Site searching is important to get a high gem income for combat and rituals.
There are some items which can be used to go underwater ( Barrel of Air 4/ Sea King's Goblet 3) or above water ( Shambler Skin Armor, Amulet of the Fish). Cloud Trapeze ( 2, doesn't work on immobile units), Teleport ( 3), Gateway ( 4) and Astral Travel ( 5) are great and they happen before normal movement takes place. Mobility: Some magic paths offer your pretender great mobility to move on the map.
There are two very powerful astral items the Ring of Sorcery (+1 SDNB) and the Ring of Wizardry (+1 to every path) which need 6/7 to craft, which can be done by an 2 4 mage with a helm and two misc slots.
Fire and air have a requirement of at least 4 to craft boosters and 4 4 or 4 4 to craft Staff of Elemental Mastery. While most boosters are easy to craft there are some notable exceptions. Magic Boosters and Diversity: Any nation can profit from boosters and mage summons for diversity. Section 2 and 3 of this guide will help you choose a fitting bless. The effects may also be duplicated or circumvented with magic by the time the pretender wakes up. Imprisoned pretenders on the other hand should generally take only minor blesses that will be in effect whether the are on the map or not. With a strong bless you want an awake pretender or at least dormant if have a good expansion and you want him in time for your first war and to take better scales. The bless choice also impacts whether you take an awake, dormant or imprisoned pretender. For arcane, death, nature and blood mages as well as mind blasters Arcane Finesse increases the chance to deal damage. If they already have magic weapons, they won't need the Magic Weapon bless. Do they have multiple attacks? Then consider a weapon or quickness bless.
When choosing your magic paths, there are several things to consider: the bless, magic boosters & diversity, mobility, site searching and key spells.īless: Do your sacreds have any strength that can be enhanced? For example, high protection units can be made even tougher with Stygian or Hard Skin, low HP units can quadruple their HP with Luck and high HP with Ethereal.