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Rex Little
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I agree with FB on Node Mastery. My other favorite is Channeling; it's hard to keep up a good supply of mana when you're paying three times the listed cost to cast spells in battle.
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DaveV
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USA - EDT (GMT-5)
Jan 1970 time: 00:32
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I play Alchemy almost every game. I'm usually short on mana with extra cash, so it's nice to be able to convert. It's essential if I'm playing a race that can't build Alchemist's Guilds (Trolls, Lizardmen, Gnolls, or Klackons). Although I've never really played a game as the latter two races...
Agree with the others on node mastery - it's a lot easier to take out nodes with magical support. And the double mana is awfully handy, too.
Channeler is very strong, too, IMO. Not only is it cheaper to cast spells during combat, but spell maintenance is halved.
Finally, warlord is great for the faster start and the +2 to hit on ultra-elite troops.
aaglo - artifact making and breaking is probably too strong. I don't use it, though, because I can't stand the tedium of casting Create Artifact every turn or two, then breaking the artifact.
I'll usually just pair alchemy with one of the above retorts; too many retorts result in a lack of spells and casting power initially. One of the many tough decisions that make this a great game.
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:32
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I voted Conjurer. It's not very powerful, but it serves to balance the game in favour of summoned creatures.
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:32
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I forgot to vote, it's there now. Warlord is really powerful, and 11 identical spellbooks is too easy. Infernal Power is also pretty good, it's great fun playing black with orcs. Especially if you restrict the use of summoned creatures.
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:32
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I voted Conjurer not because it was best, but because it balances the game best. I find normal units to be generally superior to summoned ones, picking Conjurer improves the balance somewhat, giving you more decisions to make.
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Shadow Dweller
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The best combo for pic's only is, IMHO:
Alchemy, Runemaster, Artificer. Artifacts cost 3/4 less to make AND when you destroy them they give 2x the mana spent to make them AND it can be converted to gold to support a huge army if necessary(sometimes so on impossible) The only "downside" is you have to spread your spell picks between 3 relms(Life, Nature,{sorcery or chaos, either or} is the normal pic for me.)
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geniemalin
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I like Node Mastery - not only do you get the bonus mana, but being able to cast spells on nodes makes it much easier to take, take over, or hold nodes in the first place. 4 blue, 2 red, 2 green, Node Mastery, Sorcery Mastery, and one other pick is a nice combination.
I also just won a game with Myrran, Warlord, Alchemist, Famous and Charismatic without casting a single spell...but the one thing that really sucks about Alchemist is it doesn't let you use mithril/adamantium without buying an Alchemist's Guild.
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