Combining all this with Shock Breath and a solid HP count, this creature most certainly earns its namesake. Dominate, in particular, has a resistance check of 13, which is pretty high. What makes him so scary are his Dominate and Fearsome skills, which cases a lot of creatures to be unable to fight them. It's actually not that deadly in terms of hitting power. The final summon, this guy is quite scary. If you keep them alive, they get Inflict Stun at Gold, making them super nasty. At 120 mana per cast, they are pretty good. Use them as shock troops, sneaking past defenses and delivering powerful flanking hits. The Serpent, however, is much better than all of these, (on par with watcher), and is a more solid bet.Īfter receiving a few buffs, this guy comes out with a pretty good HP and defenses, along with sprint and phase, making it extremely fast. While nice, this spell is somewhat ineffective compared to the Node Serpent, costing only 10 mana less. Of these, the Watcher is actually pretty good, and has a higher chance to spawn than the others. This spell summons one of five creatures, three of them being wyverns, and the others being the Watcher and the Gryphon. Use him as a meatshield when needed, but keep him away from the elements, as like the Reapers and Stalkers, he doesn't last long against them. Overall, very solid summon, and at 80 mana, a pop, fairly affordable. He can also shock his opponents which will up all shock damage they take. His stats are mediocre at best, but due to being incorporeal, he is difficult to kill without elemental damage. This ghastly fellow serves as the tank of your army. Depending on your race, you might prefer to use the racial support instead (Storm Sisters come to mind) instead of him, since ALL of your supports get the perks. You can basically get by with producing nothing but them, since between stunning and teleporting, they are tough to deal with in numbers. Once you research School of Enchantment, he is able to stun at range and becomes incredibly strong. Somewhat uninspired at first, he gets some rather neat abilities as the game goes on. The only unit that is produced rather than summoned, this guy is your bread and butter. They are fairly cheap, but you shouldn't be wasting mana by sacrficing them in battle (unless needed). Use them to scout your surroundings, or to supplement your early battles. However, it has static shield which makes engaging it a dangerous endevor. It isn't very powerful, and drops instantly against any elemental damage (outside of shock). Committing two of your slots to the same type of special means that you are a much more focused and thus more open to counter play from enemies.Īll of the adept specializations have automatic empire upgrades that provide +5 per turn for each magical node in your domain that is aligned with that specialization.Įach of the following specializations is available and takes up a single slot, but as mentioned previously the Adept specialization is necessary for the Master specialization of that sphere.As a Sorcerer, you summon 5 out of your 6 units, more than any other class. The elemental and alignment traits have two levels of commitment to them, but it is important to remember that with only three specialization slots. Specializations come in three flavors: elemental, alignment, and strategic. Specializations are an important part of any leader's grand strategy as the spells and abilities that they give access to means that you have more tools in your kit and you can make powerful combinations of race, class, and specialization that can produce amazing effects.
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