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Advice for Ascendant Mages

Ultimately, there is only one thing for any ascendant (White) mage to do: have lots of archangels (first stack), probably lots of Dominion (second stack), Mind Rippers in third (to get those pesky Phoenix out of the air) and use resurrection as your defensive spell and a spiders web for your defensive item (against treants). This is a very successful, very widely used ascendant strategy. Commonly healing or ressurection spells are considered useful usage but not always the best solution.

But remember you will have to go on the offence sooner or later and Zombies eat those dominions like candy unless you chose to use 'Holy Sword' as a spell assignment.

Capable ascendant mages very rarely lose land. The resource upon which the ascendant mage depends the most on is mana. Like phantasm mages, ascendant mages should build 39.99% of their acreage into nodes (node to mana strategies are discussed elsewhere though), no more and no less. This will maximize mana production and consequently the force an ascendant mage can muster. Also consider getting an off-color hero like a verdant hero Shaman (level 16 or higher) or a nether hero Crypt Keeper (level 18 or higher), they have channeling and will give you a lot of mana. Ascendant mages should always oversummon when attacking or when leaving the game.

Since all ascendant units are disbandable, an ascendant mage can easily get out of potential magic power problems at will. Losing 18,000 magic power per turn? Just unsummon whatever you need to, charge up, cast whatever spells are needed, resummon, and your problem is solved. Since money is not much of a concern for most ascendant mages, they may want to exploit this resource by summoning units that consume money, like treants, werebears, and other verdancy units. When these units are used in conjunction with the regenerative powers of ascendant magic, they become truly fearsome as they deal lots of damage but are difficult to kill.

The Gate spell although highly unpredicatable in it's outcome can provide you with units at a minimal cost of turns and Mana... Especially in the early stages of the game where research is key and Mana and Turns are best invested in other areas this spell can be very useful. Note that you could have bad luck and only summon knights when you need something else but it was never said that this spell comes without risk.

The units obtained through Gate are Archangels, Angels, Knights and Unicorns of which Knights and Unicorns are by far the most common. You don't get as many of each as if you cast the normal spell but the cost savings are very interesting.

When properly conducted, the typical ascendant strategy will result in a consistent and gradual accumulation of power. If you are terribly aggressive, this strategy is unlikely to be satisfactory, but it does work well.

Commonly used defensive spell and item assignments involve healing and ressurection which are a good choice in general to supplement the Ascendant unit's natural healing power but it is still recommendable to use Web of the Spider Woman and Holy Sword in certain situations.

White:

The color who can finish research fastest.  That means more opportunity to land grab.  As white, take advantage of this fact and get as much lands as possible.  Coupled with high barriers and resurrection, your army will be virtually indestructible.

While researching, use gate.  It will not only give you troops you like but also save you precious turns.  As an alternative, you can use the pegasi horde.  Follow the path of the warrior.  Be sure to have gate though then go to research if you have enough.  Wraiths poses a problem so as mind rippers and treants but with platinum hand of healing, you will most likely win.  For defense, use the simple healing spell if you still don't have platinum hand of healing.

When done with research & playing in low ranks, you can rely on archangel/unicorn/knight templar/mind ripper/sirene/angel/knight stacking.  White has the best barracks unit so utilize it, recruit knight templars.  They are great in large numbers and helps you gain more lands.  As you can see, this stacking is gate based.  Add blue ranged troops to inflict more damage on enemy fliers.  Resurrection against greens, reds, & blues, sword of light/blinding flash against blacks, and call hurricane against whites.

When playing in high ranks, you may consider playing defensive.  In that case, play a dominion/pegasus stacking with high barriers.  You can add some archangels and angels if you want but the stack combination in itself is almost indestructible.  Have resurrection for defense and your army will have a better chance of survival.  Have resurrection for offense and you will have a good chance of winning (if you inflict enough damage).  If you're going for blacks, balance your stacks with your 4 fliers: dominions, archangels, angels, pegasus to defend your country from devil looses.  Most likely when you are deviled, you will be put under protection after you loose a stack.  You will dominate the skies for sure.

Enchantments to be cast on your country must include: the holy light, weather summoning, concentration (if you're casting off-color troops), resist elements, and love & peace (if gelding).