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Nelphines Challenge - Game 3

My strategy is as per my impossible strategy:

Barbarians

4 Life (Endurance for warships and defense, Heavenly Light for power, Heroism for heroes)
2 Death (Wraithform for warships)
1 Chaos (omniscient + hopefully flame blade, which is amazing for barbarians)

Note that 4 life is because life very rare are fantastic, and every spell can be funneled into more and better bezerkers, unlike other realms, who would split some of their spells with summons that would compete with bezerkers instead.

Warlord (bezerkers)
Alchemy (bezerkers, but more importantly, amazing economy)
Astrologer (if the game lasts long enough, this is the highest increase to your power in the game. But, still my weakest pick.)
Omniscient - life gives gold which turns into mana. death gives production (so so good, and this is why we go for wraithform instead of water walking). chaos is more power.

My plan: Get 9 cavalry to get things going. Then get 2 barbarian cities, at least one that can make warships.  Then nonstop pump out bezerkers (with war college and warlord they start as Elite, and they just win). conquer lairs and nodes as fast as possible. raze enemy cities until they can't fight back, and then conquer the remaining cities. Do everything as fast as possible.
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I'm not putting F4 and F5 for this one, as I haven't met anyone yet, nor the city list since I only have my capital.

I'm currently making 14 gold per turn, and I have 1 magic spirit scouting, and 1 cavalry, as well as my original 2 troops guarding my capital.

In other words.. I don't have much right now.

   

   
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March 1402 (I forgot January..)

37 gold income. 1 magic spirit, 9 cavalry, 2 spearmen in each city, 1 spearmen on my first node (which isn't melded yet.)

I've researched Guardian Spirit and Summoning Circle.

   
   
   
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February 1403 (I keep forgetting!)

7 cavalry and 2 bezerkers. I have Reywind guarding my capital with some spearmen. A spearmen on each of my 2 nodes. More spearmen in the other cities.  3 Guardian Spirits roaming around.

My capital has a barracks and a fighters guild. I think both my other cities have smithies?

I've researched Holy Armor and Corruption (in addition to Guardian Spirit and Summoning Circle, plus starting of Endurance, Heroism, Heavenly Light, Wraithform).

   
   
   
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January 1404 (I remembered!)

Main army: 6 bezerkers with holy armor. Various spearmen and my last few cavalry are defending cities and nodes.  Guardian spirits sit outside nodes, while a few others explore.

Reywind has chainmail with +4 defense and +2 resistance and guardian wind; he also has a gauntlet with resist magic, invulnerability, guardian wind, and inner fire.  Not good enough to really kill things solo yet, so he's just defending my capital.

Gold income: 25 (96 before upkeep). Power income: 135. Casting Skill: 44 (35)

Military Buildings: Capital now has war college and fighter's guild.

I've researched Ghouls since last time (in addition to Holy Armor and Corruption and Guardian Spirit and Summoning Circle, plus starting of Endurance, Heroism, Heavenly Light, Wraithform).

       
       
   
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January 1405

Main army: 8 bezerkers with holy armor being transported by a warship with endurance, holy armor, wraithform. Various spearmen, cavalry, and guardian spirits doing miscellaneous work.  I've acquired Serena the Healer and Zaldron the Sage to go with Reywind in my capital.

Reywind the Warrior Mage has upgraded his gear. He has the Kraken Wand (+2 attack, +10 spell skill, Death attacks), +5 Chainmail of Bless (+6 defense, +20 spell skill, wraithform, bless), Pixie Favor (+3 resistance, +10 spell skill, pathfinding).  With Heroism, his caster skill is 98 and he is providing 16 overland casting skill to me by himself.

Zaldron has been given the Gauntlet of Resist Magic/Invulnerability/Guardian Wind/Inner Fire. No real reason, he's not out fighting.

Serena is still making her way to the capital and has no items.

Gold income: 28 (134 before upkeep). Power income: 276. Casting Skill: 70 (50)

Military Buildings: Capital now has war college and fighter's guild.

I've learned Star Fires, Holy Word, Planar Travel, Holy Weapon, Shatter, Warp Wood, Stream of Life, Just Cause, Summon Zombies, Fire Elemental and Hell Hounds since last time (in addition to Ghouls, Holy Armor, Corruption, Guardian Spirit and Summoning Circle, plus starting of Endurance, Heroism, Heavenly Light, Wraithform).

