Take care of your leaders - in most cases, losing them is irreversible and it takes some time, after all, to level up a leader and obtain equipment for him. Explore the map - it is imperative that you discover as much of the map as possible, before your opponents do, collect more resources and defeat independent parties, thanks to which your units will gain some experience and the cities will be allowed to develop freely, after you have cleared the structures of the unwanted units.Ĥ. if you prefer a defensive game, the Theocrat is a good choice, where Warlord or Dreadnought is a good option of offensive players.ģ. The selection that you make should be defined by your playing style, e.g. Various race-class combinations ensure different bonuses thanks to experimenting, you may find a combination that will make you indestructible. The same goes for the class, whose influence on the game is also great, especially as far as research and spells, available for the leader, are concerned. Thanks to this, you will max out on your effectiveness, both in the development of the Empire and combat, and also you will enjoy the game more, because it is way better to play as the character that you know and like.Ģ. The best thing to do is play through several scenarios with each one, to find out which one suits you best and which one you had the most positive feelings with. IMO Blight should be renamed and assigned to the water sphere as a marshland spell, which goblins should like, Tropical should be moved to earth and renamed to something else, and fire should be given Volcanic, and Destruction should be given a new terrain.The most important hint - do not approach without a sturdy stick.ġ. Unfortunately there is no "reanimate city" spell or anything of the sort for destruction magic, and not much reason for the AI to cast it's global spells so AI destruction mages often turn out Good funny enough.Įarth and Water are the only two schools that have no climate altering spells, which is unfortunate, because if you're a goblin with earth magic in the middle of the snow, you're simply screwed and there's nothing you can do except maybe migrate. Most races don't like blight but with Blight domain you can make them like blighted terrain, so at least you can use that to manage your cities. It has blight domane which makes cities like blight, and blight empire which converts all the terrain to blighted, and is considered an act of evil. You can use it to raze cities and if you conquer a city and don't want to defend it you can set it to automatically raze if the enemy re-captures it, which is sort of useful. It has the highest compatibility with all races, as all races are at least neutral to Temperate.ĭestruction Magic has questionable usefulness outside of combat, and in combat it's not much better than other spheres, though it unlocks better spells at pure evil. It also unlocks better spells at Pure Good, and has domain and empire spells that convert terrain into temperate (which is considered an act of good). Generally there is no reason to take water magic, at all, I hope they overhaul it.Ĭreation Magic grants a variety of holy spells like heaving, resurgence, and so on. One point gets you a baby kraken which can only move in water and has weak stats. It's global spells all suck and it's combat spells are generic and not all that useful. Water Magic is perhaps the most useless sphere of magic in the game, and it used to be my favorite in shadow magic. It does let you make any city like underground, but it doesn't confer night vision or cave crawling on units and it's worthless for dwarves and goblins. Dwarven Dreadnaughts are especially strong against fire.Įarth is completely underwhelming and virtually useless at everything but shattering enemy walls. Sadly there is no volcanic domain or volcano spell which would be awesome, and while one of the most powerful spheres of magic, fire is sadly weak against dwarves. It's really cool.įire is also great, it gives you all sorts of fire spells and powerful summons, one point gives you tropical domain which makes everyone like tropic climate, and two gives you tropic empire which turns everything to tropics. One point in gets you Arctic Domain so that any race will like arctic climates, and two points in gets you Arctic Empire which turns your entire domain arctic. I too would like this, I don't think there is one at the moment.Īir is a great sphere of magic with tons of useful spells for both combat and the world map, The summons aren't all that great and the Zephyr bird is rendered mostly useless by the first tier of class spells so you'll probably want two points in for the empire spells and the better combat spells.
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