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00:00 – Intro
00:56 – Racial and Cultural Traits
02:30 – Tomes Used in the Build
09:40 – Strategy Tips
This is a Tips & Tricks Compilation for Age Of Wonders 4 Eldritch Realms DLC. It features various Gameplay and mechanical advices, helping Beginners and Veterans. This Video Focuses on Advanced Tips & Tricks for Primal Culture
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Thank you for the guide !
Just what i wanted
Beautiful. Burning bright and beautiful. They stood no chance.
Thanks so much for the build, it was better than I could have imagined
I LOVE HIGH CULTURE AND I CAN NOT LIE
So you made MA Marignon. Now make MA Ulm. : )
I think i will do something like this with an Eldritch Sovereign. Nothing beats enforcing order while playing with a biblical accurate angel as a ruler. 😂
This is exactly what im playing now in campaign lul. Really good build.
But i using another traits and t2 books (inquisition and revelry)
Dumb question. Do you need the dlc for the cleansing flame spell book ?
If doom herald is a bit too evil for some I would recommend subbing it out for tome of artificing. Siege magic is an incredibly strong buff to mages and supports, which are going to be the core of your army. Siege magic also pairs well with supreme magic for massive explosions that also blow down obstacles. siege magics 10% damage buff could keep your pyromancers relevant for longer. Especially when you add on zeal, awakening and a few levels. Since the level up rework The experienced leader trait has gotten really strong. A fully leveled pyromancer with siege magic gets another 50hp and 30% more damage as well as ignoring some resistance so its actually more than 30% damage. If you swap out defensive tactics for arcane focused you can turn that 30% into 45% more damage for all spell casters. With awakening your casters get to distract foes as well leading to another 25% boost to damage from flanking. So that is a 70% damage bump for casters, but its not that hard to achieve. Adaptable and a hero leader give you a 40% boost to exp gains. A smiths guild gives 2 free levels to tier 2 units. So any tier 1 or 2 unit built is going to start rank 2 with 40% exp gains. In Icon's example he is set up more for pole arms. He has a cultural trait for +1 pole arm level. Paired with a smiths guild he can build daylight spears a level 3 giving them 30 hp and 10% more damage than normal. Order also has the career soldiers development that ads 30% more exp gain for pole arms. a level 3 daylight spear with 70% exp gains is only a few battles away from max level. Going back to the tome of artificing for a bit the 30% crit chance from artisan armaments would also be pretty spicy on a spear focused army backed up by siege magic buffed mages.