my personal "what is this?-whatever" spells list. I started this thread in hope that it helps to make up sephi & gang's mind, what to and do not do with magic sphere.
anyway, w/o further ado:
1. AirI -fair winds - even if I own adepts, they have something better to do than pushing ships
2. Air III - do you want to spend your lategame limited units - archimages - in summoning ?
3. Water II - water walking - well, the only time I feel I REALLY, REALLY need it happens when cultists say "lets go! hey, sarevous! wanna yoin with us??"
4. water III - see: Air III
5. earth III - see: air III
6. fire I - blaze - I pick it up because of it is must for fire II.
7. Fire III: see air III
8. nature I - treetop defense. do you want you precious adepts/mages to leave alone in wilderness? no.
9. nature III. there are druids for it. Your archimages have
something better to do.
10. metamagic I - floating eye. scouts have birds and that is it.
11. Metamagic III - see: air III
12. Mind III - with exception of one well known strategy - not worth of using promotions in the case of miss.
13. Shadow III - see: air III
14. sun III - see:air III
15. enchantment III - battlestaff preparation only applies to archimage himself, not to the group.
16. Entropy II - even granting extended "life" after winning, pit beast is useless because of usually needs time for healing.
17. entropy III - there are cheaper and more efficient ways to reduce health and resistance of group of enemies.
18. law II - see:entropy II
19. spirit III - trust - by that time you're winning anyway and usually have nothing to achieve via diplomacy.
20. creation II -fertility - allows to swap some recources. why???
do you notice the trend ? 3rd sphere is most useless ( for me) yet to achieve access to 3rd sphere demands micromanagement and time, not worth of effort.
dear sephi & gang: it is time to change that isn't it?
anyway, w/o further ado:
1. AirI -fair winds - even if I own adepts, they have something better to do than pushing ships
2. Air III - do you want to spend your lategame limited units - archimages - in summoning ?
3. Water II - water walking - well, the only time I feel I REALLY, REALLY need it happens when cultists say "lets go! hey, sarevous! wanna yoin with us??"
4. water III - see: Air III
5. earth III - see: air III
6. fire I - blaze - I pick it up because of it is must for fire II.
7. Fire III: see air III
8. nature I - treetop defense. do you want you precious adepts/mages to leave alone in wilderness? no.
9. nature III. there are druids for it. Your archimages have
something better to do.
10. metamagic I - floating eye. scouts have birds and that is it.
11. Metamagic III - see: air III
12. Mind III - with exception of one well known strategy - not worth of using promotions in the case of miss.
13. Shadow III - see: air III
14. sun III - see:air III
15. enchantment III - battlestaff preparation only applies to archimage himself, not to the group.
16. Entropy II - even granting extended "life" after winning, pit beast is useless because of usually needs time for healing.
17. entropy III - there are cheaper and more efficient ways to reduce health and resistance of group of enemies.
18. law II - see:entropy II
19. spirit III - trust - by that time you're winning anyway and usually have nothing to achieve via diplomacy.
20. creation II -fertility - allows to swap some recources. why???
do you notice the trend ? 3rd sphere is most useless ( for me) yet to achieve access to 3rd sphere demands micromanagement and time, not worth of effort.
dear sephi & gang: it is time to change that isn't it?
