IDEAS - Beginning Melee vs. Caster (More starting magic spells pls)

I have 2 sovereigns - 1 melee and 1 caster. I notice that for melee if you are lucky to get a weapon in any goodie hut or buy some weapon, you are all set for adventure and exploring. However, caster need 6 turns to complete his/her first tactical spell for combat. My sovereign met 6 spiders on her turn 3, and both her and Janusk got wiped from the land.

Any idea do goodie huts let you discover unknown spells?

We have teh following spells in the beginning

RAISE LAND

LOWER LAND

TELEPORT

It will be nice if we can have 2 other spells added to starter spells

FLAME DART (since it does 1/2 your intell in dmg) and in the beginning your intell is 15 max.

A weaker version of NATURE ALLY or summoning spell.

 

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Agreed, although I countered this issue by making my sovereign a warlord.  Those two sentinels make all the difference in the early game.