Thread: Master of Magic
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Old 01-06-2006, 04:22 AM   #6
Ahnassi
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Join Date: Jun 2006
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<div class='quotetop'>QUOTE(sarua @ Aug 26 2004, 07:56 AM) [snapback]10524[/snapback]</div>
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Yeah, now you have that jewel of the game here! Have fun with it, anyone!
Btw, my advise is: choose Myrran-ability and take as race the Night Elves, they produce one magic point per population and their ranged units (magicians, clerics etc.) are more powerful than any of the other races.[/b]
Also every Dark elf unit has ranged atack. But other Myrran races also are extremly tough. Trols with their regeneration are almost imortal when yuo cast few spels on them. Dragon untis can fly so they don`t need ships.
[/b]
I am always choose Myrran, Race=Draconian, face=Sss'RA, magic books Life=2,Nature=2,Sorcery=2,Chaos=2. Starting spells: holy armor,stone skin,confusion,eldritch weapon.

The reason that I love Myrran is that you have only one opponent on your plane. This give you time to make your heroes a real behind-kicking monsters. . Also you can concentrate on your cities development instead of producing spearmens for defence.

Then I fly around the capital with 2 units separately (spearmen starts at 12 o'clock, swordsmen at 6 o'clock, then move by spiral clockwise). When i enter a lair with Great Wyrm or another non flying MegaMonster I start cast confusion on those creatures,
after several tries you can take them under control. And get a cool stuff at start of the game.

Having a lot of different magic books helps to change spells with almost any wizard and you can find a lot of spells of different realms in ruins.

Also I take a neutral cities of non-flying races. Just Fly and Confuse.

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