what also requires skill points, but is pretty effective. this one can be eventually improved by increasing respective racial skill "Leadership" (i.e. redusing Morale: where we know Morale is yet another weakness of spell-casting hero) Charm (Alchemy) or making a hero who has Smelting/Quarying or Merchant? (there is an artifact that gives 25 Merchant, but is cursed. without proper discount -> you may not be fast enough to prepare against siege waves Economy - building your home base can be pretty expensive, although you can save a lot of resources on Towers (which get replaced by any building, even mine, that can shoot thanx to Homeguard), but there is still a difference between 5% more expensive buildings and 26% cheaper -> building your base fast and making it strong still will require 5000 of at least 3 resources types. so maybe Scry or similar spell that improves view range? (or summon spells of flyers, who can observe borders and reveal attacking enemies, so the Homeguard spells can be 100% effective)
VIEW range (Geomancy has best synergies with Dwarves/Dark Dwarves. so maybe Acquire (Alchemy) could be handy? quick way to capture mines (as hero with Geomancy focus, would need skills and stats around magic, his conversion speed and radius would suck. Geomancy can bring back to life undead/mechanical uniits (even if they were enemies before destroyed) -> so as soon you start killing enemies, you can bring their fallen comrades back and turn them against their masters -> clever (as this is wide variety of units -> now we may also have flyer-slayers) Geomancy does also provide summon spell (Earthcall: Earth Elemental - but cannot attack flyers) Geomancy does have DMG spell (Doomstones - pretty nice damage and area of effect, but is of lower damage than other prefered spells and may miss a lot too)
Is Geomancy sphere powerful enough by itself, or should be combined with other spheres? This spell allows each building (towers and walls excluded) to shoot pretty effective missiles (crushing damage -> probably one of the most effective protection damage type, as many are resistant to piercing and fire, and not so few also to lightning, while there are many units vulnerable to crushing)Īs soon higher level of this spell is achieved, the range surpasses even siege engines -> what gives final answer to "how to build effective defensive wall against assaulting siege engines" The Protectors brought a very interesting (from strategic point of view) spell :