Talk:Tinker/@comment-2804:14D:4C82:14CB:D172:43A9:7F5D:96D5-20180921125253

As for challenging myself I've been playing with a Wood Elf Tinker. Wood elven have a difficult economy development, lack mine fillers and they depend too much on crystal for everything. The first thought would be playing as a merchant, but the very weak wood elven initial units open room for the golems summoned by the alchemy sphere of magic present in the tinkers skills. I have used golems in every single battle of the campaign. Tinkers can also "transmute" very early in any tinker build.

Some items have been very useful in this build so far:

1) The Staff of Zhur --> adds 3 points to necromancy allowing to summon zombies to use as mine fillers.

2) The Robe of the Archmage and the Staff of the Master --> both adding 25% faster mana recovering each.

3) Elven Ring of Greed and the Leprechauns Lire --> for resource generation

Wood elven can acces the Nature Sphere spells. Summon Unicorn is a disapointment. The unicorn takes long to replenish mana and can be used just a couple of times. Wall of thorns can be used to protect the guardians summoned with alchemy. Summon Treant and Call Lightning are very useful. And of course: playing with wood elven requires ancient whisps in your retinue. It's essencial. Last point: treants  build faster than whisps whose build faster than ancient whisps and everybody build faster than zombies.