' (you will eventually have a few Smiths with an F2 random that can use this spell when outfitted with a ''Fire Skull'' or scripted to cast ''Phoenix Power'', or have a Smith with an S1 random first cast ''Power of the Spheres'' then another Smith in the battle boost himself with ''Phoenix Power'', or use a ''Communion'')
*'''Conjuration 5''': ''Summon Earth Elemental'', a nice surprise to pull when a group of smiths storms an enemy castle.
*'''Conjuration 6''': ''Contact Troll'' and ''Troll Kings Court''. When buffed, trolls can be fearsome in battle, and each one counts as extra soldiers during sieges. Troll King is able to cast ''Earthquake'' without getting himself killed.
*'''Thaumaturgy 3''': ''Iron Will''
*'''Evocation 5''': ''Earthquake'' (remember with Summon Earth Power and their Earth Boots, all your Smiths will be buffed to E4 during battle). But use a Troll King unless you don't care about losing some smiths.
*'''Evocation 6''': ''Magma Eruption'' (your go-to spell for killing heavies. also nice for casting on fortress entryway chokepoints clogged with defenders). It is hard to aim, however, so friendly-fire is not uncommon


Finally, as far as the best enchantments for your empowered Smiths are concerned:
Finally, as far as the best enchantments for your empowered Smiths are concerned:
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