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dom6:xibalba-ea [2025/06/20 09:43] cybertron2 [Table] |
dom6:xibalba-ea [2025/06/21 02:21] (current) cybertron2 [Expansion] |
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| Different expansion options. | Different expansion options. | ||
| + | Expansion Guide 1 | ||
| + | [[guides: | ||
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| + | Cavewalking Guide to faster underground movement (Shoutout to Arco!) | ||
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| + | https:// | ||
| ==== Early Game ==== | ==== Early Game ==== | ||
| Early game options. | Early game options. | ||
| + | === Early Game Magic === | ||
| + | Xibalba has a few options in early game magic, especially with lucid' | ||
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| + | 1) (Conj 3) Summon Scorpion. This is your anti-rush spell. Scorpions carry your bless, deal AN damage, have tolerable stats, lots of attacks, and are a fantastic use of earth gems. They' | ||
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| + | //Although rarely relevant due to path access, Conjuration 1 and 2 lets you have some nature summons. These ground your troops similar to longdead horsemen at enchantment 2 and can boost your movement in caves// | ||
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| + | 2) Blood 4 (Bind Jaguar Fiends). This is your earlygame ' | ||
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| + | 3) Construction and Thamuturgy 3 - Alteration 2-3: These are your thug paths. They only really kick into high gear at research 3. Just note it takes quite a lot of research to buff up your thugs, with construction being the most important, then alteration, and only then thaumaturgy. | ||
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| + | // | ||
| + | Also notably at thamuturgy 2 is the 'break soul' spell set - which can be important as a panic button against a supercombatant pretender. | ||
| + | // | ||
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| + | 4) Enchantment 2 (Summon Longdead Horseman). This is a little conceptually tricky. Flying units get a movement speed penalty in caves. If you ground them - say with a horseman commander, it can actually increase their movement. Also it's a good use for death gems in the early game as it lets you save gold on commanders. | ||
| ==== Mid Game ==== | ==== Mid Game ==== | ||
| Mid game options. | Mid game options. | ||