Yeah, you can't Spring (Water I) floodplains. Unless you're on a big swath of desert or need to Spring a key tile for an irrigation chain, this is a pretty underwhelming spell. +1 hammer for hills, +1H +1F for flat terrain. Counterpoint: it's a common tactic to Scorch plains->desert to slow down attackers or just mess with your opponent. Also, Spring can extinguish flames in adjacent forest tiles, allowing units who aren't resistant to fire to move into the tile when the flames were blocking them.
Blaze (Fire I) can be very useful for clearing jungle if you discover Knowledge of the Ether before Bronze Working. Note that there is an event that (rarely) spawns barbarian Mistforms on a smoke tile. These guys have ruined my game before, although the Amurites can at least use Floating Eyes to see them.
There are a lot of significant differences between skeletons and spectres: the former require support, remain until killed, can't pillage, can't move after being summoned, and cause war weariness when they die. The latter don't require support, remain for 1 or 2 (if Summoner) turns, can pillage, have full movement after summoning, and don't cause war weariness when they die while attacking. Each Death II summoner can effectively have two summons at once.
Rust has two separate resistance rolls: one for removing metal weapons, one for applying the Rust promotion. Most times, one or the other result will happen, sometimes nothing, sometimes both.
If you have priests, they can cure two of the bad effects from Mutation (Diseased and Withered), and the odds improve even more over the base 12:4 ratio of good:bad (from memory, I can't find the list right now). If you have the Pool of Tears available, it will cure Diseased.
Stoneskin can be a very effective counter to assassins, potentially making weaker units in the stack defend against the assassins instead of the mages (or making the mages strong enough to survive an attack; of course, they'd then die to a subsequent assassin attack).
To follow up on Jabah's (correct) remark about free promotions on mages, the same applies to adepts: if you have at least two copies of any mana type when an adept is created, that adept will be born with that ability at level I for free.
How does fire behave, when smoke is successful ? Does ist spread ?
Is barbarian mistform the "normale" version and without marksmen ?
Or the summon from Shadow3 with marksmen ?
Question, which mana do I want ?
From a research PoV, alternation mana are very good, because alternation has the higher bulb priotity.
Law and Spirit both are useful.
Law2 should be the strongest summon on this level. Pitbeast lose against the option, to reamain longer.
Spirit1 with Courage ? Spirit2 is good to get an early CE for newly captured cities.
I want to have Air2 - the only damage spell in reach.
Earth2 for the second mana is nice to have to. Interesting point - in nearly every point a Channel3 unit defends before a channel2 unit. And channel2 defends nearly alway before channel1. I think a Channel3 musket defends before a channel1 adepts and even before a channel2 mage, i think.
And then I could try to buy water from Bing and built the tower of elements ?
Other mana typed are not really interesting.
-> My favourite would be Law and Air.
I think about Law and Spirit or Air and Earth, when I think, I need the conserve research points/great sages.
Yes, fire can cause smoke in adjacent forest tiles, which can then advance to flame and cause smoke in more forest. Bottom line, fire is likely to spread throughout contiguous forest. Note that smoke can be caused by the volcano event, which is pretty common.
I noticed the two types of mistform, and I'm not sure why there are two. I don't think any mistforms used to have marksman, I don't know why that was added, nor which one will spawn from the event.
I think the rule for choosing the defender is that for every level of channeling a unit has, it is treated as having 25% lower strength (so -75% for channeling III). Note that damaged units with high base strength might be attacked by assassins before undamaged units with lower base strength.
Tower of elements doesn't sound like it will be very useful, since you're unlikely to summon any elementals. Tower of Alteration would be my first choice, for lower resistance of enemy units and increased resistance for yours. A free tech for Tower of Divination is also nice.
Spirit 2 is a very nice spell to have, since culture is hard to get.
Hosts of the Einherjar are indeed a good unit, extra strong against the other level 1 and 2 summons, and the ability to stick around after winning is a nice bonus.
Tower of Alternation and Divination are good, but I don’t really think, I will get the mana to built them.
I think, it’s easier to buy water than sun and mind. If I want, I could get a missing mana for Divination, I think, but this would “waste” my 2 untyped mana. I have metamagic, but this needs still another tech.
(May 14th, 2024, 11:17)xist10 Wrote: Fireballs are elements (in FFH2).
(May 14th, 2024, 11:17)xist10 Wrote: Tower of Alternation and Divination are good, but I don’t really think, I will get the mana to built them.
I think, it’s easier to buy water than sun and mind. If I want, I could get a missing mana for Divination, I think, but this would “waste” my 2 untyped mana. I have metamagic, but this needs still another tech.
There's also a chance you can pick up mana from a unique feature, or by encroaching on someone else's territory.
The towers are interesting.
Dispel from Metamagic2 makes it possible, to built a tower and change the mana typ afterwards.
For example, I really should think about promoted a few Spiritadepts, even if I want to change it to Airmana afterwards.
1 spirit1 adepts is enough to give my whole army courage.
Especially because Air1 is useless.
there are 6 categories of spells. in most cases, every mage has only 1 spell per turn, so most for most spells, one is the maximum
Buffs - stackwise, permanent - only a few casters are needed, should be done before fighting -> other roles possible
(Chaos2,) Enchantment1, Enchantment2, Nature2, Law1, Law3, Spirit1
Buffs - stackwise, temporary - only a few casters are needed, if it can be done before fighting, other roles can be possible
Air1, Chaos1, Shadow1, Shadow2, Body1, Body2, (Nature1,) (Metamagic2)
Buffs - self, semitemporary - should be done before fighting -> other roles possible
Earth2, Water2, Enchantment3
Cityenchantment - semi permanent - other roles semi possible, stacks with itself
Earth1, Mind1, Spirit2, Spirit3
DEbuffs or DAmage - (many casters are needed, other roles with oversaturation possible)
Air2(DA), Ice1(DE), Ice3(DA), Entropy1(DE), Entropy3(DA), Life2(DA, very limited), Mind2(DE), (Mind3(DE),) Sun2(DE), Metamagic2(DE)
Summons - (many casters are needed, other roles not really possible) (A) = affinitity; (P) = permanent
Air3(A), Earth3(A), Fire2, Fire3(A), Water3(A), Ice2(A), Death1(P), Death2(A), Death3(A), Entropy2, Shadow3(A, marksmen), Body3(P), Law2(semiP), Sun3 (A2), Metamagic1(oversaturation), Metamagic3(A18)
Others - mostly terraforming - should be done before fighting -> other roles possible
Fire1, Water1, (Ice3,) Chaos3, (Death3, secondary spell) Life1, Life3, Nature3, (Spirit3, secondary spell) Sun1, (Metamagic2).
If I remember 1 spell per turn, 2 summons should be enough - Fire2, Law2.
From the good buffs, I have already access to 2 - body1, body2 (metamagic2). Law and Spirit are both in reach and spirit should be worth a well, which I dispel later. The same for Sun and Mind to built a few debuff mages ? They enemy can still cast, when can't move (or attack) ?
Shadow1/2 would be an idea worth. But maybe not the additional tech.
For Enchantment1 is it nearly the same. The tower is better, the spell maybe worse.
One other way to get mana is from shrines, or from the Soul Forge.
Enchanted blade is nice to have for someone relying on death summons, since both skeletons and spectres are melee units. You can buff them after they're summoned.
I wouldn’t say 8 tiles are far.
Contested yes, but if I can use the last game as indicator, this should be mine.
15 tiles minimum distance and I expect a bit more - 20 maybe ?
8/12 would be in order to the split in the last game too.