![]() ![]() Maybe you prefer to see cute things destroy terrifying things, or be the monster that rampages through the realms. Maybe you like slow and calculated fights, or you just like to zoom through. ![]() Doing so not only teaches you about what’s in the game, but also teaches you about what you like seeing and how fast or slow you like seeing it. We want to play the game, in the end, don’t we? The only way to learn how you want to play the game is to play the game some more. Okay, so this just sounds like “play the game” again, but look – that’s all we really want to do here. That’s got to make you start thinking, right? Why is this in the game?įor the purposes of the guide, we’re just going to go “why is unanswered prayers such a weirdly useless spell and how can I make it work?”. An enemy casts Unanswered Prayer, or Divinity – some absolutely bizzarre spell that makes precisely zero sense to you. Perhaps, instead of discovering yourself through failure, you just see something that catches your interest. But what do you want to cast? Is there a spell you like? Say, for example, you just want to make a dumb caster build. If you had fun failing, chances are your primary goal is to reinforce the main idea you have. Did you have fun failing? Can your team recover from this, or do you just not care enough about that team any more? Utilising the battle history, you should be able to see where your team is failing. Push your limits, and find where you’re failing. This might seem obvious to some, but one of the best ways to come up with an idea for a build is just to play the game as you are now. This is purely an example. I’ll be writing up a full guide for this team soon(tm). Please do not rush to create and craft creature setups as you read them in the guide, as things will be swapped out and changed as the process refines the team idea. Please also bear in mind that this is running you through a process which involves a lot of trial and error. The concept of a perfect, unkillable build runs counter to the core of this game – that’s shown in the balancing, the realm instability, and the goblet mechanics. This guide should be read in its entirety, from start to finish, as it outlines an entire process that is very much worth exploring in its fullest. Please bear in mind that nobody’s perfect, and everyone has their own processes: this is just one of many methods that can lead to your new favourite way to play. As a result, I think I’m qualified enough to be able to at least give a decent overview of the basics of building without being too bogged down in pro mentality. Right now i'm working on completing the realm projects and other projects.I’ve been playing this game for about 1000 hours, and 200 of those hours are either being AFK or having the game up while theorycrafting stupid builds. Originally posted by Firlefanz:I assume you are still comparatively early in the game.Īs you progress, your team will likely change drastically, so don't grow too attached to your current setup and be open to experimentation. It grants a creature the Synthesis trait, which gives your creatures 30% of their highest stat whenever they gain a minion.Īs you progress, your team will likely change drastically, so don't grow too attached to your current setup and be open to experimentation. Should you, by any chance, run into the Discarded Blood trait material, it can greatly empower your team. Be sure to bring the Recharge spell with it. Necromancer absolutely hates Dragon Queen, so be sure to bring a Phase Knight.Īs for spells, Summon Horde is one of the best summon spells in the game (also available from the start), but suffers from a low amount of maximum charges. Hounds are creatures largely centered around the Dire Wolves minion, so they have a bit of synergy with Necromancer. Other Liches may be interesting for you too, be sure to give them a look as well. Lich Necromancer (realm depth 90 onwards) makes charge management for summon spells trivial. You can fuse both of them into one creature and let your whole team benefit from summon spells that normally would've only targeted the caster. Necro Grimoire (realm depth 30 onwards) and Mercurial Slime (realm depth 15 onwards) help greatly with that. One should look for passive minion gains and automatic summon spell casts, so your creatures can spend their turns attacking the enemy. I assume you are still comparatively early in the game.Įarly-game Necromancers benefit from focusing on building their army of minions as fast as possible to maximize their perk bonuses (way easier to do late-game). ![]()
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