Hi, I have a few questions about magic. The game seems to take forever to gain the experiences needed to fully test all the spells, so Ill pose some questions to the FfH community to hopefully answer some of my questions about magic spells
[*] How does the game mechanics work with the free magic promotions from having duplicate nodes?
I understand that having two death nodes means that your adepts will get skeletons. But the adepts cant have level 2 spells so I guess having 3 of a node type doesnt achieve anything when training adepts.
But how does it work when going into higher levels, mage, arc mage, conjurer, summoner etc.
[*] Do they also get free promotions from extra nodes? How does it calculate it when upgrading?
Is it important to have 3 of a node type at the stage of training the initial adept, or at the stage of upgrading? Is there any advantage for having 4+ of one node type?
It takes forever for them to gain experience, and the extra experience needed for each level increases,
So the free magic promotions make a huge difference at higher levels.
So if you want a high level caster with combat5, extention2 etc then I guess you need to get all the nodes before you start building them.
[*] How do people upgrade their initial nodes? Manna 3 of one type? Or 2 manna of two types?
Naturally youll get more nodes over time through conquest, which will happen before your arcane units get to summoner/arc mage etc.
[*] Do people specialize in one magic type, getting divine, summoners, and arcmages on that type before they look at other magic types due do gaining extra nodes from conquest?
[*] Are there any other ways of getting free promotions that drastically cut down the levels needed?
The high level spells sound interesting but it takes forever to get arc mages, summoners etc.
I know the sheaim units level faster, but it seems a bit limiting to limit all games to one race, there should be some wonder that also adds an extra exp generation rate to arcane units.
[*] When is the best time to go for flesh grafting? What units do you combine? Two arc mages for lots of spells? Or an arc mage and a strong unit for more defense?
I guess that means youd need three nodes of one type for offence spells, then three body nodes in the late game for grafting, and then three death nodes for the lich. And then three law nodes if you want those grafted unyielding order units to keep peace in all the cities (unyielding order could be nasty on calabim civ). Thats a lot of nodes you need to capture!
[*] what about recycling nodes? First have three of one type of node and teach all the level 3 spells you need of that type, then change the nodes to three of another type. By saving promotions and recycling nodes, could you possibly get all level 3 spells from all planes?
[*] Do you start with the battle elements [fire etc], and then build body/law/death nodes later in the game when you get closer to reaching level 3 spell casters?
[*] which spheres are best to go for? Which spheres have the best spells?
[*] Do you always go for the manna provided in the palace so you only need 2 more? Or ignore what the palace produces and go for the element you like most?
[*] Do people normally simultaneously go down the summoner, sorcerer and divine research path? Is it better to max out one? Its pointless to be able to have the posiblility to upgrade units to arc mages when you still need to wait a many many turns for a unit to become experienced enough to use it.
On a side note, I also feel a bit disappointed when I have waited a long time to get some nice fancy magic spells, and then go traveling only to find archers and axe men for resistance. The AI doesnt seem to advance its defenses much throughout the game. So the only test for the high level casters is in taking down some high level barbarian hero. The AI should also cast spells back.
Thanks for answering all the questions.
[*] How does the game mechanics work with the free magic promotions from having duplicate nodes?
I understand that having two death nodes means that your adepts will get skeletons. But the adepts cant have level 2 spells so I guess having 3 of a node type doesnt achieve anything when training adepts.
But how does it work when going into higher levels, mage, arc mage, conjurer, summoner etc.
[*] Do they also get free promotions from extra nodes? How does it calculate it when upgrading?
Is it important to have 3 of a node type at the stage of training the initial adept, or at the stage of upgrading? Is there any advantage for having 4+ of one node type?
It takes forever for them to gain experience, and the extra experience needed for each level increases,
So the free magic promotions make a huge difference at higher levels.
So if you want a high level caster with combat5, extention2 etc then I guess you need to get all the nodes before you start building them.
[*] How do people upgrade their initial nodes? Manna 3 of one type? Or 2 manna of two types?
Naturally youll get more nodes over time through conquest, which will happen before your arcane units get to summoner/arc mage etc.
[*] Do people specialize in one magic type, getting divine, summoners, and arcmages on that type before they look at other magic types due do gaining extra nodes from conquest?
[*] Are there any other ways of getting free promotions that drastically cut down the levels needed?
The high level spells sound interesting but it takes forever to get arc mages, summoners etc.
I know the sheaim units level faster, but it seems a bit limiting to limit all games to one race, there should be some wonder that also adds an extra exp generation rate to arcane units.
[*] When is the best time to go for flesh grafting? What units do you combine? Two arc mages for lots of spells? Or an arc mage and a strong unit for more defense?
I guess that means youd need three nodes of one type for offence spells, then three body nodes in the late game for grafting, and then three death nodes for the lich. And then three law nodes if you want those grafted unyielding order units to keep peace in all the cities (unyielding order could be nasty on calabim civ). Thats a lot of nodes you need to capture!
[*] what about recycling nodes? First have three of one type of node and teach all the level 3 spells you need of that type, then change the nodes to three of another type. By saving promotions and recycling nodes, could you possibly get all level 3 spells from all planes?
[*] Do you start with the battle elements [fire etc], and then build body/law/death nodes later in the game when you get closer to reaching level 3 spell casters?
[*] which spheres are best to go for? Which spheres have the best spells?
[*] Do you always go for the manna provided in the palace so you only need 2 more? Or ignore what the palace produces and go for the element you like most?
[*] Do people normally simultaneously go down the summoner, sorcerer and divine research path? Is it better to max out one? Its pointless to be able to have the posiblility to upgrade units to arc mages when you still need to wait a many many turns for a unit to become experienced enough to use it.
On a side note, I also feel a bit disappointed when I have waited a long time to get some nice fancy magic spells, and then go traveling only to find archers and axe men for resistance. The AI doesnt seem to advance its defenses much throughout the game. So the only test for the high level casters is in taking down some high level barbarian hero. The AI should also cast spells back.
Thanks for answering all the questions.