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Thread: Problems after becoming an Archmage | |
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night_on_earth
Hired Hero
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posted April 29, 2003 09:32 AM |
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Problems after becoming an Archmage
Here we go!
I am playing a friend on hotseat. The map is Zanfas challange. I opted for blue/death town and tried to push development of a death knight and of a necromancer pretty hard. I captured the second town on my territory, an order town. After finding spellbooks containing the complete list of level one and level two spells, I managed to teach death, life, chaos and order magic to my necromancer to make him as versatile as possible.
At level 11, my necromancer was pretty well advanced in the death magic school with expert death, advanced occultism, advanced demonology and GM necromancy. Next goal was to get the mighty level four death spells. The hero also got basic life, order, and chaos magic as well as basic combat. But during the course of buying herbalism (life magic school, knowledge boosting skill) at my university and advancing two levels (expert demonology and advanced life), my necromancer turned into an archmage. "Wow, fine, what a nice surprise!" was my first thought, because I have read how difficult it is to advance to this hero class.
In the meanwhile my hero got three further level advancements and my excitement has turned into disappointment. Because my archmage seems to have no restriction among the magic schools, I constantly got offfered next to useless skill advancements in chaos, life and order magic instead of the urgently needed advancements in death magic. I am still sticking to level one, two and three spells in that particluar school.
Bitter lesson from this game: Stick to your original magic school first and try to advance in that school as far as possible. Only after this, try to make your magic hero more versatile.
Addendum: Beeing a basic class hero means, at least two out of three skill improvements per level advancements help your hero to advance in that basic class. Beeing an advanced class hero means skill improvements distributed over the according two skill schools, which make it more unlikely to get the "wanted" skill improvements.
Any comments or suggestions?
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splat
Adventuring Hero
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posted April 30, 2003 10:00 AM |
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Firstly, herbalism is the nature magic mana points skill, for life magic it is healing.
In multiplayer games, I think it is important to give your archmage enough combat skills also (combat + MR) otherwise he can be killed easily, unless you use the block formation.
I think you needn't develop all magic schools very far. If you have a death army, then adv life, exp/ma order, adv chaos gives you enough spells. And you can buy much of that at universities, schools and witches (witches free). So I wouldn't invest many levelups in them in the beginning.
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EmperorSly
Known Hero
Destroyer of Liver
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posted May 02, 2003 10:00 AM |
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night, you're right
i totally agree with the bitter lesson. while its cool to be versatile and be able to choose between first strike (lv2 chaos) and snake strike (lv2 nature) spells, its even cooler to be able to use mass snake strike instead (lv 4 nature). long live specialization...
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terje_the_ma...
Responsible
Supreme Hero
Disciple of Herodotus
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posted May 09, 2003 11:30 AM |
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From EmperorSly's post we can conclude that the same rule counts for Heroes as for economics Quote: long live specialization.
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"Sometimes I think everyone's just pretending to be brave, and none of us really are. Maybe pretending to be brave is how you get brave, I don't know."
- Grenn, A Storm of Swords.
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