Study a multitude of spells to cast over the lands around you, summon fantastical minions and train mighty warriors to roam the world. ![]() If you have the mana spare it can be worth using them if you know your tower/lodge is going to be sat in a particular location long enough to make use of it.In this turn-based strategy game set in the fantastic world of SpellForce, take up the mantle of your master as the heir to his mysterious wizard’s tower. Even if you don't have a use for pumpkins you can still sell them, and for the artificer and alchemist you can use them to churn out low level glyphs/potions and sell them for a bit more cash.ĭepending on your spell books there's also options to extend the duration for resource locations by a few turns. Tower is a bit trickier as by the mid-game I find it's usually being used as a transport helicopter (or unlocking Allfire nodes and the like).Īlso helps to have at least one worker group harvesting resources all the time. Doesn't matter if the new location only grants you an extra gold per turn, it's still better than zero and if you do happen across a more lucrative region you can always move the lodge. It just seems like there are very few resources to be found, and the richer ones are usually guarded by strong stacks / in enemy territory :/ Yes, but building a lodge is free. and yes, I know about rebuilding lodges / moving the tower. I was wondering if I'm missing something as by the midgame I always seem to be low on gold and mana. Though you also have several tower rooms that grant gold and mana income, and building the barracks for a given race will give you free upkeep on three of their units. Am I correct in understanding that I can only gather what's in the domain of my tower plus however many lodges I can build? For passive gathering yes. ![]() ![]() Originally posted by Johnny_B_80:Newbie question here.
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