Zechnophobe
Strategy Lich
Based on these listed Criteria, I've reviewed the entire spell tree. I've tried to keep this all relating directly to just the spells, assuming that if other ripples of balance occur because of this, they'd be handled seperately. I also have a slight Tangent in regards to the Amurites.
1) Many level 1 spells do not stack. That is to say, that having multiple adepts that can cast the level 1 spell, does not increase the effect. Enchant Weapon requires only one, maybe two, adepts in your entire
empire to have pretty much full coverage.
2) There aren't enough spells that summon units at the non tier 3 level. This is a major reason why the summoner trait feels weak and narrow.
3) There are too many Tier 3 spells that summon units. Since rarely you want more than one summon (For almost all given strategies exactly one summon will be the best) a lot of level 3 spell school promotions are redundant.
This often means that Archmages have little incentive to get the third promotion in spell schools, removing the flavor of a 'well studied' archmage. They tend to just get Combat promotions, which seems unfortunate.
4) Balancing direct damage spells by decreasing their per cast damage has diminishing returns, because you will always do at least 5% * (Combat promotion Level).
5) Partially because of "1)" above, armies primarily of arcane units just don't work. Also, there are no non-caster units in this category (Unlike Disciples which have pallie/druid/eidola).
Air
Maelstrom(Tier 2): Is the primary damage dealing spell in the game, even for Archmages. It has a good damage and a big range. because of "4)" I think we should make this have a range of 1.
Body
Fine as is, well rounded, stacks nicely and interestingly.
Chaos
Generally a weak tree. The first level spell is extremely weak (+1 first strike until end of turn) and has a problem with "1)" though less than some spells, the second level spell is fairly mediocre as well, and the tier 3 is a summon, something we're trying to avoid due to "3)"
Suggestions:
Dance of Blades: Replace with Mutation at Tier 1.
Tier 2: Summon Pit Beast (Still has the duration extension effect, tone down stats to fit a tier 2 summon)
Tier 3: ???
Death
Unique in that it has a 'summon' style spell at every level. For this I think we leave it as is.
Earth
Mediocre spells all around, but the mana type has a blanket effect so this is more acceptable. Stone Skin at least is the pre eminant resistence effect in the game. Not ethat the Wall of Stone spell is a good example of NOT "1)".
Spells of this type can be applied to many cities, but require many arcane units.
Enchantment
One of the big examples of "1)", which extends to the tier 2 flaming arrows spell. Until you get archmages, it is hard to justify having more than one enchanter.Archmage spell is great however.
Suggestion:
Enchant Blade can be changed to "Enchant Forge" which creates an enchanted forge in the city the adept is in. Units created in that city have +1 XP and the enchanted blade promotion.
Entropy
The only good thing about this branch is Rust, and I think it should stay right where it is. Enervate however is a very very bad spell. It does very little damage, and can even be resisted. Also
the debuff it gives is just... not worth much. Wither has the obvious downside of being fairly weak in strength, and effecting you the most. In generall, both of these spells seem like they do the most when your
units are getting slaughtered in combat. Not exactly something you should be planning for.
Suggestions
The Withered promotion should also give -10 or -20% strength, but be removed when the unit becomes fully healed. This makes it significantly more useful to use for attacking cities, since it gives you a non-priest way
to get rid of it, and lets you try to hit just a city with it so your attacking stack can attack better.
Let's Axe enervation. I'm sorry, the effect just doesn't do something we want. Instead, we add the Fear spell. Casting it gives all units in the stack the fear promotion. This is a potent army modifying spell suitable for an archmage.
Fire
Seems okay as is. One tree that feels it deserves a tier 3 summon.
Law
Law already has the advantage of a good mana based ability (-5% maintenance) so I don't mind it's tier 1 spell being rather.. useless. I think we can leave it alone.
Life
Ack. We have another Tier 1 spell that doesn't stack well, and the tier 2 and 3 are both extremely rarely useful. The mana based effect isn't particularly great either.
Suggestions:
Sanctify: ??? (Maybe it's okay?)
