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Also, the secret knowledge that appears in libraries respawns after an X amount of turns. I've heard people talk about infiltrating 3 libraries and just moving back and forth between them. Of course you do need to distract the mages.
Money can also be a live saver. If you've got enough money you can theoretically get an infinite number of uncompeted secrets from libraries.
You should use different characters, one to generate arcane secrets and the main warlock who just studies to keep their menace low. You can also infiltrate the library to use their periodically spawning free arcane secrets, or 100% infiltrate a city with a library to pay gold to research arcane secrets.
In order to get the most out of death 3, you'll need to influence holy orders, which also helps you since that is one of the best ways for lore characters to gain xp quickly without getting nuked by mages. The corrupted holy order can generate constant death and shadow to nurture your ravenous dead into a world destroying force with the right moral tenets.
It likely depends on your agent's profile/menace. When I was doing an Iastur run and was at the very end casting the ritual that drives random characters insane I was getting blasted by multiple mages from around the map. I'd then convert a mad hero into my next agent to cast the ritual and then they'd get blasted as well.
No. They'll blast anyone casting a bad ritual regardless of menace or profile. It sounds like you were doing a terrible job of keeping mages under control then. One orc warchief with some ogre buddies or the harvester with howl of sin will sort them out faster than they can become a threat. It's also important to have a high lore stat so your characters finish their rituals quickly.
Iastur can also use his power to create an arcane fortress at his tomb. So long as they're not throwing level 3 attack channeler rituals around, it should be pretty easy to keep up with their damage.
Also, you shouldn't start high stakes magical arms races unless you're ready to win them. It's better to not study arcane secrets at all than studying only 1 or 2 of them to trigger a magical arms race that you'll lose. Wait until you're in a position to study non-stop and win the race hands down (like a plague doctor's medical experiments generating secrets or having a large sum of money) before starting it.
Your level 3 mage really should not have problems with menace, since you should outsource the high menace actions. You do not have to use the same mage, who generated a secret from a soul, to study it and those secrets can not be deleted by holy orders. Just keep that high value mage clean.
If you mix getting free spawned secrets, with robbing a few treasuries on the side and perhaps some soul desecration, you can get level 3 reasonably quickly without completely neglecting shadow. Of course, if you insist on using the mage for high menace things, it will take a lot longer.
Both geomancy and death can just end the game at that stage, if you have done at least some prep-work.
Corrupt witches to spread plagues along with their human sacrifices or just start a few plagues manually for both weak defending armies and massive death modifiers. Note that immunity takes a long time to go away, so do not start them too early.
Alternatively just cause a few wars. Armies take pretty long to replenish.
Then cast it once -> self propagating zombie apocalypse. Unless you weakened the nation first, try to cast it in a smaller one. You can also support the initial army with commanders.
Geomancy is trickier, because it will take several casts, but you do not need to prepare the world as much and the more you cast it, the easier it is to hide your mages in the frozen wilderness. I would advise training a normal mage and the survivor to level 3, so you can reach critical mass faster. Enshadowing the north, will make it almost impossible for your mages to be attacked in person, for those crucial first few casts.
Getting attacked by other mages remotely is pretty rare, unless the magic arms race has ended long ago, because they will almost never do anything but study. You can soak the damage with the fortress magic or minions and try again later.
Honestly start the race whenever, because hero mages with level 3 magic can not really use it to oppose you and will have wasted a lot of turns. Remote attacks might get a bit stronger and they can heal the land a bit.