abstract
| - If you start the game with 11 spellbooks of a single color, this gives you:
* Spell Skill 22
* Your Fortress produces File:Icon Mana.png
* All Common spells of your Magical Realm
* 2 Uncommon spells of your Magical Realm
* 1 Rare spells of your Magical Realm
* 40% Casting Cost reduction for spells of your Magical Realm
* You can select the 2 uncommon and 1 rare spell If your spells are chosen wisely, this allows gaining an extremely large advantage in the early game -- you can capture neutral cities far earlier than would otherwise be possible, and may be able to capture Nodes, Towers of Wizardry, and even enemy Fortresses if you get there before the enemy wizard has built up sufficient defenses. While winning outright is rare (usually you cannot find all the wizards fast enough), this can easily give a huge advantage. 11-Book Strategies generally rely on creating a single potent unit that cannot be defeated by early opponents. They need a means of crossing water, and ideally a means of changing planes without breaking a Tower of Wizardry, as tower defenses are often too strong to break. Any combat spells they need should be possible to cast with initial Casting Skill (with the Casting Cost reduction, any spell with a cost of up to 35 is possible). High Elves are your basic choice because of the extra mana.
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