Destroy Undead: Change to Holy Blade spell. Grants promotion to stack that cuases it to have +40% strength against undead and demons (Like both of those promotions together). 20% chance to wear off each turn.
Resurrection: When cast, if your hero isn't dead, it adds the Immortal Promotion to the highest XP non arcane unit in the stack (Still destroys the life node).
Meta
Amurites start with this mana, but no mana types that get benefit from it's existence. They need mages for damage or resistable spells, or just to cast dispell... and since mages come from the same tech that would allow them to build
their own meta magic node, it seems like they just get gimped on mana selection until sorcery. I am going to suggest they start with mind mana instead, though read the section below on mind for more details there.
As for the spells, and effects of the promotion, I think I'd like to see a non Summon spell at Tier 3. Make Summon Djinn an Amurite only spell available with Channeling III and Arcane. This helps with "3)" above.
Mind
I think no one is going to argue that Domination is a perfect archmage level spell. However, I'd like to see the tier 1 and 2 spells swapped. Mainly due to "1)" and partially because I'd like to see the Amurites get mind
magic to start, and then have a valid reason to rush for KoE to get it. More specifically:
Inspiration: Changed to Tier 1, and provides a building that gives +2 Science. A civ can then produce adepts as costly Elder Councils (Unit upkeep) to help produce science. This makes a civ starting with Mind mana think of Knowledge of the Ether as a tech creating spell.
Charm: Changed to Tier 2, resistence +20 instead of +40.
Nature
Treetop defense isn't very good, and also has major "1)" issues, and just like Enchantment mana, is compounded by a tier 2 spell that also doesn't stack well. Now, I *like* poisoned blade for what it does, especially with the new poison system. So I think we can leave that alone. Vitalize is a heck of a cool spell too, so let's leave it.
Treetop Defense: I think we kick it to the curb and get something new. Instead of putting down the first idea that pops into my head, I'll leave it at that.
Shadow
Not a bad tree, but it suffers from "3)" pretty bad. I think Mistform is a cool summon, but it is yet another tier 3 summon. Suggestions:
Summon Mistform: Changed to a Council of Esus only spell (Requires CoE, Arcane, Channelling II, adjust stats to fit).
Veil: New Tier 3 Shadow spell. Adds the hidden promotion to all living units in this stack that haven't attacked this turn.
Spirit
First of all let me point out that the +5% bonus to GPP is almost non existent. GPP's don't use decimals, meaning that unless you have a base of 20 GPP, than +5% won't do anything. (It might also stack with another fraction amount to make a full 1, but that's also pretty rare).
As for the spells here, we don't have any summons, which is fine, but the first level spell definately suffers from "1)". Could Spirit 1 the promotion also give the unit the Spirit guide promotion? I am not suggesting that the spell "Courage" also give "Spirit guide"
but rather that a unit gets the "Spirit Guide" promotion when they gain the "Spirit 1" promotion.
Sun
Non stacking tier 1, summon tier 3... this fits most of the problems with the spell tree. What I really want is to make Blinding Light a Tier 3 spell, with a range of two. But this is going to maybe change how Ratha's work (Since they can cast blinding light, or at least, they can cast whatever the Tier 2 sun spell is. Still, I'll list this as I feel it should be in regards to spells)
Blinding Light: Made Tier 3, give it a range of 2, and change resist to +20 instead of +40.
Scorch: Changed to Tier 2 spell
Vision: New tier 1 spell. Adds the Keen Eyes promotion to a unit which gives it +1 vision, but has a 5% chance to wear off. Stacks with sentry. Since vision is something useful for more than just a single stack of units, this effect will end up 'stacking' with multiple adepts with the spell.
Water
Water has the best terraforming spell, so I think it can stay at tier 1, and be a 'water thing'. Also, I think we've all made a few adepts to go handle fires now and then, so I don't find this as a rare promotion to take.
However, I really don't like the tier 2 and 3 spells for water.
Water Walking: Changed to Tier 3. Water walking gives all living units in the stack the water walking promotion.
