Quote:
Originally Posted by Dustpower
loreangelicus,
Could you please also show me the screen shots of your spell book? Thanks,
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Screenshots attached, though I think I should explain this more. I only used a couple of spells, and in fact for the longest time in the game I only had Chaos Magic at level 1 when I grabbed Necro Call and Sacrifice; I upgraded it to level 2 when I got the Emerald Green Dragons since you needed level 2 Sacrifice to add more troops to it.
Dispel 2: Didn't upgrade this to level 3 since I needed it to dispel negative effects on opponents. I used Poison Spit a lot to reduce the last enemy stack to minimum numbers (to give me time to resurrect lost troops and get back my mana/rage), and I dispelled the poisoning damage if it was enough to kill that enemy the next turn.
Healing 3: Used a lot even late in the game to heal the Emerald Green Dragon. Even used it against the undead as a damaging spell for just 1 mana.
Slow 2: used a lot till mid-late game against enemy melee units.
Magic Pole Axe 1: Very useful early in the game as this was my only damaging spell; never found the need to upgrade it when I got Slow and Trap.
Magic Shackles 1: I never actually used this. I just wrote it in the spellbook. Good against demons, so I've heard.
Magic Spring 3: Very useful early to mid game to regenerate mana. Late game Lina's Chargers replaces this.
Trap 3: Useful early to mid game. The damage is great, but I found the lost action points to the enemy and even better boon.
Fit of Energy 1: I never actually used this. I just wrote it in the spellbook. Looks useful though, especially in conjunction with a no-retal or ranged unit that does big damage.
Gift 1: Some light use to be cast on Inquisitors in bringing back the Shamans or the Emerald Green Dragons.
Invisibility 1: I never actually used this. I just wrote it in the spellbook. Useful for single unit/rage drain/chargers trick battles.
Phantom 3: My key spell. Shined late game when used with Emerald Green Dragons as this essentially turns into a free spell since the phantomed dragons give you back your lost mana, if not more.
Teleport 3: I had this at level 1 for the longest time, then upgraded it to level 3 since I had tons of crystals. Quite useful actually to make you troops more mobile.
Ice Snake 3/Fire Rain 3/Lightning 3: I never actually used these.

I just wrote it in the spellbook. Late game I had tons of crystals and runes, so I upgraded Chaos Magic to level 3, Destroyer to level 2, and took these 3 spells. But the phantomed Emerald Green Dragons were so effective in dealing damage/getting back mana/drawing enemy fire that I never found a situation wherein a damage spell would be more efficient. I could see damage spells as having more play for a dual-casting mage, but even then if you are doing a 7 day game your mage would be spending a bunch of turns regenerating that mana (regenerating mana outside of battle wastes valuable time). Seek a player who played mage on impossible for advice on damage spells.
Sacrifice 2: Upgraded this to level 2 just for the Emerald Green Dragons. As key a spell as Phantom and Resurrection.
Resurrection 3: You can resurrect even demon units, and this is still the tier 1 key spell for a no-casualties run. Level 3 was needed for my Demons/Demonesses/Shamans.
Necro Call 1: This was mainly written to my spell book for the zombie Noric fight early in the game; it was NECESSARY for that fight though as I had to take him down at level 6 to get a better item reward. Had some uses in the spider boss battle as well, though I had Royal Thorns for that. In hindsight, I should have upgraded this to level 3, but I really thought crystals would be real scarce so I only upgraded spells as needed.
By the end of the game I had tons of crystals left to write down a bunch of other spells, but found it unnecessary since I had all the spells that I needed.