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Mid Game+ magic.
Usually the first 15 or so turns are pretty straight forward choices for me. You know what spells you want instantly, for me its Summon Imp and either Mind burn or Solar Rays so my combat mages can do stuff while I expand. After that its a bit of construction and then some blood to get some better summons etc.
But there comes a point that I'm never quite sure what to push for and I set my research to just go for a single level 9, with no real appreciation of the stuff inbetween. So I guess my question is, what do you guys see as invaluable or pivotl spells in your mid game onwards development. I'm just playing an aran map with Ermor as the first nation I have faced, so for me this time it was pushing for holy pyre and getting some good high priests of the sun, forging a couple of flambeau and punishing his enormous hordes of ghouls. But Im floundering now, what to go for !!!! Spirokeat |
Re: Mid Game+ magic.
For death, important spells include:
Drain Life Summon Spectre Well of Misery Reanimate Archers Revive Bane Lord Bane Fire And of course raise skeletons, though that is really normally researched early game. Some other handy mid game spells: Relief Horde from Hell Thunder Strike Blade Wind Falling Fires Falling Frost Contact Lamia Queen False Horror Frozen Heart Mother Oak Gift of Health Bind Ice Devil Soul Slay Nether Darts Awaken Ivy King Pheonix Pyre EDIT: Misread it, thought you were playing Ermor. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Mid Game+ magic.
I concentrate mostly on Conjuration and Construction to get SC's, SC equipment, unbreakable troops (e.g., Vine Ogres, undead, constructs), and eventually, artifacts. I will split off a small percentage of research points to bring other magic schools to at least level 2. You get Acashic Record at Conjuration 5 for searching your most secure provinces. (Don't waste it on a province that an enemy might be able to capture and hold for a long time.)
For Blood nations, research in Blood substitutes for Conjuration, at least until Blood 5 (Ice Devils). |
Re: Mid Game+ magic.
vrs ermor it might be good to get some dark vines and as you have mentioned high preists are really good on them. but i would say if possible get your pretender to summon abominations
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Re: Mid Game+ magic.
Funnily enough I don't use dark vines that much but I called some for this game. I often find they dont actually get to the battle quick enough. but any particular reason why dark vines vs Ermor ?
Abominations....never used em, but Conj 9 ? I would have normally said that would come after blood 9 at the least and probably construction 8. Ice devils Ive yet to use. God knows why. Spirokeat |
Re: Mid Game+ magic.
the reason i suggested dark vines vrs ermor is because for the cost they are really dam hard to kill. and i know abominations are hard to get but they are worth it
(266 health and 27 regen a turn with an extremely strong ranged attack and 3 life drain tentacles) i just have an add liking for dark vines (but then again im also a fan of crossbreeding) and of course vrs ermor (or anyone else for that matter) you could just go with the tried and tested horde of devils |
Re: Mid Game+ magic.
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Ice Devils rock. Arch Devils are good too. |
Re: Mid Game+ magic.
Dunno about the dark vines. They do have tons of HP, but I find that thier size makes them get swamped so fast that it really doesnt matter. I guess if you had a critical mass of vines it might be pretty effective? How many do people use regularly? Dont think I've ever summoned one, myself...
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Re: Mid Game+ magic.
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Re: Mid Game+ magic.
dark vines are excellent. they have the charming ability to take down SC's if needed, which more than makes up for any flaws.
7 or 8, w/ chaff support, is good. Casting regen or luck as well, is better. |
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