![]() 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. I focus Maat’s production on buildings for the time being. This is an advanced strategy guide for playing Draconian Necromancer on Age of Wonder III (v1.802) with all DLC installed (i.e., Golden Realms + Eternal Lords expansions). 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. His strength lies in powerful global and combat spells, and also in the units that can be summoned to the battlefield, with spells. ![]() It’ll stack with Vampiric Hunger to give units Greater Lifestealing. 8 Next Classes Theocrat Prev Classes Rogue The sorcerer does not have powerful units up his sleeve, which he could manufacture, or any meaningful upgrades that improve the condition of the Empire. 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 ). Rule as one of 6 RPG style leader classes: Sorcerer, Theocrat, Rogue, Warlord, Archdruid, or the tech-focused Dreadnought. 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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