Merge Sorcery and Summoning?

I recently played as the Amurites, and had adopted the Undercouncil. The fact that slaves can be taught how to summon skeletons was immensely helpful to me. I would buy a bunch of slaves in the city Govannon was in, teach them how to summon them, and then have my fully upgraded mages and archmages summon 6str, 3move skeletons by the dozen. Then I could just sell or use the slaves, and I had an instant army. It seemed excessively powerful to me, but it was a late game tactic that required a bit of money. Should Govannon equal a free Guild of the Nine?

The trouble isn't with Govannon; it's with the slave trade. Death I was explicitly set as trainable by Govannon, so the team's already expecting you to teach it to everyone. Slaves are notoriously underpriced anyway.
 
I've never understood the spell choices Govannon has. From his pedia entry, I'd expect he mostly trains Spirit, Enchantment, and Body, not necromancy. I'd rather he train all the spells though, but probably require level 2 to teach level 1.
 
Yeah, the Amurites being able to have priest/mages is intentional. Adepts being able to learn rank2 spells is not.
...
Patch "d" will undo the adepts ability to cast rank2 spells. For now Im leaving Govannon's ability to train up "super priests", but we will see how it works out.

OK. Yah, I finally got the chance to fire up this new patch last night, and I was wondering if adepts with tier 2 spells was intended. I was play-testing, and went Amorites. I grabbed 3 fire and 3 earth nodes BEFORE teching through sorcery. It seemed to conflict with what I had thought I read in the change-log.

In practice, it looks like merging the two arcane spellcasting branches was a solid move, btw.

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my first post in FfH Forums! yay!
 
I just got an idea for a Creation 2 or 3 Spell: Temporary Building which has essentially the same effect as the Breeding Pit: +2 :food: & Retains 20% :food: upon Population Growth.

Seems appropriate (if you could create from nothing, why WOULDN'T you learn how to make food?), and makes it a very valuable sphere.
 
now that v0.31 is out and the spheres have been merged and tinkered with, which spheres do you think have gained from the changes and which have lost out?
I definitely think that Death is one of the strongest because it has kept its L2 summon and spectres can be really nasty with their affinity for Death mana - maybe we should do a poll on it after a bit more playtesting?
 
I think Air is my new favorite. It has one of very few direct damage arcane spells (and the others only work on certain units), no diplo-penalties, and its summon can fly, has affinity, has a huge visual range, and spawns a unit with blitz. Oh, and weapons promotions make units more vulnerable to lightning damage, while resistance to it is rare.

I think that Metamagic needs to give a boost to summons strength, since there are so few direct damage spells now and most top level spells are summons.
 
I think Air is my new favorite. It has one of very few direct damage arcane spells (and the others only work on certain units), no diplo-penalties, and its summon can fly, has affinity, has a huge visual range, and spawns a unit with blitz. Oh, and weapons promotions make units more vulnerable to lightning damage, while resistance to it is rare.

I think that Metamagic needs to give a boost to summons strength, since there are so few direct damage spells now and most top level spells are summons.

QFT.

Message length requirements are lame :(
 
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