Starting spells:
Witch: Brew potion, familiar, fog
A: Summoner: Imp
A: Necromancer: steal health, or bone dart
A: Enchanter: Telekinesis
N: Thaumaturge: Dispel
N: Illusionist: Beauty
Wizard and Apprentice: Hand weapon, dagger or 2h weapon. (you will be moving the spells casters forward and will have to fight when they come through the fog)
Warband: Treasure Hunter 80g, Treasure Hunter 80g, Archer 50g, Thug 20g, Thug 20g, Thug 20g, Dog 10g, Dog 10g,
Strategy: Create your path to treasure safely with the cover of Fog.
Only took one archer because fog blocks line of sight so the archer goes off on his own away from wizards either to get a treasure and shoot on his way out or harass the enemy.
Dogs are cheap meat to charge forward and for some reason always roll really good
so charge em in!
Treasure hunters are fast and great fighters and with the cover of fog you want good fight skill behind the fog for when the enemy comes through.
Brew potion: brew tons of demons in a bottle. Stockpile them! give them to thugs or soldiers and when they get to a treasure drop the demon. Thug can drop the demon then next turn pick up the treasure and try to walk off the board while the demon moves forward to fight the enemy and protect the treasure carriers.
Fog: your bread and butter. they spent gold on archers and crossbows and line of sight spells so try and make it hard for them to find targets.
Familiar: free health points!
Dispel and Beauty: you started with these because you dont wanna buy them or wait til you find them. you have them so start lowering their casting value as you gain levels
Steal Health Bone Dart: Steal health is a last resort because we dont have the heal spell yet and that 3 hp can save your life. Bone dart instead if ya wanna shoot a guy in the neck with a tibia.
Telekinesis: if you need to pull a far away treasure closer or if your spell casters are close together pull the treasure close then the apprentice can drop the fog so if your opponent has telekinesis he cant get line of sight to pull it back
Imp: maybe my favorite spell. You get to drop a free little demon that your opponent has to deal with because its a wandering monster it will attack them and can be cast up to 3 inches from an enemy. Any attack an imp absorbs is one less attack you had to take and sometimes they even win combat and you get to laugh at your opponent as their barbarian is chewed to pieces by the free imp. Icing on the cake both the wizard and apprentice can cast this for 2 imps running wild. its a blast.
Future spell pick ups.
Banish: help deal with demons and genies in bottles
Control Animal: add an extra dog compliments of your opponent
Enchant weapon: you only have bone dart so creatures that need magic weapons to be hurt are a problem for you
Strength: giving +2 fight to a treasure hunter makes him +6 and if you got lucky and found the +2 fight hand weapon or could afford to buy it now you got a real threat with a fast move and +8 fight tearing up anything.
Gold: BUY THE ELIXER OF LIFE ASAP. it makes you feel safer knowing your wizard will be in combat and if he dies he isnt going to be dead dead on a bad roll after the game. Keep on in stock