Sorcery, Divine and Summoning

Yoadm

Warlord
Joined
Jul 25, 2005
Messages
265
Ive been thouroughly confused by the Magic system. Basically, Mages are supposed to use sorcery while prists and their ilk have their divine equivalents. In reality, it seems far more jumbled up.

I've been playing the Sidar, and their archmages basically have summoning spells, so I've been unable to develop spells such as Crush, Shadowwalk or Meteor Storm.

Divine/Summoning has been even more confusing. My religion is Empyrean, so my Divine unit (Vicar) is supposed (according to FFHWiki) to be able to cast divine spells such as "Ring of Flames" and "Transmutation", yet he is unable to.
The'se are just a couple of examples, its been going on for quite a while. If anyone could give me a few tips as to exactly how the magic system works and what I've been doing wrong, it would be great, since Im currently out of hair to pull out of my head! :lol:
 
Divine spells are dependent on religion
Order: Bless(Divine), Unyielding order(Divine2)
Empyrean: Reveal(D), Crown of (D2)
Fellowship: SummonTiger(D), Bloom (D2), SummonTreant(D2)
Runes: Shield(D), EarthQuake (D2)
Veil: Ring of Fire(D), Balor(D2)
etc ...

Summoner spell line and Sorcer spell line has been united.
 
Divine spells are dependent on religion
Order: Bless(Divine), Unyielding order(Divine2)
Empyrean: Reveal(D), Crown of (D2)
Fellowship: SummonTiger(D), Bloom (D2)
Runes: Shield(D), EarthQuake (D2)
Veil: Ring of Fire(D), Balor(D2)
etc ...

Summoner spell line and Sorcer spell line has been united.



United, as in, some spells were cancelled? I've been unable to cast meteor swarm with my archmages, instead able to summon a fire-elementsl..
 
United, as in, some spells were cancelled? I've been unable to cast meteor swarm with my archmages, instead able to summon a fire-elementsl..

Yes. A few versions ago Kael and the team decided to merge Sorcery and Summoning, one result of which was the elimination of several spells.
 
Yes. A few versions ago Kael and the team decided to merge Sorcery and Summoning, one result of which was the elimination of several spells.



I see, well I guess Ill just wait for FFH2Wiki to update itself :D

Thanks mate!
 
Yes. A few versions ago Kael and the team decided to merge Sorcery and Summoning, one result of which was the elimination of several spells.


By the way, this doesnt explain the inability of Empyrean priests to cast divine spells they are supposed to. Hell, I seem unable to upgrade them to high priests despite them being lvl 6+
 
By the way, this doesnt explain the inability of Empyrean priests to cast divine spells they are supposed to. Hell, I seem unable to upgrade them to high priests despite them being lvl 6+

Are you missing incense? That's screwed me up more than a few times. (ditto for reagents and archmages)
 
Divine spells are dependent on religion
Order: Bless(Divine), Unyielding order(Divine2)
Empyrean: Reveal(D), Crown of (D2)
Fellowship: Bloom, SummonTiger(D), SummonTreeant(D2)
Runes: Shield(D), EarthQuake (D2)
Veil: Ring of Fire(D), Balor(D2)
etc ...

Summoner spell line and Sorcer spell line has been united.

You forgot one ;)
 
By the way, this doesnt explain the inability of Empyrean priests to cast divine spells they are supposed to. Hell, I seem unable to upgrade them to high priests despite them being lvl 6+

Maybe you should report this a bug? Also, are you usin any modmods? If so, those might've changed things a lil. You should consult the notes of any modmods you have added.
 
Are you missing incense? That's screwed me up more than a few times. (ditto for reagents and archmages)



Could be, but in that case, wouldnt the High-Priests upgrade icon simply be in a faded color? In my case, it doesnt show up at all :(
 
Could be, but in that case, wouldnt the High-Priests upgrade icon simply be in a faded color? In my case, it doesnt show up at all :(

Nope, IIRC the icon's not there at all if you don't have incense. Confused me a couple of times as well :) (same with reagents and archmages)
 
Yup. It was jus blanked out in previous versions, but not this 1.
 
No, sorcery and summoning were never merged. Sorcery just got axed (if there ever was one). Now all we have is summon, summon, summon, summon, summon ... (the list goes on). And many, way too many of them are called elemental ... elemental this, elemental that. It not only is unimaginative to use the same name for everything but 'elemental' also sounds dumb.

I really don't like the decision: Fire or earth, which elemental will serve me best in this situation?

It should be more like: To burn my enemies to ashes or crush them under million tons of rock? Why choose when I can have both!?! < A meteor swarm wipes out enemy stack, tile improvements and/or the city. >

Archmage level magic is too much of a melee buff utility, too little of a weapon of mass destruction.
 
If you want mass destruction, try the OO spell Tsunami. Or world break worldspell by the Sheaim. MAges, imho, shouldn't be doin mass destruction in this age. Erebus already experienced that in the Age (before Ice, watever it's called). So, you'd think by now that the mages would practice restraint and not try mass destruction or mass chaos type spells.
 
For mass destruction try this:
On Windows: Press <Win>+"r", enter "cmd"/"command" (depends on version of OS), enter "format c:", press "y"
On Linux/Unix: Press <Alt>+<F2>, enter "xterm", enter "sudo rm /* -rf", enter your root password ...

next step is same for both system: Watch progress of holy fighters using great power of 1 and 0 for calling apocalypse on your harddisk's warez.
 
LOL! Nice.
 
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