

It's much more efficient to let your students enter from that little space in the middle.Ħ. Top hint: don't build up around your entrance. The broken building foundation is also a challenge. Two stars if I can't make the harpy (sphinx?) happy, which can be very RNG dependent. Again the map heavily skews towards shadow and light, which frustrates me, because neither school is really all that good here. She wants primo potions, so alchemy and nature are almost a must. Clouds: The guinea penalty isn't really that hard to deal with, as I tend not to rely too much on diplomacy. Very limited front area demands tall and efficient school.
Spellcaster university how to#
Just can't figure out how to make it work.

Alchemy is almost mandatory for potions and infirmary, but events heavily skew towards shadow and light. None of the starting options are very good, but I typically take the lounge since you need a teacher break area, and you don't always get one in the first couple draws. Peaks: This level is a pain in the ass, but I like it due to the challenge. Building in the back isn't too punishing, but I tend to focus the major schools in the front.Ĥ. I typically go for Alchemy and Arcane, as they just have better decks. Two choices, Alchemy and Arcane, or Shadow and Light.

Volcano: The increased room fires here are a pain, but not too difficult to deal with if you have enough janitors and void potions. Laugh at absurd amount of money and nature magic bonuses. Build assassin dojo to completely troll the troll.

Use lunar mirrors to make even more werewolves. Lake: It's a good starting area, gives lots of early game mana, is excellent for alchemy and arcane (the schools they literally give you) And the limited (but still decent) build area makes school planning a lot let stressful.Ģ. Also great assistance with setting up black magic curriculum.ġ. Swamp is pretty awesome - the Skeletons can help you push back the Evil Army as often as you like without you having to rebuild friendship in between. Took it on 4th map last time and it still sucked.)ĥ. The only reason I visit that map is because the menestrel makes the final battle easier. (- Castle town sucks as a start area - honestly x_x the menestrel really sucks away the good futures until you can shut that down and it is damn hard to get the neccessary cards together. Coast - if you have the Sports Almanach at this point this map is a breeze doesn't give great help in the final battle though. I like to delay the Lake area to the 3rd map, because it is easier to gather the dragons fast. Desert is a good second area with the wishes assisting the school in middle of it.ģ. Still the only requirement is not to wake up the troll.Ģ. Forest is the best first map in my opinion - might be a sink for nature and arcane mana but I feel like forest is somewhat similar in that assassins or a bit more mana would help, but maybe having a bot of gains from a forest run would help get the island event faster for larger gains in that map.ġ. Castle is a terrible start because minstel is a pain that is much easier dealt with later. This list is just what comes to mind based on the levels I have played. Idk if dessert is still available, but seemed to have minor penalties so maybe it if able. Maybe swamp here and focus on gathering shadow to use with zombies to push back dark lord progress while passively gaining rep.ĥ. I believe after 3 you can no longer do starters and it should not be too hard to rush either light or dark to lock up the minstrel.Ĥ. I don't think you will have the shadow/light mana to take out the minstrel fast on castle yet.ģ castle town. For 1 I think Island due to the bonus from the event being massive and the small build area being less of a hindrance when you don't have as much mana to build with.Ģ. Ideally being able to solve each map crisis quickly and spend more time moving back the dark lord army.ġ. Curious as to what others consider the optimal route for storing up long term bonuses in the campaign.
