Re: Alugra, City of Wonders version 1.00
Less astral access on smiths is a good start. You'll wind up with thug-smiths and battle-mage smiths instead of just the one-unit-does all. You'll also have to keep at least a few of the precious astral smiths at home for forging, further reducing the available pool of mobile, battle-magic flinging thugs.
As for GoR'd temple guards, I had the thought of just adding them to the happy reverse communions you're likely to be running instead of trying to self-buff them.
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