Re: Gems, fatigue and increasing magic levels
Thinking about it, that means that if you expect your opponent to cast some weasely battle-winning spell that'll cost him 200 fatigue (like Fog Warriors, Darkness, Earthquake or something) and you have the first turn (I think the defender has the first turn), you only need to get his mages to have at least 1 fatigue and you're safe. I suppose immediately casting Grip of Winter/Heat from Hell/Rigor Mortis would have a chance of saving you, I don't know if there's anything else that would work.
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