UPDATE
Nice spellbook
I think I would change the Walls of Fire for Wall of Bones. Only 1 spellpoint and cheaper casting cost.
A Dark Pact Slayer or Blood Demon seems to good to pass up on? (that might mean you need 1-2 extra Mongoose Agility to bypass guards)
I would worry about a Necromancer - ~10% of your spellbook will be useless.
Also you might not have enough offence/damage vs a good healer like Druid/Priestess? (and the game could go on for ever)
Dragonscale Hauberk + Armor Ward seems like really bad news - explode gets very expensive.
Pretty good vs. most Wizards I guess.
Thanks
Maybe. I figured the flame walls are tougher(ish) and i might be able to forcepush to gain some space, damage the mage, and benefit from the flame+1.
Definately not. kiting a slow mage doesnt benefit me if i give them creatures to attack. I need that mana. I'm not even sure I use the imp familiar enough to include him.
I killed a necromancer. Wasn't that bad. got him on like turn 4. I think he went 2 turns of economy and I went 2 turns of fireballs
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I dont think i've faced a priestess(or fast lady-beastmaster). I fought a druid but I screwed up the early game by not enfeebling the mage and lost(the only loss that I recall of about 6 games) shortly after with cheap wall-forcepushes. Druid might be hard for me because of the spell range via vines(eg. easy corrosive orchid->cloak of shadows, or a Roused Raptor vine)
Dragonscale Hauberk + Armor Ward is good for me. They blew mana on that. I can work around it.
against wizards, i really enjoy their wizard tower sitting useless in the middle of the arena.
...
I think I should detail how I do damage:
1)curses(curse ring, ghoul rot, magebane, ...)
2)burn markers(ignite, fire curse, amulet thing, akiros+fire damage, ...)
3)fire attack spells(fire-ring, fireballs, ...)
4)misc(traps, walls, melee attacks, ect.)
Keeping enfeeble and magebane up(in that order) is very important.
I don't have to commit to any one of these, and can switch easily, but the opponent has to commit to certain defenses. For example, if they stack armor and/or flame -x then I'll pass on the attack spells rather than trying to destroy their equipment. I love when they commit to a type of defense. If they commit to defending one type of my attacks, they lost a bunch of mana and I use other damage methods. The only thing I remember ever really wanting to explode(or dispel) was a purge magic mage wand. Maybe an opposing cloak of shadows too...
I love enemy defensive enchantments(like regrowth, rhino hide), because Arcane Corruption and regrowth gives my poisoned blood something to do.
If they are a druid, I wont focus on stacking burns(water spells remove them all). If they are a necro, I will lean more into fire damage because no ghoul rot. If they build a lot of economy, i go for some early damage, possibly with fireballs.
This is the mage that lost by being stuck in a corner behind Wall of Earth(s) (+archers tower, + archer) because there was literally nothing i could do to get out or damage anything. I've since corrected this with some eagleclaw boots.