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Yes, that magic is good.👍
But compare the first page of other schools with Nature's. it is too weak.
That's interesting. But it was late in the game when the "room extension" came out. I'm looking for magic to help start the game.
You start with elven rangers with your hero which are super strong.
Early game you will need to use consumables in combat to get by. Nature doesnt start with useful spells.
Craft eagle spirit, dwarven ignition to increase dps in basic combats. Sealed elemental carries you through the tough combats. Have rations for extra healing and a shaman for beserk or just use beserk shrooms for extra melee damage. The willpower buff potion is also insane against white or death damage.
Summon animal pack only once to get the 5 beasts needed as part of the main quest.
Research low research spells until you can get befriend beast. Then spam that on t2 beasts to get an amazing army.
Also get kennels and get room extensions for free beast upkeep and ability to recruit bears. Alchemist can get this extension far easier than other classes because it can upcraft materials cheaply and easily.
Late game you can use primordial forest or the one that works near water and summon beasts spam to get t3 beasts like war trolls, wyverns, griffins.
Simply put all spell schools have some trash spells but you need to research the lowest cost one to unlock another spell for research. The quality of spells varies wildly and some are incredible.
Does that hero have anything to do with Nature School? It was the dwarf hero who visited me.
So what do you need to expedite unlock room extensions?
Building 5 different rooms however, takes a bit more time. I often will sell a lot of resources (especially Glyphs or Ore) from early loot encounters to start building rooms earlier. And placing an Apprentice lodge near a construction site is often good enough, since there aren't too many great locations for a lodge early on.
now i prefer earth, but ive always had great respect for nature books, if you can get at least two.
its been so long since ive gone nature i didnt remember you start with elven rangers with your apprentice/hero, that alone sounds like it makes nature books nice.
On top of that you get kennels , im not sure how they work, but im sure once you do know how, tier 2 and tier 3 units you can get, making nature a decent choice imo
bottom line, run for your kennels and level your rangers, make nature a good choice
Agree that earth is the strongest start. Dwarve healers getting the 50% physical resist just wins games.
yeah im probably a little too narrow focus why i want earth tho, i just gotta have my shapper golums lol
The thing is, once youve pretty much meamorized the map, you know where you need to move your tower to get those adamanite golums.
Omg they have 4 glyph slots, they move there full amount of moves and then can do their special attacks, on-top-of that, the laser eye effect is just too hillarious
if you mean as far as nature, not really, you need more ability....BUT,, you dont really need it in the first few weeks, get the wisp spell early (first spell), and wisps make great very early pawns