   
   
   
   
   
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February 1406 (forgot again!)

Main army: 6 bezerkers with holy armor; transport is a warship with endurance, holy armor, wraithform - it's going back to collect 2 more bezerkers to replace casualties. Various spearmen, cavalry, and guardian spirits doing miscellaneous work. Half a dozen bezerkers on defense, although nothing has come near my continent.

Reywind the Warrior Mage has the Kraken Wand (+2 attack, +10 spell skill, Death attacks), +5 Chainmail of Bless (+6 defense, +20 spell skill, wraithform, bless), Pixie Favor (+3 resistance, +10 spell skill, pathfinding). With Heroism, his caster skill is 98 and he is providing 16 overland casting skill to me by himself.

Zaldron has been given the Gauntlet of Resist Magic/Invulnerability/Guardian Wind/Inner Fire. No real reason, he's not out fighting. He also has a cloak of +2 defense +2 resistance water walking and bless.

Serena has a plate mail of +4 defense +10 spell skill +2 resistance and invulnerability; a mace that is +1 attack +3 resistance and resist magic; and an amulet of +3 attack +1 defense +3 resistance and resist elements.

Gold income: 135 (267 before upkeep). Power income: 427. Casting Skill: 116 (81) - that's an increase of 46 in the last 13 turns.

Military Buildings: Capital has war college and fighter's guild. My second barbarian city has a war college and is building a smithy. My High Men city has an Amplifying Tower.

I've learned Heroic Shout, Black Sleep, Cloak of Fear, Detect Magic, Mana Leak, Darkness, Astral Gate, Inspirations, Enchant Item and Healing since last time (in addition to Star Fires, Holy Word, Planar Travel, Holy Weapon, Shatter, Warp Wood, Stream of Life, Just Cause, Summon Zombies, Fire Elemental, Hell Hounds, Ghouls, Holy Armor, Corruption, Guardian Spirit and Summoning Circle, plus starting of Endurance, Heroism, Heavenly Light, Wraithform).


Enemies: I've just banished Ariel (mono life), and will clean up the rest of her Arcanus cities shortly (she might have cities on Myrror due to astral gate). Rjak (Mono Death, Myrran; killed planar travel units in strategic combat and brought them back from the dead, then plane shifted them to Arcanus) has declared war on me. No idea why. He can't do anything. Wizard Pact with Ss'sra (chaos/life and 1 death) who is also at war with Rjak. Presumably Ss'sra astral gated to Myrror and that's where those two met and where Rjak got his planar travel units to come visit me. The fourth wizard is unknown.

I'm not going to do screenshots unless someone asks, the trends haven't changed. I have 5 cities now that I conquered Ariel's capital. I'll pause for the evening though in case someone does want those screenshots.
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February 1407:

Main army: 8 bezerkers with holy armor; transport is a warship with endurance, holy armor, wraithform. Jaer with 8 bezerkers. Another 7 bezerkers with a jackal rider and a warship. Various spearmen, cavalry, and guardian spirits doing miscellaneous work. Half a dozen bezerkers on defense.

Reywind the Warrior Mage has the Kraken Wand (+2 attack, +10 spell skill, Death attacks), +5 Chainmail of Bless (+6 defense, +20 spell skill, wraithform, bless), Pixie Favor (+3 resistance, +10 spell skill, pathfinding). With Heroism, his caster skill is 98 and he is providing 16 overland casting skill to me by himself.

Zaldron the Sage has been given the Gauntlet of Resist Magic/Invulnerability/Guardian Wind/Inner Fire. No real reason, he's not out fighting. He also has a cloak of +2 defense +2 resistance water walking and bless.

Serena the Healer has a plate mail of +4 defense +10 spell skill +2 resistance and invulnerability; a mace that is +1 attack +3 resistance and resist magic; and an amulet of +3 attack +1 defense +3 resistance and resist elements.

Jaer the Wind Mage has no items and is not in my capital.

Yramrag the Warlock is awaiting transport back to the capital to add to my overland skill.

Gold income: 144 (415 before upkeep). Power income: 673. Casting Skill: 145 (110) - that's an increase of 39 in the last 12 turns.

Military Buildings: Capital has war college and fighter's guild. My second barbarian city has a war college and fighter's guild. My High Men and Nomad city have Amplifying Towers. I have 1 klackon city and 6 high elf cities.

I found a Sorcery Spellbook.

