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1) Dwarf has armored. Therefore, it's the one to survive the longest.
2) Draconian has Fire Bomb, and can thus stun AoE (With School of Enchantment[age-of-wonders-3.wikia.com]). However, it's 3-shot attack has only 1 element, and can thus not do as much damage once a target is stunned.
3) High Elf Supports have Total Awareness. However, the racial Support already gets Inflict Stun on Gold Medal, so that's redundant once they all stun. (though if you consider Eternal Lords, higher Race Governance will allow your elven supports to ignore line of sight penalties.. and your sisters their ranged penalties.)
If you ever get Eternal Lords, Frostlings have a T3 Support who gets Inflict Frozen on gold. School of Enchantment will add the Stun, so that's one big CC bomb you can use AoE - but it's melee only.
Furthermore, take whatever you want along your Sorc melee line - you'll be having some incorporeal units early, so make sure that your race can handle elemental damage sources to be well rounded. Dwarves and Elves come to mind here(higher Res, in the case of elves good ranged physical damage).
Same for specs. Fire adept gives a nice additional element and a Fire summon to supplement your Shock summons, and Earthquake is indeed a nice spell with your all-floating army.
One thing to think about is Destruction Master - a Sorc has nice access to powerful direct damage spells, and if you're planning on having those at the core of your strategy, Storm Magic is something to consider going for.
Note that races I didn't name aren't necessarily bad choices or anything. However, race matters less with a Sorc than it would with for example a Warlord or Theocrat.
The Age of Magic - A Guide to Specializations
But thanks anyway. :)
Humans (cause I like them) + Destruction Master (+ Wild Magic Adept).
Storm Magic is a must have, but also disintegrating annoying foes is just too good and saved many tactical battles in my runs.
I think summoned unit's don't care about terrain, so you can get good use out of blight empire and even Wreck sometimes saves my run (but I rarely use it).
I play mostly good alignment but I like scorched earth / hasty plunder too much so I still use it, as a sorcerer you don't need every city of your enemy and razing your opponent's cities in just one turn or force them to raze it by themselfes if they want it back is just, at least in my opinion, a game changer.
Best race synergy with sourcerer (in my opinion) is high elves, a little research boost is really good for a sorcerer and it adds up in the long run. As already mentoined, storm sister's are really useful, especially if you can evolve some initiates (even if it is very rare in my runs).
Consider the addon's, they really add some nice things: Wild Magics Degenerate is awesome, especial with the damage spells and the tactical value of swap locations is not to underestimate, you can even prepare the use of it because you can just summon a creature with an appropiate level before a battle to swap locations with more specific enemy units.