![]() That goes double for Deepfolk, because high-prestige futures for them push the Dark Lord’s progress back.įor each round, you will acquire 3 “Star quests” over the first year of the game through communications pop-ups. More prestige means more students to choose from, so students that hurt your prestige when they graduate are a problem. Also, dead or crappy students just get you kicked. Think of it as you have students out in the world being awesome Archmages, teachers, Litches and so on, and you get kickbacks. The end game objective is to complete a bunch of missions in the seventh location, and all of the permanent bonuses you have collected over the course of the game stack so that you can reach those lofty goals. This is great for that round and can give you tons of mana or reputation to spend right now, but won’t help you when you rebuild at the next location. A student with a great future will grant a permanent bonus, like getting mana every time you draw a card or gold every time you speak to a specific person (even if they contact you!) Less prestigious futures, like shepherds and peasants, will grant you an immediate one-time bonus. More students, more mana generation, more cards drawn!įor the campaign, the first six schools you build are all about getting students to graduate and become something amazing. There are even some items that will increase the chances that you will get non-humans in your regular applications. You also get some new human students every season and can purchase/acquire student cards from different factions on the map if certain events are going on, such as non-human refugees at the merchant camp or vampires from the cemetery. Rarely, you can draw student cards from several decks, giving you 5 new students as soon as it is played: Vampires from Shadow, Elves from Light, Half-Orcs from Alchemy, etc. There are a lot of decor items that give bonuses of all kinds and can even tech students while they sleep! Over time you will get a feel for the themes of the decks. It teaches these subjects slower than a specialized room, but the special rooms are only drawn from the shadow deck using Shadow points. You get this card from the castle deck, allowing you to start earning Shadow Mana points. Short term, this is your primary goal: make more mana.įor example: the Shadow room is a general classroom teaching all three types of shadow magic (Necromancy, Demonology, and Assassination) at the same time. Always take a general classroom if you don’t have it already so that you can start teaching that type of class and drawing from that specialized deck. This deck is used for general castle services such as dorms, but also for the general classrooms. At the start you only have gold, which is used for the castle deck. At the most basic level, the more cards you draw the more options you have so you want to start drawing cards from all decks as fast as possible. The goal is to build a fantastic school using these cards that turns out highly educated students with bright futures.Įach time you draw a card, the deck becomes more expensive. This is a card-based game where you spend one of six deck-specific currencies to draw three cards, picking one to take into your hand. In stage two collect four different dragons (the fairy dragon counts.) For stage one you need either three refectories or an aquarium pet (alchemy deck.) A level three refectory doesn’t count, it must be three rooms. The lake quest is completed via the communications on the left hand side, but can be put on hold and accessed any time and failing it doesn’t affect your star rating. Twenty Priests is easy, three dragon riders can be tricky, and if it is asking you to get just one forget about it for the first two schools unless you are playing the longest game on the easiest difficulty setting. For “train a certain number of this profession” quests, the ones with lower numbers are harder professions to get. Pick star quests that are simpler for the first round: specialize in the magic type you have the most rooms for. Take an advanced room instead of gold from the king, as that doesn’t count as a draw that increases the cost of the next card. For beginning of game choices: take nature mana from peasant faction so you don’t start the game with someone angry at you, then round out the last two classroom types using the starter money if possible. ![]() ![]() Arcane/Alchemy is a great starter because of the permanent bonuses even lower-level futures can give in those schools, but Light/Shadow is heaps of fun too. Pick the Lake location first and select either of the options that give you classrooms. Oh, was that too short? Here’s how I start a campaign: Get to the Help Book in game by clicking the gears in the lower left or hitting to read the tutorial information at any time.
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