I've learned Life Drain, Fire Bolt, True Sight, Flame Blade, Resist Magic, Detect Magic, Dispel Magic since last time (in addition to Heroic Shout, Black Sleep, Cloak of Fear, Detect Magic, Mana Leak, Darkness, Astral Gate, Inspirations, Enchant Item, Healing, Star Fires, Holy Word, Planar Travel, Holy Weapon, Shatter, Warp Wood, Stream of Life, Just Cause, Summon Zombies, Fire Elemental, Hell Hounds, Ghouls, Holy Armor, Corruption, Guardian Spirit and Summoning Circle, plus starting of Endurance, Heroism, Heavenly Light, Wraithform).


Enemies: I've just defeated Ariel (mono life). Rjak (Mono Death) has a wizard pact with me due to my high army strength. Wizard Pact with Ss'sra (chaos/life and 1 death), although I'll be killing him shortly. Presumably Ss'sra astral gated to Myrror. Sharee (chaos/death with 1 sorcery) has just met me; you can tell being a dwarf has hugely slowed her down.


I'm not posting city screen as I have more cities than fit on one screen.

   
   
   
   
   
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January 1408:

Main army: 3 warships with bezerkers with various buffs. Jaer with bezerkers with various buffs. Various spearmen, cavalry, bezerkers and other random units and guardian spirits doing miscellaneous work.

Reywind the Warrior Mage has the Kraken Wand (+2 attack, +10 spell skill, Death attacks), +5 Chainmail of Bless (+6 defense, +20 spell skill, wraithform, bless), Pixie Favor (+3 resistance, +10 spell skill, pathfinding). With Heroism, his caster skill is 98 and he is providing 16 overland casting skill to me by himself.

Zaldron the Sage has been given the Gauntlet of Resist Magic/Invulnerability/Guardian Wind/Inner Fire. No real reason, he's not out fighting. He also has a cloak of +2 defense +2 resistance water walking and bless; sitting in capital.

Serena the Healer has a plate mail of +4 defense +10 spell skill +2 resistance and invulnerability; a mace that is +1 attack +3 resistance and resist magic; and an amulet of +3 attack +1 defense +3 resistance and resist elements; sitting in capital.

Jaer the Wind Mage has no items and is not in my capital.

Yramrag the Warlock is at the capital to add to my overland skill.

Gold income: 233 (647 before upkeep). Power income: 1094. Casting Skill: 190 (141) - that's an increase of 45 in the last 11 turns.

Military Buildings: Capital has war college and fighter's guild. My second barbarian city has a war college and fighter's guild. My High Men and Nomad and one High Elf city have Amplifying Towers. I have 1 klackon city and 6 high elf cities and 1 lizardman city and 2 dwarf cities. I have 2 Myrror Nodes and 12 Arcanus nodes.

I have 13 picks (4 life 2 death 1 chaos 1 sorcery (found) warlord alchemy omniscient astrologer).

I've learned Psionic Blast, Blood Lust, Guardian Wind, Wall of Darkness, Prosperity, Disenchant Area, Mass Healing, Angel since last time (in addition to Life Drain, Fire Bolt, True Sight, Flame Blade, Resist Magic, Detect Magic, Dispel Magic, Heroic Shout, Black Sleep, Cloak of Fear, Detect Magic, Mana Leak, Darkness, Astral Gate, Inspirations, Enchant Item, Healing, Star Fires, Holy Word, Planar Travel, Holy Weapon, Shatter, Warp Wood, Stream of Life, Just Cause, Summon Zombies, Fire Elemental, Hell Hounds, Ghouls, Holy Armor, Corruption, Guardian Spirit and Summoning Circle, plus starting of Endurance, Heroism, Heavenly Light, Wraithform).


Enemies: Ariel (mono life) is defeated. Rjak (Mono Death) has a wizard pact with me due to my high army strength. Wizard Pact with Ss'sra (chaos/life and 1 death), although I'll be killing him shortly, and he doesn't have Astral Gate. Just banished Sharee (chaos/death with 1 sorcery) as she kept trying to take my tower to get to Arcanus.

No screenshots since nothing major has changed (I took the red cities from the previous map.)
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While I'm going to spoil myself slightly, I'm curious: Which nodes did you take out? I haven't looked at them in great detail, but they didn't look easy to me. Barbarians seem to be exceptionally well suited to taking nodes early, because of thrown weapons.
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