Furthermore, while the Tome of Wonders is an incredible resource, a lot of its text is misleading or not fully explanatory of what each spell is capable of. While specializations have lost a bit of their clout from this, they still fill an important role of customization and can greatly augment how you play the game. ![]() Age of Wonders III differs from its earlier iterations in that it has a much greater emphasis on your leader's Class rather than his specialization. ![]() They were the source of most of your abilities and magic, and let you tailor your leader into whatever role you saw fit. With the Dungeons, upgrading it goes very quickly I have good gold income so I can easily spare 50g to speed up production on anything that takes two turns instead of just one.In the previous Age of Wonders games, your specializations were what defined your character. I focus Maat’s production on buildings for the time being. In the process, I’ll pick up a bunch of generally- and situationally-useful spells, like Desecration and Scorched Earth. What’s the point of building powerhouse killers if they have to take a breather after every fight? It’s not currently in my available research options, though, so I start going through other low-hanging fruit to try to clear a space for it. It’ll stack with Vampiric Hunger to give units Greater Lifestealing. ![]() What I really need right now is Embrace Darkness, which gives a city’s produced units Life Stealing. I can research Dread Reapers right now, but it’ll take like ten turns and there’s other stuff I need more immediately (this is totally the train of thought that led me to not getting Eternal City, if you’ve been following along ). I’m also keeping an eye on Sage - the two bonus spells are sometimes really good, and whoever gets it first is likely to get the Paragon unit as well.
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