Quote:
Originally posted by another_guest@Aug 24 2005, 08:26 AM
Reading these strategies makes me want to play MoM again k:
You're right about wraiths being a lot more potent than similar creatures from the other magic types, but in a lot of situations a Chaos Spawn or Storm Giant can take out a lot of opponents.
Gorgons are weak indeed, though Nature was usually my favourite type of magic because of the hugely impressive creatures a bit later in the game.
As for heroes, when I was up against sky drakes I always tried to fight them with beefed up ranged heroes who could stay out of reach the entire time.
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First, a bit of errata.. Paladins don't have 8 hp at Champion level normally, you need Charm of Life for that.
Also, I forgot to mention some other spells like Spell Binding (allows you to steal anyone else's Global Enchantments) that make the Life/Sorcery/Nature/Chaos combo so lethal.
I agree about the Gorgons (I only once tried an 11-nature Impossible game and won, but it was pretty gruesome and I never tried it again). Storm Giants can't fly, don't leave behind undead garrisons, and take up a ghastly 10 mana upkeep (compared to 5 for wraiths) and often need to be rested to heal. Chaos Spawn are terrific early game, but damn that 1 Flight is so slooooooow... and they don't leave behind undead garrisons, either. They also have high upkeep.
There are many ways to take out drakes, and a ranged assault is probably safest. Roland takes a long time to get strong enough to go it alone, even with Heroism and artifacts and strong spells cast on him. But I tend to cast a lot of spells from my fortress so I like having my lone non-mage out and about while every other hero helps me cast spells back home (even Alorra, who often gets a spellcasting pick as part of her randomly-selected abilities).