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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:19
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I go with Artificer, and the others that make building magic items cheaper. You can actually make quite a profit building and destroying magic items, enough to keep you in mana. Build plenty of MP enhancing items to give to your heroes, and keep most of them at home. This will greatly increase the number of mana points you can spend in a turn, which greatly increases the number of mana you can make each turn. Build up a couple of devestating heroes, I like the missle firing types especially. Give them items that make the do more damage, fly, invisible, armor and magic protection. Then send them off to get experience. After a while they should be able to take on really tough nodes etc.
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:19
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quote: Originally posted by moominparatrooper
Hoho! Flying invisible warships are a bucket load of fun. Sikander, you've described my favourite strat as well. I love the artifact mixin' and MM reducing aspects of that as well.
If you want to go this route, what thait's do you think are the best?
Artificer, Archmage, three life, five sorcery is my favourite, I think. Then pick Guardian Spirit and Healing as your free spells and you're all set.
As additional bonus, trade your artificer spells for other high level spells on first contact with the enemy. Love it. |
IIRC, I go with Artificer and (I can't remember the name of this one, but it gives you a cheaper cost to cast general spells like those you use to make weapons), 5 blue, 2 white and 2 red (sometimes 2 green instead). I like healing as well as the anti-magic thing.
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