You really need at least one expert magic to finish this campaign. Yes, don't try to get the ultimate ability. Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link If feels more like a mixed-match Necropolis / Haven campaign than an Academy campaign. I am even excluding mission 5 here, since that is just the siege on the Demon Sovereign, where you cannot build anything. It means that you cannot use the Artificing specialty except in mission 2, and you can only use Academy units in one mission. All the other missions have other towns (Necropolis in mission 1, Haven and Necropolis in mission 3 and 4, none in mission 5). The thing that bothers me most about this campaign is that you only see Academy towns in mission 2. I have yet to decide which additional skill I will get for him, in mission 4. With a bit of luck on the two Witch Huts in mission 3, I reached that on the last level I could get with him in that mission (capped at 25). My personal build with Zehir was aimed at gaining Arcane Omniscience. Anyway, since Necromancers seem to favor Dark and Summoning, and that Zehir starts with Basic Summoning, you should be able to get a level 5 Summoning spell in mission 1. I am not sure if this is a hidden boon, or something intended, since mission 2 is about regaining the lost magic lore - building the mage guild to level 5 in Al Safir, while the mage guilds in all other towns are restricted to level 2 (aside from the Haven town, which can also build up to level 5). The advantage in mission 1 is that you can build the Mage Guild of the Necropolis all the way to level 5.
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