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MariOne
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Erewhon in Neverland
May 1999 time: 06:19
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I've tried different approaches to the game, and spent time to make my own version of the spells listing, with higlights, grouping, tables, etc.
The wonder of this game it's that there are so many options you can choose from.
But in the end I think that specialising in one field, although making that game interesting as a challenge, leaves you limited in the early to mid game before you can get the bigger spells of that realm.
So in the end I tend to pick a book in every field.
I usually go for 2Life 2Chaos 1Nature 2Sorcery.
This will allow to:
- pick Node Mastery: double magic return from Nodes, and no fizzling of spells when fighting inside a different realm Node (useful both when you conquer and when you defend it)!
- Trade spells in all the fields (barring Life/Death exclusion). Your limitation to the lower level spells will be overcome by trades, everybody will have something to trade with you, help you getting also some of the higher books spells or filling in the ones which weren't randomly pre-picked.
If you specialise in one field, you'll only be able to trade spells there, and it could rule out 2 or even 3 out of 4 magicians as potential trade partners...
Besides, for my stile of combat, I could hardly do without Healing -> Life
And also I think Web spell alone is worth spending a book for Nature.
Fire Bolt is hardly replaceable as early game attack spell.
Pahntom Warriors often can save you in a lost combat at a cheap price.
Whence my book picks.
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Rex Little
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I find Sorcery to be the most useful, especially for the defender in a fight. He can get off a Counter Magic before the attacker has a chance to throw a spell. Confusion has great bang for the buck; for 15 mana you end up at least killing one enemy unit and heavily damaging another. And if you can get up to Sky Drake. . . cast Guardian Wind on one and watch him rip through those Slinger/Shaman stacks the AI loves to build, or stack after stack of Dark Elves.
Nature is almost as good, especially (as noted above) for Web and Call Lightning. One puny flyer can take out a node full of Great Wyrms using Call Lightning.
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Tuberski
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ACK!!! PTHBBPPPTTT!!!!
Feb 2002 time: 23:19
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quote: Originally posted by Rex Little
I find Sorcery to be the most useful, especially for the defender in a fight. He can get off a Counter Magic before the attacker has a chance to throw a spell. Confusion has great bang for the buck; for 15 mana you end up at least killing one enemy unit and heavily damaging another. And if you can get up to Sky Drake. . . cast Guardian Wind on one and watch him rip through those Slinger/Shaman stacks the AI loves to build, or stack after stack of Dark Elves.
Nature is almost as good, especially (as noted above) for Web and Call Lightning. One puny flyer can take out a node full of Great Wyrms using Call Lightning. |
I try to defend as little as possible!
However, I usually take 2books of life, 2 of nature, and 5 of Sorcery. Take Artificer and Runemaster and you can make magic items cheaply and break them for double what you spent on them. I know it's a cheat.
But, even if I don't take Runemaster and Artificer, I still get the same books.
2 Life books for Healing.
2 Nature books for Web.
5 Sorcery books for Phantom Warrior, Confusion, Dispel Magic True, and for either Counter Magic or Guardian Wind.
I find Phantom Warriors to be my most used spell.
Why?
Because if you combine them with any other attacker, they always get attacked first, giving my other units time to close with the enemy. So, basically, they are just cannon fodder.
However, with Magic Spirit, I will cast multiple PWs to attack weak neutral towns.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:19
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Best spells IMO:
Confusion, Guardian Wind, Web. Phantom Warriors are much nicer than Fire elementals. Later on, Earth Elementals and Phantom Beasts are cool.
I liked life for Resurrect and Death for Death Mastery (name?) (all those zombies help defend conquered cities while your killer stack goes on its way).
I liked the Chaos tornado spell (whatever its name was) that allowed you to have a destructing whirlwind that spewed lightning bolts and moved 3 squares random and 1 you controlled. It could destroy 8 great wyrms with one or two casting if you just had a weeny flier to look at the fight (maybe an invisible one in case of spiders).
Last edited by LDiCesare on 14-05-2002 at 14:12
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Rex Little
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quote: I liked the Chaos tornado spell (whatever its name was) that allowed you to have a destructing whirlwind that spewed lightning bolts and moved 3 squares random and 1 you controlled. | That's Magic Vortex. It's very good, but Call Lightning is better (and only 10 MP more expensive) because it hits every turn. The Vortex can wander for several turns without contacting the enemy.
Phantom Beast is good, too. But funny thing--if you're fighting against one, you're better off summoning Phantom Warriors than another Beast. Two PWs will usually take down a PB, and they only cost 20 MP total, vs. 35 for the Beast.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:19
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Father Beast:
It was Zombie Mastery, yes, thanks for the name.
Rex:
I liked the Vortex more than Call Lightning but I didn't experiment a lot with the second. The vortex could strike twice at the same opponent if you were lucky, and it dealt damage to all those beside it after you chose its movement. With a crowd of great wyrms, you could damage 3 in a round very often.
You could also cast more than one, which you can't with call lightning.
And yes, I tended to use PW against PB too.
What about races?
I liked dwarves (gold, ore bonus) and high men (paladins).
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Rex Little
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What do you mean, "fast enough to keep the enemy on distance"? Earth elementals are speed 1, the slowest there is in the game.
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Ecthy
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Zhonghuà Rénmín Gònghéguó
Mar 2000 time: 06:19
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I often do the 3 non-religiousm so to speak, given death and life are sort of a confession. The emphasis is always on Chaos, and then a few of nature and sorcery, giving me some nice spells AND node mastery
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:19
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I tend neither to summon beasts not to cast spells on unit. All that costs mana to maintain which is better spent on research... Thus confusion, PW, PB, and some direct damage spells.
Life is pretty efficient against Death
Sorcery/Death: Sorcery is weaker as it relies only on beasts to do some damage, and they are usually less powerful than death monsters except for the sky drake.
Sorcery/Anything else: I'd vote for sorcery. It is really strong (confusion, PM, flying, guardian wind, plus better dispel magic).
Chaos is a bit limited versus Life and Sorcery I believe, as its damage can be prevented/healed, and units forbidden to attack or protected against.
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