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Your favoritest starting picks and why...

Mine is Artificer, 2 Death, 3 Nature, and 6 Sorcery...  With 2 Death I pick Wraith Form, with 3 Nature I pick Web and Earth lore, and with 6 Sorcery I pick Aether Sparks, Floating Island, Focus Magic, Blur, Psionic Blast, Aether Binding, and Uranus' Blessing, and a race that can build both magic market and wizard's guild...

Wraith Form is just a spell that makes your beginning of the game that much more pleasant, Web to make those annoying flyers aground, Earth lore so you can reveal the map and the garrisons of features, Floating Island for expansion, Focus Magic for the wizards, Aether Binding for extra SP, and Uranus' Blessing for ultimate magic power boost/city defense...

And Artificer for creating artifacts at half the cost so I can deck out an army of heroes and sweep...

Anyways, this was my all time favoritest picks...  Enjoy~!
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My favourite 3 spells in the game are Demon Lord, because wow. Crusade, but only with Warlord, because I love monstrous city troops. And Uranus' Blessing.

I'm not a fan overall of sorcery, as it's all about stopping your opponent from doing anything. 

I love brute force - no matter how strong you are, I'm stronger. So generally I love life. (I consider nature and chaos the 'easy' brute force realms, where you cast your summon and go, but life let's you make the best units in the game, if you take the time).

I really dislike almost all of death until very rare.


So my favourite picks are Life Warlord, with whatever else looks interesting or synergizes well. If I could guarantee Crusade for , oh, less than 9 picks (so, if Warlord +8 life books could guarantee crusade) I'd probably choose that every game, and just switch what the other two picks were on whim.
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3 D - ghouls, darkness
2 S - focus magic
2 C - warp creature
1 L - for some random buffs
1 N - some random buffs and maybe web if I get lucky or earth to mud which is good enough
myrran, astrologer, omniscient
Either dwarves or draconians, grab treasure, build a bit of stuff but mainly get rares and very rares from dungeon garrisons and win by year 8
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9 L Specialist Omniscient Alchemy was an insanely powerful game, with stackable extreme gold changing to mana and using power instead for research and skill.

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I think I'm having most fun when playing Chaos nowadays.
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(August 19th, 2018, 22:11)joonkp1976 Wrote: And Artificer for creating artifacts at half the cost so I can deck out an army of heroes and sweep...

 Forgot to mention that 6 Sorcery gives the best item enchantment option, "Haste' which I think doubles the movement and doubles the attacks and counter attacks...
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(August 20th, 2018, 07:38)Seravy Wrote: I think I'm having most fun when playing Chaos nowadays.

yeah, I had a blast with 9-10 chaos, omniscient, some other retort, and a race that boosts mana power in cities (high or dark elves)

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Maybe it is just me who cannot adjust to Caster of Magic but I keep going Sorcery route so I can create artifacts with invisibility, flight, haste... But in Caster of Magic magical ranged heroes only get set amount of shots... Thinking it IS just me... lol... I am going to give chaos a try since this game is a totally new ball games... Thanks...
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Death + Sorcery is a tremendous mix.
*Ghouls and summon zombies help you start with some undead troops, especially if enchanted with focus magic. Sorcery struggles in the beginning but death compliments it well
*Resist Magic in sorcery helps death summons a lot. Focus magic is still extremely useful in most advanced death units (shadow demons, wraiths, death knights)
*Sorcery spells tend to strengthen your skill level, which death needs plenty of
*Death spells tend to be quite mutually exclusive in style compared to sorcery spells - thus when combined you are a lot of flexibility with overland spells and combat spells.

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I experimented for a series of Dark Elf (Myrran required) + Live/Sorcery picks,  with/without  warlord/archmage/artificier/Spellweaver/Specialist/Astrology, and found:

* warlord/archmage/artificier/Spellweaver/Specialist not efficient (rather exchange for 1 book)
My strategy is to gain resource as fast as possible.
My major force is warlock's 10pt doom bolt.  level-up not necessary,  So, warlord not as efficient.
amplifying tower is alternative to archmage/spellweaver
create artifact comes too late in game.
Specialist not as efficient.

* Astrology is good.  allow my warlock to cast doom bolt in nodes.

This closed my initial picks: Myrran + Astrology + 6~7 Life +  Sorcery else,
I useed warlock at my dispose (sacrifice some and win, to grab resources: towns,nodes, towers,..)
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