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Thread: How many schools of magic should you learn? | |
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HappyPike
Known Hero
Pikeman
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posted May 24, 2002 12:58 AM |
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How many schools of magic should you learn?
What do you think is the appropriate number of magic schools a hero should learn?
My heroes usually know two schools of magic, but sometimes I think one school of magic may be enough.
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Jenova
Famous Hero
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posted May 24, 2002 07:14 AM |
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I always take Scouting and Tactics and usually Nobility, and sometimes Combat, then I have room for one magic school, which should be the starting one. If I skip combat, which is usually the case, then I take 2 magic schools, if I skip Nobility as well (since it's more useful on a secondary hero unless you have GM diplomacy) then I take 3 magic schools (take the 3 that your town offers spells for). You can also become an Archmage doing this.
But I usually take 2 magic schools. Nature and Life augment each other nicely.
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dragonsister
Hero of Order
MapHaven administrator
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posted May 24, 2002 10:07 AM |
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A few things to bear in mind ...
You cannot fully develop any hero. Even in the Campaigns. My Elwin only got one skill family up to fully GM - despite the numbers of Altars and skill-boosting structures spread around all his maps!
Some of those skill-boosting structures boost only non-magic skills, and others boost only magic skills, so it helps to take at least one family of each type.
If you *are* developing a high level hero, remember that a large part of a spell's effectiveness is tied to the level of a hero - so while low-level tactics skills provide the same benefit for low level and high level heroes, low-level magic skills are more useful for the high-level hero than the low-level hero.
In campaigns, developing combat and magic skills is probably going to be more useful than developing tactics; in contrast with single-scenario maps; tactics boosts your army, and in a single scenario map, you'll probably have a big one, but in a campaign, you periodically lose all your army, and you want your hero(es) to win battles without support. Nobility and Scouting are harder to call - they'll probably be useful in either context.
Oh, and if you're wondering only about hero development in single-player maps - it depends in large part on the map's size, in terms of experience gained, etc etc; but high-level *anything* is powerful (especially GM level) - meaning that focussing on one or two skills is usually desirable; three at the outside. Spreading yourself across five is probably a bad idea - if you want all those skills, develop some of them on other heroes! Even in campaigns I don't get far with my fourth and fifth skills!
The biggest reason to develop a pair of magic schools may be the special ability associated with that advanced class. Imagine a Dark Priest; death magic, life magic, combat. Dark Priests have the Vampire special ... and are most easily developed from Order (Academy) towns. Last time I tried a Dark Priest, though, she spent all her time casting life spells on other units.
DragonSister
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MapHaven
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dragonsister
Hero of Order
MapHaven administrator
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posted May 26, 2002 04:11 AM |
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Quote: Only one class to GM with Elwyn? I got to GM nature and combat and life to Expert.
Er ... I forget what I got combat to. I eventually got both Chaos and Life to Master, and found myself an Archmage (I'd been trying to switch from BeastMaster to Summoner)
DragonSister
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Dajek
Known Hero
Psychedelic Knight
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posted May 26, 2002 02:47 PM |
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1 - 3 I think. 2.
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Big_Blackie
Adventuring Hero
Insanity is bliss...
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posted June 23, 2002 02:40 PM |
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On my second Elwin scenario he is already GM Nature Magic! Was that at the end of the campaign?
BTW, I think 3 is good number.That leaves combot and another skill.
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"You Impressed me and i'm not easily impreesed. Wow! A Blue car!"-Homer J. Simpson
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Thunder
Responsible
Famous Hero
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posted June 23, 2002 02:56 PM |
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It depends but usually you will have only two at most in the same army. With Nature I usually want Life and Nature Magic as you can also recruit Knight for a tactics hero without ruining your morale completely. Of course, you will recruit Thief from Chaos but you will propably not use it in your army. And with Nature you will have enough destructive power already due to Faerie Dragons and possibly Water Elementals.
My hero recruiting order is usually something like this:
Life: Cleric, Knight, Wizard and Lord.
Death: Thief, Necromancer, Death Knight, Wizard, Lord.
Order: Either Wizard, Necromancer, Death Knight and Lord or Wizard, Cleric, Knight and Lord. Of course, if I get Sanctuary and Plague from my Mage Guild I will hire both Cleric and Necromancer.
Chaos: Thief, Sorcerer, Necromancer, Death Knight.
Nature: Thief, Druid, Cleric, Knight.
Might: Thief, Barbarian, (Death) Knight, Lord.
Naturally, I will hire heroes whenever it is possible and I have enough cash for it.
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Xenophanes
Promising
Famous Hero
Chief Consul to Queen Mutare
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posted June 23, 2002 05:05 PM |
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I think three schools of magic is appropriate. Personally, I think you should always have Chaos magic so that you can do some decent damage. After that, another type so that you can broaden your range, and if you have a magic hero, get a third one. Then, you have the option of going for an Archmage or just developing into some other advanced class.
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<Dragons rule, Titans drool!>
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Big_Blackie
Adventuring Hero
Insanity is bliss...
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posted June 24, 2002 02:03 PM |
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The interesting question is: What schools?
I usally play Nature (Summoning has won me many battles)so that's a good option, Life I get because of very good defensive spells,Chaos, well, to create Chaos everywhere I go, Death is usually one I don't pick, although the curses are mighty tempting, and Order, hmmmm,Create Illusion has saved me many times, but, Charm (in my Point of Veiw) just sucks! So I guess ill have:
Nature Magic
Life Magic
Chaos Magic
Combat
Stealth
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"You Impressed me and i'm not easily impreesed. Wow! A Blue car!"-Homer J. Simpson
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Aculias
Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
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posted June 24, 2002 11:21 PM |
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I like ta keep a balance with my spells,logistics,Nobility & my knightly hood
I usually take two heroes & later 2 more heroes.
my main army one will have Nobility always & most likely there will be some kind of tactics or combat skill to use.
My other will be a wizard of that class & scouting.
If I learn somethang dif then there may be a chance I wont be able ta work on building my wizard class as fast as I want to so I keep to skills & wait till I become a grandmaster.
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Dreaming of a Better World
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Big_Blackie
Adventuring Hero
Insanity is bliss...
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posted June 29, 2002 04:17 PM |
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I usually have one Magic Hero (preferably Demonologist those summon demon spells really help!) And one Might hero with one School of magic (usually life magic).Then,I can cast benefical spells twice as fast then if I get one hero.Other times i will get a might w/nature, and summon twice as much.
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"You Impressed me and i'm not easily impreesed. Wow! A Blue car!"-Homer J. Simpson
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Drizzt12
Hired Hero
The drow of the underdark
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posted July 04, 2002 11:21 PM |
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there is no laws in the amount of magic schools
there is no laws in the amount of magic schools, though because of the problem that u can not fully develop a hero u should try gettin GM in one magic school and than to advance another one. a secondry good magic school is usually Life (for it's healing and creature bonuses).
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