They can also claim empty lairs and, if combat spells are available, may even be able to take out small neutral forces - although this is probably only worth attempting in the capital's immediate vicinity, as the Mana lost to Spellcasting Range can add up very quickly otherwise. While summoning one or two may delay the casting of a chosen Rare Spell, this is typically offset by their ability to find good targets to attack. The humble Magic Spirit, available to every Wizard, arguably makes the best scout at the beginning of the game. Their spells can hurt or delay most of the units or armies that the strategies below rely on, meaning that confrontation should be restricted to when it is absolutely necessary. On the other hand, battles with the forces of the AI players should be avoided whenever possible, except for sieges of their capitals. In fact, since the majority of Treasure rewards can be converted into Mana one way or another, any Encounter Zone that is easy enough to clear is generally worth the effort or delay. In addition, because all Common Spells are already known by the player, even the weakest Encounter Zones will award Uncommon and better ones instead, possibly increasing versatility over the initial selection. Scouting is also important because the earlier the other Wizards' capitals can be found, the less likely they will be to be able to counter any of the strategies. Even with High Elves however, the initial Mana income will be way below what can be spent in a turn - not to mention that many strategies rely at least partially on combat spells, which need an additional pool while some of the signature spells have Upkeep Costs so high that they will eat up most of the starting income once they are in play. Some of the strategies listed below also require specific other Races instead. High Elves are the typical Race of choice because of the extra Power they generate although other Races may work just as well, or even better, if the quickest victory is actually not the primary goal. No units other than basic Spearmen should be recruited to quell Unrest though, but disbanding the original troops is not recommended either, as Raiders and Rampaging Monsters will usually start showing up before the game is won, especially on the higher Difficulty Settings. However, having Rebels as a result is generally not worth it unless the gain is really significant. This typically requires all Power to be invested into Mana, in addition to setting the Tax Rate for maximum Gold income and using Alchemy to convert that as well. ![]() In most cases, the initial focus is on generating as much Mana as possible at the very beginning of the game, to be able to cast spells that are overly powerful at that stage. While with six Towers on every map, there will nearly always be at least one that can be conquered with the other strategies, this may take some time to find, giving a Myrran opponent more time to grow in power. This puts Life and Death clearly above the other Realms, as they are the only two that can accomplish this feat with initial spells alone. They need a means of crossing Oceans and, ideally, a means of changing Planes without breaking a Tower of Wizardry - as their guardians may be too strong to defeat. ![]() Most 11-Book Strategies rely on creating a single potent unit, at the earliest possible opportunity, that cannot be defeated by early opponents. While winning outright is not always possible (the most common problem being finding all of the opposing Wizards fast enough), this yields a huge advantage nonetheless, and can make even the hardest Difficulty settings more or less trivial to beat. Even enemy Fortresses can be conquered if they can be reached before their controlling Wizard has built up sufficient defenses. If the higher rarity spells are chosen wisely, this combination allows gaining an extremely large advantage in the early game - neutral Cities can be captured far earlier than would otherwise be possible, along with some magical Nodes, Towers of Wizardry, and other Encounter Zones. There is a 40% Casting Cost reduction on spells of the selected Realm (combined with the above, this means that any combat spell with a cost of up to 36 is immediately usable, provided that it can be financed with Mana).The Wizard has a Spell Casting Skill of 22.1 Rare Spell spell of choice is already known. ![]() 2 Uncommon Spells of choice are already known.All Common Spells of the selected Realm are already known.Starting the game with 11 spellbooks of a single color yields the following initial profile traits: 5.1 IGS - Invulnerable Guardian Spirits.
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