Water Elemental: Changed to Tier 2. Summons two Strength 2 water elementals with movement 2.
1) Many level 1 spells do not stack. That is to say, that having multiple adepts that can cast the level 1 spell, does not increase the effect. Enchant Weapon requires only one, maybe two, adepts in your entire
empire to have pretty much full coverage.
2) There aren't enough spells that summon units at the non tier 3 level. This is a major reason why the summoner trait feels weak and narrow.
3) There are too many Tier 3 spells that summon units. Since rarely you want more than one summon (For almost all given strategies exactly one summon will be the best) a lot of level 3 spell school promotions are redundant.
This often means that Archmages have little incentive to get the third promotion in spell schools, removing the flavor of a 'well studied' archmage. They tend to just get Combat promotions, which seems unfortunate.
4) Balancing direct damage spells by decreasing their per cast damage has diminishing returns, because you will always do at least 5% * (Combat promotion Level).
5) Partially because of "1)" above, armies primarily of arcane units just don't work. Also, there are no non-caster units in this category (Unlike Disciples which have pallie/druid/eidola).
Air
Maelstrom(Tier 2): Is the primary damage dealing spell in the game, even for Archmages. It has a good damage and a big range. because of "4)" I think we should make this have a range of 1.
Body
Fine as is, well rounded, stacks nicely and interestingly.
Chaos
Generally a weak tree. The first level spell is extremely weak (+1 first strike until end of turn) and has a problem with "1)" though less than some spells, the second level spell is fairly mediocre as well, and the tier 3 is a summon, something we're trying to avoid due to "3)"
Suggestions:
Dance of Blades: Replace with Mutation at Tier 1.
Tier 2: Summon Pit Beast (Still has the duration extension effect, tone down stats to fit a tier 2 summon)
Tier 3: ???
Death
Unique in that it has a 'summon' style spell at every level. For this I think we leave it as is.
Earth
Mediocre spells all around, but the mana type has a blanket effect so this is more acceptable. Stone Skin at least is the pre eminant resistence effect in the game. Not ethat the Wall of Stone spell is a good example of NOT "1)".
Spells of this type can be applied to many cities, but require many arcane units.
Enchantment
One of the big examples of "1)", which extends to the tier 2 flaming arrows spell. Until you get archmages, it is hard to justify having more than one enchanter.Archmage spell is great however.
Suggestion:
Enchant Blade can be changed to "Enchant Forge" which creates an enchanted forge in the city the adept is in. Units created in that city have +1 XP and the enchanted blade promotion.
Entropy
The only good thing about this branch is Rust, and I think it should stay right where it is. Enervate however is a very very bad spell. It does very little damage, and can even be resisted. Also
the debuff it gives is just... not worth much. Wither has the obvious downside of being fairly weak in strength, and effecting you the most. In generall, both of these spells seem like they do the most when your
units are getting slaughtered in combat. Not exactly something you should be planning for.
Suggestions
The Withered promotion should also give -10 or -20% strength, but be removed when the unit becomes fully healed. This makes it significantly more useful to use for attacking cities, since it gives you a non-priest way
to get rid of it, and lets you try to hit just a city with it so your attacking stack can attack better.
Let's Axe enervation. I'm sorry, the effect just doesn't do something we want. Instead, we add the Fear spell. Casting it gives all units in the stack the fear promotion. This is a potent army modifying spell suitable for an archmage.
Fire
Seems okay as is. One tree that feels it deserves a tier 3 summon.
Law
Law already has the advantage of a good mana based ability (-5% maintenance) so I don't mind it's tier 1 spell being rather.. useless. I think we can leave it alone.
Life
Ack. We have another Tier 1 spell that doesn't stack well, and the tier 2 and 3 are both extremely rarely useful. The mana based effect isn't particularly great either.
Suggestions:
Sanctify: ??? (Maybe it's okay?)
Destroy Undead: Change to Holy Blade spell. Grants promotion to stack that cuases it to have +40% strength against undead and demons (Like both of those promotions together). 20% chance to wear off each turn.
