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
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