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*'''Evoc-1''' ''Starfires'' admittedly is a weak spell, but it gives your Stargazers something to cast. Later on ''Arcane Bolt'' works well vs magical seasonal spirits. | *'''Evoc-1''' ''Starfires'' admittedly is a weak spell, but it gives your Stargazers something to cast. Later on ''Arcane Bolt'' works well vs magical seasonal spirits. | ||
Those spell paths can work for an emergency if you get rushed early, and all of them can help assist your expansion. Otherwise once you feel confident you can research deeper into your chosen magic path: | Those spell paths can work for an emergency if you get rushed early, and all of them can help assist your expansion. Otherwise once you feel confident you can research deeper into your chosen magic path: | ||
*'''Alt- | *'''Alt-3''' gives your expensive druids AoE ''Earthmeld'' and the defensive buffs ''Body Ethereal, Protection'' and ''Mossbody''. This is the first step towards turning your low-resource bare-chested warriors and inexpensive Stargazers and Gutuaters with random N and W picks into an asset. Set up your warriors to 'hold and attack' in groups of 8 led by a mage who in turn is set to cast their buff spell three times. Ethereal warriors are much tougher to hit by normal enemy infantry, and ethereal Eponi Chieftains outfitted with some basic magic items can serve as (squishy) mini-thugs. Protection bumps your bare-chests' armor up to 12 and your noble warriors to 19. Mossbody likewise increases armor, which should be enough to prevent your bare-chests from succumbing to one-shot kills. | ||
*'''Const-2''' to forge ''Dwarven Hammers'' and ''Boots of Giant Strength'' (for boosting ''Farstrike'' even more). Other useful thuggery magic items gained at this level are ''Eye Shield'' (N2) and Crystal Shield (S3 E2), along with clams, fetishes and soul contracts if your Pretender has the right paths. Then on to '''Const-3''' so your E-random druids | *'''Const-2''' to forge ''Dwarven Hammers'' and ''Boots of Giant Strength'' (for boosting ''Farstrike'' even more). Other useful thuggery magic items gained at this level are ''Eye Shield'' (N2) and Crystal Shield (S3 E2), along with clams, fetishes and soul contracts if your Pretender has the right paths. Then on to '''Const-3''' so your E-random druids to cast ''Legions of Steel'', a good AoE buff for your noble warriors or indy troops, but it doesn't work on bare-chests. | ||
*'''Conj-3''' allows ''Summon Earthpower'' and '' | *'''Conj-3''' allows ''Summon Earthpower'' and ''Light of the Northern Star''. Both boost your E/S spell-casting power and lessens fatigue for Druids and Stargazers in battle. Stargazers in particular as S2 now have many more potential combat spells available. Most early summons are pretty weak, but ''Sounder of Boars'' might be useful to help defend a besieged castle or when combined with Alt-3 buffs. | ||
*'''Thaum-2''' for ''Mindburn'' (S2, combos well with Conj-3 ''LotNS'') and ''Sleep'' (N2). The AI also likes to cast ''Berserkers'', which can backfire if it randomly targets one of your own magi. Then on to '''Thaum-3''' for ''Teleport'' (strategic mobility for Druids) and ''Panic'' (another favorite of the AI). | *'''Thaum-2''' for ''Mindburn'' (S2, combos well with Conj-3 ''LotNS'') and ''Sleep'' (N2). The AI also likes to cast ''Berserkers'', which can backfire if it randomly targets one of your own magi. Then on to '''Thaum-3''' for ''Teleport'' (strategic mobility for Druids) and ''Panic'' (another favorite of the AI). | ||
====Mid Game==== | ====Mid Game==== | ||
Conjuration and Enchantment gives you good undead Mages / Thugs, while Evocation and Thaumarturgy gives you good battlefield spells. | Conjuration and Enchantment gives you good undead Mages / Thugs, while Evocation and Thaumarturgy gives you good battlefield spells. |