Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Best realm combos for every race?

I know that most of the races, especially the Arcanian races, are fairly similar to each other, and that your books and starting spells do far more to steer your empire to victory, or at the very least, a healthy position. But, looking at their traits, it seems like there are clear preferences for certain realms, retorts, and such. And no, it's not always "Life" and "Warlord".  tongue So, which realms and retorts go best with each race?
Reply

(Yesterday, 20:15)Anskiy Wrote: I know that most of the races, especially the Arcanian races, are fairly similar to each other, and that your books and starting spells do far more to steer your empire to victory, or at the very least, a healthy position. But, looking at their traits, it seems like there are clear preferences for certain realms, retorts, and such. And no, it's not always "Life" and "Warlord".  tongue So, which realms and retorts go best with each race?

You're right, it's "Life", "Warlord" and "Alchemist" : P

Mostly truthful jokes aside, that's much more how it worked in OG MoM, not Seravys ruleset.

I'm probably not the best person to comment on this as I've barely played Seravys ruleset, but I've played it a bit and watched people play it a ton. I think generally the better a race is at economy/mana, the less important Life magic is. Weak economic/mana tend to be earlier rush races that rely on normal troops more, so Life magic helps them the most. Here's my thoughts for what little they are worth:

-

Barbarians = Dunno. Thrown attack is good with Flame Blade right? So Chaos maybe?

Gnolls = Life and Warlord. Err, I mean, not Life and Warlord?

Halflings = Anything, they are still OP. But I'd say that Death seems strongest in their hands, so why not be a demonic necromancer when these dudes are your race of choice?

High Elves = Nature and Sorcery maybe? Nature can help with their abysmal growth, and their buffed mana can be used for some sorcery shenanigans?

High Men = Nature for booming? Not sure.

Klackons = Life, Warlord and Alchemy. Their best build in the base game, still their best in Seravys as far as I am aware. Ain't gonna apologize for this one.

Lizardmen = Well, again, Life and Warlord can make for some nasty early game expansion with them. Their swim ability makes Sorcery way less important for them, so maybe anything but Sorcery is a good choice?

Nomads = Extra money production works well with Alchemist. And having extra mana works well with Sorcery, so base game Jafar might've been the best build for his people. Sorcery + Alchemist?

Orcs = Honestly Nature'd be a good pick for Orcs I think, it's kinda all around decent and can help with tall turtle empires, which Orcs can end up being.

Beastmen = I played Nature beastmen and it worked pretty well, but I doubt it was ideal. Not sure?

Dark Elves = Anything really? Nature/Life can help offset their shortcomings, and the 3 schools can capitalize off of their high mana generation?

Draconians = Flying makes sorcery less useful. So anything but sorcery?

Dwarves = Not sure.

Trolls = Not sure again? Life Warlord probably, but I think I might be peeving you off at this point lol. To be fair the lower figure count of them makes Life less important, so maybe Death? I've seen a lot of people run Death Trolls since there can be nifty tricks with undead regeneration.

-

Well, that's my 2 cents anyways. Actually probably more like my 1 cent, as I've not played Seravys ruleset much. I think I've played like 4 and 1/2 games of it. I'm much more familiar with the base game. Hopefully someone who actually knows what they are talking about will come in here and correct me lol.
Reply

(Today, 02:49)WingsofMemory Wrote: Draconians = Flying makes sorcery less useful. So anything but sorcery?

Flying + Confusion is quite strong, though, in the early and mid game.
Reply



Forum Jump: