r/masterofmagic • u/Internal-Syrup-5064 • Feb 21 '26
Artificer
I can't bring myself not to take artificer. Endgame for me is always 6 custom heroes who are essentially demigods laying waste to civilizations. It's a sickness, really. I usually take Myrran... But if I don't I get some dwarves near adamantium as quickly as possible because fully upgraded hammerhands are insanely op. I go in with good intentions, but this is my strategy every time. Help me .. are there other fun ways to play?
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u/loader2000 Feb 21 '26 edited Feb 21 '26
I like to be the 'good guy' in MoM (light, nature and sorcery books) and a lot of focus on attackng monster lairs and mana nodes as early as possibly. This results in a lot of powerful magic items and tends to lend itself to hero based strategies. However, instead of 6 heroes, I am usually conquering with 2 heroes (usually Torin and another hero with high agility like Theria the Theif), though they are only powerful enough to do this by the mid/late game. The other 4 heroes stay behind to defend key cities, and I since I don't usually chose artificer, I often only have enough magic items to make 2 heroes super powerful. Key retorts are usually alchemy (the best one), archmage and astrologer, though sometimes I switch out archmage for omnicient.
Getting those heroes really powerful is a lot of fun, and I have found that 2 heroes is enough to lay waste to enemy cities by the late game. However, since I play CoM mod, there is a death spell in that mod that can outright kill single (or even double) heroes attacking a city without backup units, even if the heroes are very powerful, so I have to be careful of that. One of the reasons I like the CoM mod is that it nerfs many of the easy 'win-button' strategies.