Air mana a better alternative to fire?

Level 4+ Adepts can upgrade either to Mages, who start with the sorcery promotion, or Conjurers, who start with summoning. Mages require the Sorcery tech, and conjurers require the summoning tech. You can't ever purchase either promotion through xp, and I think the only unit that starts with both is the Druid.
 
Since playing with death knights I've been finding I really like the Contagion spell. Does some damage and applies a hefty penalty to all enemy units in range, enought to turn an 82% victory into a 99% one.

Now if only Wither actually did anything..
 
The vampire lord get summoning and sorcery as well. I've managed to use wither as an attack once. I think it did straight damage, or damaged them the next few turns. It did wither the caster as well, and is pretty easy to resist. You seem to get damage from elements (fireball/meteor, III wind maelstrom(sp), crush, tsunami) or from "evil" ones (contagion:death, wither:entropy) So, giving Sun, a relatively "good" mana makes sense to me. I don't have a problem with a mage being able to do just straight damage with different branches, it just means you can go different paths and not be shunted off to "support only" I'd almost prefer more damage spells. Who says that one level can only give one spell? Entropy divine has two, why not others? Within reason of course, I wouldn't want every level II mana give a damage spell. But I like to have some options.
 
Hmm, Vampire Lords do have summoning now. I'm pretty sure thats new. I'll have to play as the Calabim next.


I too would like more spells, probably with some restrictions. Perhaps different spells could be available to units of different civs, different religions, and different (owner's) alignment. For instance, Evil-only Spirit spells like the ones Laroth used, like causing unhappiness / a chance for revolt in rival cities, and sacrificing units to forge their souls into mystical weapons (probably equipment of different qualities based on the units sacrificed)

I also wouldn't mind if there were some way that individual mages would just happen to have different styles of how to use magic, maybe having several different spells with the same requirements, only one (or maybe a couple, for arcane civs) of which an individual unit could actually cast. Of course, that would probably be very inelequent to implement, and likely not worth it.


Currently I think the worse spell in the game is Nature III Divine (Entangle). Its effect is identical to Sun II Sorcery, except that it only lasts for 1 turn. This means that the units inability to move actually wears off before it is that player's turn to move anyway. One turn of immobility has absolutely no effect.
 
This thread to so odd compared to my play style. Most games I hunger for body mana (haste is awesome, regen allows healing while moving), followed by builder friendly mana (spirit, mind, law, etc...). If I ever feel the need for offensive spells I get religion (go ring of flames).

SSHHHH !! Let them praise the power of Fire Mana !!
 
when you launch contagion against a city, (which is more powerful than fireballs to reduce a huge stack's strength with few mages) your attackers can become catch the disease... how do you remove it ??
I went all the life line, divine/sorcery and summoning and it doesn't get away !!

I only found the RoK archer hero that can cure disease ..

is there an other way ??
 
The Life 2 Divine Spell should cure disease (it's the spell called "Cure Disease")

Arthendain and Grigori Medics start with this spell, and the priests of the Order, Runes, and Leaves can easily learn it.

you could also take units to the Pool of Tears unique feature to cure them.
 
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