Resurrection: When cast, if your hero isn't dead, it adds the Immortal Promotion to the highest XP non arcane unit in the stack (Still destroys the life node).
Meta
Amurites start with this mana, but no mana types that get benefit from it's existence. They need mages for damage or resistable spells, or just to cast dispell... and since mages come from the same tech that would allow them to build
their own meta magic node, it seems like they just get gimped on mana selection until sorcery. I am going to suggest they start with mind mana instead, though read the section below on mind for more details there.
As for the spells, and effects of the promotion, I think I'd like to see a non Summon spell at Tier 3. Make Summon Djinn an Amurite only spell available with Channeling III and Arcane. This helps with "3)" above.
Mind
I think no one is going to argue that Domination is a perfect archmage level spell. However, I'd like to see the tier 1 and 2 spells swapped. Mainly due to "1)" and partially because I'd like to see the Amurites get mind
magic to start, and then have a valid reason to rush for KoE to get it. More specifically:
Inspiration: Changed to Tier 1, and provides a building that gives +2 Science. A civ can then produce adepts as costly Elder Councils (Unit upkeep) to help produce science. This makes a civ starting with Mind mana think of Knowledge of the Ether as a tech creating spell.
Charm: Changed to Tier 2, resistence +20 instead of +40.
Nature
Treetop defense isn't very good, and also has major "1)" issues, and just like Enchantment mana, is compounded by a tier 2 spell that also doesn't stack well. Now, I *like* poisoned blade for what it does, especially with the new poison system. So I think we can leave that alone. Vitalize is a heck of a cool spell too, so let's leave it.
Treetop Defense: I think we kick it to the curb and get something new. Instead of putting down the first idea that pops into my head, I'll leave it at that.
Shadow
Not a bad tree, but it suffers from "3)" pretty bad. I think Mistform is a cool summon, but it is yet another tier 3 summon. Suggestions:
Summon Mistform: Changed to a Council of Esus only spell (Requires CoE, Arcane, Channelling II, adjust stats to fit).
Veil: New Tier 3 Shadow spell. Adds the hidden promotion to all living units in this stack that haven't attacked this turn.
Spirit
First of all let me point out that the +5% bonus to GPP is almost non existent. GPP's don't use decimals, meaning that unless you have a base of 20 GPP, than +5% won't do anything. (It might also stack with another fraction amount to make a full 1, but that's also pretty rare).
As for the spells here, we don't have any summons, which is fine, but the first level spell definately suffers from "1)". Could Spirit 1 the promotion also give the unit the Spirit guide promotion? I am not suggesting that the spell "Courage" also give "Spirit guide"
but rather that a unit gets the "Spirit Guide" promotion when they gain the "Spirit 1" promotion.
Sun
Non stacking tier 1, summon tier 3... this fits most of the problems with the spell tree. What I really want is to make Blinding Light a Tier 3 spell, with a range of two. But this is going to maybe change how Ratha's work (Since they can cast blinding light, or at least, they can cast whatever the Tier 2 sun spell is. Still, I'll list this as I feel it should be in regards to spells)
Blinding Light: Made Tier 3, give it a range of 2, and change resist to +20 instead of +40.
Scorch: Changed to Tier 2 spell
Vision: New tier 1 spell. Adds the Keen Eyes promotion to a unit which gives it +1 vision, but has a 5% chance to wear off. Stacks with sentry. Since vision is something useful for more than just a single stack of units, this effect will end up 'stacking' with multiple adepts with the spell.
Water
Water has the best terraforming spell, so I think it can stay at tier 1, and be a 'water thing'. Also, I think we've all made a few adepts to go handle fires now and then, so I don't find this as a rare promotion to take.
However, I really don't like the tier 2 and 3 spells for water.
Water Walking: Changed to Tier 3. Water walking gives all living units in the stack the water walking promotion.
Water Elemental: Changed to Tier 2. Summons two Strength 2 water elementals with movement 2.