The fortification room means any fight inside your domain has a catapult fire support each round with a really high damage rating which equals one additional unit. Need I say more about another spell Wind Walking? Assign it to one unit and let your entire army fly around. Other classes cannot use all the powers of Nature. However, the allfire income you mentioned is only available to Alchemist. Of course, Nature's Kennels could be better. The Phantom Warriors that are added when fighting within the domain are also nice. If you build 4 or more, you can have at least 2 tier 3 Medusa troops that require no maintenance. With Enchantment's Summoning Room, more is better. Fortification Workshop will help you in battles, including domains. Relying on your tower domain will make it easier to win battles. Adds 3 crafting, hiring slots and reduces all production by 3 turns. Neither of the 2 spells, nor the building on the 3rd page is any good.Įarthmaster's Crafting Overdrive spell is very powerful. I am not understanding the 3 page earthmaster rating. Compared to 3 page nature that has unlimited armies and the ability to turn a river or sea shore into a source of 20+ allfire + mana, I feel like Enchanting is considerably less good than Nature. All you get is a limited number of summoned troops with no magic upkeep. It is strong, but I wouldn't consider it S. I am running 3 page enchanting right now. I am surprised you have so many S for 3 page. Originally posted by Zlorfik CH/BY:Interesting list.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |