Fireballs?

paplan

Chieftain
Joined
Jul 3, 2005
Messages
18
How do I get them?
How do I get Fire 2?
The Civilopedia says I need fire 1 and Channeling 2. I s this right? How do I get Channeliing 2?
 
Generally, you cast fireballs with mages. They have channeling 2. You need to get an Adept unit up to level 4, then pay to upgrade it to a mage, and spend a promotion (or two) on fire II. You also need the sorcery tech for this.

There are a few "hero" archmages as well, which have channeling 1, 2, and 3 on creation (Hemah, etc.). They can basically cast any arcane spell as long as you have the appropriate mana.

There are a couple other odd ways too, such as if you are playing as the Luchurip, you can create golems which can shoot fireballs if you build a "blasting workshop" and have a fire mana source.
 
You also need to have fire mana. If you're civ doesn't start with it, you'll need to research elementalism and have an adept/mage make a fire node.

Also, if you have two fire mana, your adepts will start with fire 1. If you have three, your mages will get fire 2 when they upgrade.
 
  • Any unit with the Promotion Fire II
    • Arcane Barge
    • Meshabber
    • Any new adept-class unit with Channeling II if you have at least 3 fire mana.
    • Any Golem built in a city with a Blasting Workshop.
    • Any unit with Channeling II and Fire I and who takes the Fire II promotion. List of potential units:
      • Archmage
      • Barbatos
      • Corlindale
      • Eater of Dreams
      • Firebow
      • Gaelen
      • Gibbon
      • Govannon
      • Hemah
      • Illusionist
      • Mage
      • Mobius Witch
      • Seraph
      • Wizard
  • Casting Wonder (with luck).

That said, the easiest path is often:

  1. Get an Adept.
  2. Use that adept to build a Fire node (if you don't already have Fire Mana).
  3. Get Fire I for that Adept (note that Adepts gain free XP over time).
  4. Upgrade the Adept into a Mage.
  5. Get Fire II for the Mage.

    Note that the Adept, the ability to build Fire Nodes, and the ability to upgrade into Mages each are dependent on different technologies.
 
Do I have any benefits if I've more than one mana of any kind? Until today I thought I needed at least two fire mana to learn a fireball.
 
If you have two or more of a kind you get the first spell for free, when you build or promote an adept. If you have three or more you get the second for free when you promote to mage or arch mage.
I’m note sure if you get the third spell for free if you have 4.
Also some mana provide boni (mind: +to research), those are cumulative.
 
If you have 2 manas of fire for example, you can trade one of them against another kind of mana you don't have if you want.
and you don't need 2 manas of fire to throw fireball. as the others explained, you have to learn Channeling II and then you can learn Fire II.
 
Right, all the spells are availible with just one mana source. So your mages are more versitile if you build many different types of mana.
But getting the promotions for free by having duplicates means you can take more promotions before you level, and have stronger spell casters, though with less options.

Most of the Archmage summons (from elemental spell spheresand death mana) will be stronger if you have more sources of that mana type.
 
Do I have any benefits if I've more than one mana of any kind? Until today I thought I needed at least two fire mana to learn a fireball.

When you summon a Spectre it will get one strenght per deathmana you own, for example with seven deathmana connected, your Mages can summon Spectres with strength 10(and your Archmages that
have channeling 3 Wraiths with strength 16) :eek: ...with Spell Extension and large quantities you can give an enemy who attacks with cannons and fireballs in his big stacks the shock of his life when his troops pass away or run in mortal fear! ...his units die, your summons will return every turn :mischief:


Also the Elementals from the different spheres have an "affinity" for their mana and gain strength the more you own. Fire Elemental by Firemana, Air Elemental by Airmana...

Also some artifacts, like Barbatos Staff of Souls(+2per Death), the Scorched Staff(+1 Fire)that you can get by event, the Rod of Winds(+1 Air) makes the owning unit more powerful.

If you choose a civ that have the summon Trait these units will stay for three instead of only one turn, and if you are a civ with arcane Trait your Adepts will evolve much faster, through free promotion and more xp
..and that leads faster to more and better summoners to enforce your army.


The Amurites are the best choice to concentrate on manaresources.
Their unique building "Cave of the Ancestors" grants +1 XP per unique Mana Type owned.(I miss the days when it was not only for unique mana:cry:)


To promote arcane units in a sphere you need only acess to one resource of that type, but like it was said before, if you have two of one your Adepts starts with the first promotion and if you have three your new Mages get the second for free. Otherwise you have to wait until your arcane units gather enough xp for the next promotion ... and that can take ages! :(
 
A Citadel of Light with an enemy within 2 plots at the beginning of its turn.

Actually, Citadels of Light have been changed to cast a weaker version of Pillar of Fire instead of Fireball.
 
One more possibility involves the use of the Amurite Hero Govannon, who is able to train units with the Fire 1 promotion. When he trains a unit that already has Channeling 2 (for example a Druid), then that unit will be able to later move up to Fire 2.

And I don't believe anyone has mentioned that the Arcane Barge can throw Fireballs.
 
Actually, Citadels of Light have been changed to cast Pillar of Fire instead of Fireball.

Oddly enough, it's neither; it seems to do 10 fire max 30 to each unit (as though the caster were the highest level unit in the city) in what it considers the best tile, and gives a chance of spreading smoke equal to the chance from the XML +1%. It does use the Pillar of Flame effect, though:

Spoiler :
Code:
		if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_CITADEL_OF_LIGHT')) > 0:
			iX = pCity.getX()
			iY = pCity.getY()
			eTeam = gc.getTeam(pPlayer.getTeam())
			iBestValue = 0
			pBestPlot = -1
			for iiX in range(iX-2, iX+3, 1):
				for iiY in range(iY-2, iY+3, 1):
					pPlot2 = CyMap().plot(iiX,iiY)
					bEnemy = false
					bNeutral = false
					iValue = 0
					if pPlot2.isVisibleEnemyUnit(iPlayer):
						for i in range(pPlot2.getNumUnits()):
							pUnit = pPlot2.getUnit(i)
							if eTeam.isAtWar(pUnit.getTeam()):
								iValue += 5 * pUnit.baseCombatStr()
							else:
								bNeutral = true
						if (iValue > iBestValue and bNeutral == false):
							iBestValue = iValue
							pBestPlot = pPlot2
			if (pBestPlot != -1 and pPlot.getNumUnits() != 0):
				caster = -1
				for i in range(pPlot.getNumUnits()):
					pUnit = pPlot.getUnit(i)
					if (caster == -1 or pUnit.getLevel() > caster.getLevel()):
						caster = pUnit
				for i in range(pBestPlot.getNumUnits()):
					pUnit = pBestPlot.getUnit(i)
					pUnit.doDamage(10, 30, caster, gc.getInfoTypeForString('DAMAGE_FIRE'), true)
				if (pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FOREST') or pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_JUNGLE')):
					if CyGame().getSorenRandNum(100, "Flames Spread") <= gc.getDefineINT('FLAMES_SPREAD_CHANCE'):
						pPlot.setImprovementType(gc.getInfoTypeForString('IMPROVEMENT_SMOKE'))
				CyEngine().triggerEffect(gc.getInfoTypeForString('EFFECT_PILLAR_OF_FIRE'),pBestPlot.getPoint())
 
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