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I have to say I'm finding the wizard quite an easy class to complete shards with. By focusing on the Necromancy and Summoning skills, I'm producing skeletons whose levels are wildly above that of my recruited troops. I also never need to return to my capital to fill the ranks. Frankly, it's a little silly. And I still only have access to the first level necromancy spells. I just can't seem to catch a break when it comes the necromancy blueprints... I'm a little worried that it will become ridiculous once I get second tier spells.

As an aside, does anyone else notice that the two spells per round trait of the Mage doesn't always kick in? Is that a bug, or is there something I don't understand?
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mastalouist: I have to say I'm finding the wizard quite an easy class to complete shards with. By focusing on the Necromancy and Summoning skills, I'm producing skeletons whose levels are wildly above that of my recruited troops. I also never need to return to my capital to fill the ranks. Frankly, it's a little silly. And I still only have access to the first level necromancy spells. I just can't seem to catch a break when it comes the necromancy blueprints... I'm a little worried that it will become ridiculous once I get second tier spells.

As an aside, does anyone else notice that the two spells per round trait of the Mage doesn't always kick in? Is that a bug, or is there something I don't understand?
You need to tell your difficulty setting first. Though early campaign is laughable experience. Later on you will see "things" which would scare even undead. No kidding, T4 necromancy spell Corruption can decrease morale of undead unit.

As for double cast on mage - yes, there is bug. It supposed to kick in after 20th level. Yet another "minor issue", sigh *beats dead horse again*.
Post edited April 24, 2013 by Gremlion