![]() Wild Magic makes having them even better. (Indeed, I personally think they're a bit TOO good, as we discussed in a thread further down this forum.) So yeah, getting control of these is something of a priority. Heart of the Volcano in your domain? Your frostlings are suddenly a-okay with living amidst the gentle glow of lava flows. They're structures that A] give +10 casting points if they're in your domain, B] give an extra ability of some sort to units produced in a city with the heart in its domain, and most importantly, C] they COMPLETELY eliminate all morale penalties associated with their climate. ![]() A powerful enough sorceror can summon armies of powerful units faster than most cities can.You find them on the strategy map in most random scenarios and some predesigned ones. Sorcerors have access to only one class specific unit, but can summon a variety of powerful creatures. The sorceror relies heavily on spellcasting for both defense and offense, and can employ skills and buildings to help accrue mana to that end. The Sorcerer wields a wide arsenal of combat invocations and unit and domain enchantments. Seeking to unravel the mysteries of cosmos, they’ve learned to directly tap into the mana currents and wield magic in its purest form.The Sorcerer summons magical creatures ranging from shock Wisps to extra-dimensional Eldritch Horrors. After the ascension of the ancient Wizard Kings at the end of the Second Age, a new breed of magicians, called Sorcerers, claimed power.
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