Anon06/11/25, 17:13No.2065039
The Merchant Prince actually gets pretty powerful if allowed to grow.
Free balistas at mason guilds. Ballista enchantment and town portals from mage engineers (tier 3 random recruit), who are actually pretty fine mages themselves.
Recruitable assassins and better assassins (shadow stalkers) and assassin contracts that makes all of your assassin/ss guilds send a guy after one player's commanders (human mage guys are fucked).
Adventurer parties are more about fun than being busted but those can get reasonably strong for small parties. Too bad they are more mindful of danger while the bandits just rush the closest thing of interest even if they are like 4 against 30.
Tons of pretty good random recruit offers, including mages of various powerlevels.
Ships actually seem useful now. At 3rd tier you can make void ones to sail straight into the void if that's your thing.Meanwhile Dryad Queen probably still has a Harpy Queen (pretty strong air caster in the roster consisting of only nature mages beside her) locked behind a costly ritual that can give you like 20+ combinations of stuff that is not a Harpy Queen.