Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As for items, I never craft artifacts or jewels but I think ancient wood gives magic. Enchanted bone and moonstone give magic on weapons and enchanted bone also gives magic on armor.
BTW, In slavic mithology the meaning of "witch" is little different than in Hollywood movies - slavic Witch is somebody between:
- magician/sorcerness/wizard (who strictly uses magic)
- druid/herbalist/healer (who uses power of nature and herbs)
They know elements of sorcery of course and they can cast spells, but strictly thay are not magician (Ingame, you can also notice they are beetwen above mentioned two groups)
You construct buildings with Enchanted Bones or Dragon Bones as a component. I am still not persuaded that Demons is a way to go - especially not solely to attract Magic-capable units.
You can significantly increase Magic with crafted items. I know you don't like crafting, but it is one of the most important aspects of the game - especially if you want to play at higher difficulties.
This website is a bit out-of-date, but it lists a lot crafting outcomes. A common crafted item solely to acquire Magic is Spectral Kite (a shield made of Enchanted Bone), which has numerous possible combinations - depending on the ingredients - but always yields at least +2 Magic:
http://muhagames.com/thea/shields/
Witches also tend to have a high herbalism stat, which makes them decent support in sickness challanges.
The totem gives a +magic boost to all characters who are currently in the village, but ONLY while they remain in the village, similar to the blacksmith, animal manager etc. This is different to the skill point boost that certain building add as a permanent bonus to 'come of age' children.
In addition to using Enchanted bones, Ancient Wood, Moonstone(?) in crafting recipies one can also use any gems for a rondom boost which maybe magic on any armour/weapon/shield or used to add strength to an otherwise set magic recipe eg spectral shield.
In some recipies the 1st element sets the properties and the sencond determines its strength in others both elements add their own properties. Silver + Ancient wood (or Enchanted bone or Darkwood)+ catalyst makes a decent hex/social challange silver band.
Some events need a number of herbs available to enable dialogue options. Nearly all to do with sickness challanges.
Not really. You will get other dialogue options.
Use them as cooking ingredients.
It's fairly easy to get a +3 and above herbalist hut assuming one goes that route for village buildings. So i tend to equip 20 herb on expedition and the rest goes into cooking, i still usually stockpile it into the 1000's by the end of the game.
Once you play the game a few times you get to know what ingredients may be needed for event resolutions, and some of them are easy enough to carry around on the off chance.
Besides the goblin event I didn't know of any case where you would need herbs