One of the earliest quests allows you to bribe soldiers in a Guard tower very close to your starting location. Always use scouts, have 2-4 wisps out exploring and pick up unguarded goodies. Earthmaster is a must-have, and you need Guardian at least for the Holy Weapons spell on the first Guardian page. Everything you need to complete your Tower spellpage is close to it. Here a couple of tips for a good Artificer start: Really, completing the tower spellpage as early as possible is the recipe for success - if you do this reasonably early, you have practically already won. Now I know why: I never found Adamantium and a Fire Golem and thus never completed the quests on the Tower spellpage of my Grimoire, but you absolutely 100% need to complete those in order to create armies strong enough to take on anything the endgame could throw at you. This is what happened to me in my first Artificer run - by week 25, I had explored a lot of the map, befriended five cities, had tier 3 units, and could no longer avoid the confrontation with one of the circle mages and also managed to beat him (barely), but the second circle mage that forced me into a confrontation around week 30 was already way too strong for me - I simply had no way to create an army strong enough to take him on in his tower. This can put you in an extremely difficult or even unwinnable situation in the endgame, if you randomly explore and complete quests, but never unlock your strongest abilities / units. The game gives you plenty of time to explore on lower difficulty settings, however, enemy stacks do get stronger over time, and the Circle Mages always turn hostile eventually.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |