SpellForce: Conquest of Eo

SpellForce: Conquest of Eo

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Gorwe 26. März 2023 um 4:59
The Balance Thread
Yeah, here we go.
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Ursprünglich geschrieben von Gorwe:
GUARDIAN: Or, White Magic. It is a very, very powerful school, provided you can feed it the mana it requires. It's also super mana hungry. If you do manage to pull it off, you'll have super soldiers even without Artifice. WITH Artifice, it's just silly. Again, I find it nicely balanced given its upkeep cost(s).

APPRENTICE: Holy Weapons + Righteousness + Bless + Summon Guardian Spirit

* Holy Weapons: It is a nice enough weapon transmute, but deceivingly expensive. It's not just useful vs Undead and such, but vs anyone who has lower Willpower than Armor(most enemies tbh). It also gives you +3 damage and you can expect further +3 from this difference. Against Undead, it is flatout broken. Also, only 20 Research. Downside: you can purchase it in Sevenkeeps. I also wanted to draw a parallel here to Deadly Weapons. Both are the exact same weapon transmute(except the damage type) +3, with same cost(12 / 1), hut one is where it belongs(T1) and the other is in Ass, Nowhere(T4).

* Righteousness: When you want to smite even more evil ass, you take this. It gives you amazing +6 damage vs "evil"(Undead / Demons), but it continues to drain your Mana. Sure, both this and the Holy Weapons are only 1 Mana Upkeep, but it is PER UNIT! As I said, it deceives you easily. You can also purchase this in Sevenkeeps.

* Bless: It equalizes your damage to the max damage value(say, 20 - 40 to 40 - 40). It is a nice enough buff, but kinda meh if using the "choose feats" mod. It also costs even further 1 Mana / Unit and this is now some obscene cost. Given, HW + Righteous + Bless is going to delete Undead and most other things.

* Guardian Spirit: I am not a fan of this one. Sure, it gives you a Heal, but Alchemists, Goblin Shamans etc are better. Not only that, but it is super expensive, costs 3 Mana Upkeep and is overall just disappointment(it is an upgraded, golden Wisp). Now, the +3 Meld Area seems like it would be sexy, but it just isn't(most of time, what you're gonna get is empty area coverage lol). Maybe if it melded in 1 Turn too?

Overall: Going secondary Guardian seems like it'd be worth it, but it actually isn't. Mostly due to Sevenkeeps, but also due to its obscene mana upkeep costs(the only real thing you get that is n / a elsewhere is the Guardian Spirit). And as thus, isn't recommended at all to pair it with Necro.

EXPERT: Gift + Mass Heal + Second Wind + Well of Life

Primary Stack: Alchemist + Scout + Militia <- This stack is of middling quality and highly depends on where you start. Scout is very nice, as is Alch, Militia is literally /whatever . Given that all of these are Human ... early +6 Research is nothing to scoff at. If starting at Lyraine, you can also amass an MMO group rather easily(2x Soldier + 2x Alch + 2x dps).

* Gift: It's actually very nice that White gets Gold -> Rep and not Mana -> Rep given how heavily taxed its Mana already is. For some arcane reason, this spell is actually WEAKER than Rep+ (2 : 1 ratio as opposed to 1 : 1) even though Gold is generally more scarce than Mana. Don't really matter that much, it allows you to get important things easily and opens up the entire WinCon. Thematically seems more like an Earthmaster spell.

* Mass Heal: Heals your entire stack to full for only 16 Mana. Now, one would think this to be massively superior to Earthmaster's Heal, but it actually isn't. Due to mechanics and due to logistics. See, if you play properly, you won't have to Heal more than 2 units max as is. So, eHeal would cost you 18 Mana. Mass Heal also works with MORTAL UNITS ONLY, as opposed to eHeal which works with literally /whatever . Overall, it is nice, but nothing special imo.

* Second Wind: Maybe if gave units the "Defy Death", we would get somewhere. As it is, it gives the Cerberus reincarnation to an unit and that's ... alright. It's also 2 MU and that's huge in White. It's a nice little trick, nothing else.

* Well of Life: Now, this is nice. Not only does it give you an area of increased healing on the campaign map, but it also gives you weekly 2 Aria. This is very nice. Aria gives you Focus in combat and out of combat, it is a 2A + 2L reagent. And what does Arti usually have problems with? ;) (with that said, 2 MU ... why? I've seen much more powerful spells be free of MU)

Overall: Is it worth it to go Primary Guardian / White? Stack is middling, spells are ... meh(Well and Gift are nice), I wouldn't bother tbh.

MASTER: Deus Vult(lol) + Holy Armor + Praise the Sun + Water Walking

* Deus Vult(Crusade): This spell gives every unit that deals White another +6 damage. It is quite huge. Further boosted by Righteous and being Undead. Sure, it does cost 4 MU, but it is worth it. Damage output becomes quite scary with this on.

* Holy Armor: +3 Armor and +25% Death Resist. It is a nice enough spell, but it costs 2 MU PER UNIT, being quite expensive overall(for not that much in return tbh). Isn't cheap enough(33 mana) to flicker it if you need it too. A nice idea, but a flawed implementation imo.

* Praise the Sun: This is quite broken. Sure, it costs 100 Mana, but even if it took you FIVE turns, it gives EVERY UNIT A LEVEL! Now, let's count on fingers for Earth's XP+. 1 Unit = 20 mana(from lvl 1 -> 2). A hero / Apprentice = 50 mana. That's only level 1 lol. So, one stack with 5 units = 150 mana with XP+. Let's say you have 3 stacks. That's 450 Mana(+ unbearable, ungodly micro). Sun? Flat 100 Mana. Meaning, that in this scenario, 1 unit level = 5,5 Mana( O.o ). Then again, the cost <-> proficiency interaction needs to be taken into account as well or you just won't be casting this. Honestly? Idk what to say.

* Water Walking: It is a nice little trick and super cheap. You just give it to a Hero of sorts and you can traverse water(with penalty, iirc), no trouble. Only 1 MU / stack, it's a freebie. And gives quite nice returns tbh.

Overall: Would I go 2x White or recommend it to others? Yes, I would. With a caveat. Depends on who you are against and where you start. Grandmaster Tier isn't anything super rocks my socks, so it's about this right here. There is a lot to like here. Even if you do not custom tailor your game for White. And it all comes together rather nicely. Find a way to get mana, asap.

GRANDMASTER TIER: Invulnerability + Lightning Generator + Prosperity + Summon Holy Avenger

* Invulnerability: Note, I do not have much experience with Grandmaster White. Ok, moving on. Inv is very nice. It can turn a Militia into a Golem, pretty much. 3 MU isn't that much here(just have it up on the frontline). Again, just like with a lot of White Magic, it depends on where and against whom. Can be broken ; can be useless.

* Ltng Gen: Sorry, I can't comment this one.

* Prosperity: Increases the radius of your Domains by +1. For a GRANDMASTER Spell and one that costs 125 / 4 ... it's very disappointing. +1 is just one Might Amplifier! Without upgrades! It's ... not good. Should give at least +2, if not +3.

* Holy Avenger: This is White Magic's Titan, the one that Yria can send over to you etc. Again, sorry, not much experience with it.

FINAL JUDGMENT: It is a very powerful school, but needs a proper configuration or it just flatout won't work. Which is good, that's how it should be. If you get tons of power, you should pay for it in some way. It's probably the best if you used it in 2x White + Arti configuration. Again, big power, big costs, very aggressive(due to super soldiers). Maybe not aggressive per se, but DIRECT. There's very few shenanigans at play here.

Hol up 3+ mended area? Wowsers if that means small nodes is now 5 area… current campaign that would take

2 construction site
1 watchtower
1 shaper ruins
Castle meldec
1 sunken ruin
2 inn
1 alter
1 orc warband
2 ruins
1 fish trap
1 mine
1 stables
(Just 5 nodes)

That expansion is 15 extra buildings… gotta say that’s pretty amazing if the nodes are 5x area

(Damn one tile away from having crypt landmark)

Just that spell is worth trying to get a t2 page, else the school honestly feels specifically for undead/demons and that’s it (yeah it’s white school but it offers nothing else)
Gorwe 1. Apr. 2023 um 0:15 
Ursprünglich geschrieben von Killer29687:
Ursprünglich geschrieben von Gorwe:
GUARDIAN: Or, White Magic. It is a very, very powerful school, provided you can feed it the mana it requires. It's also super mana hungry. If you do manage to pull it off, you'll have super soldiers even without Artifice. WITH Artifice, it's just silly. Again, I find it nicely balanced given its upkeep cost(s).

APPRENTICE: Holy Weapons + Righteousness + Bless + Summon Guardian Spirit

* Holy Weapons: It is a nice enough weapon transmute, but deceivingly expensive. It's not just useful vs Undead and such, but vs anyone who has lower Willpower than Armor(most enemies tbh). It also gives you +3 damage and you can expect further +3 from this difference. Against Undead, it is flatout broken. Also, only 20 Research. Downside: you can purchase it in Sevenkeeps. I also wanted to draw a parallel here to Deadly Weapons. Both are the exact same weapon transmute(except the damage type) +3, with same cost(12 / 1), hut one is where it belongs(T1) and the other is in Ass, Nowhere(T4).

* Righteousness: When you want to smite even more evil ass, you take this. It gives you amazing +6 damage vs "evil"(Undead / Demons), but it continues to drain your Mana. Sure, both this and the Holy Weapons are only 1 Mana Upkeep, but it is PER UNIT! As I said, it deceives you easily. You can also purchase this in Sevenkeeps.

* Bless: It equalizes your damage to the max damage value(say, 20 - 40 to 40 - 40). It is a nice enough buff, but kinda meh if using the "choose feats" mod. It also costs even further 1 Mana / Unit and this is now some obscene cost. Given, HW + Righteous + Bless is going to delete Undead and most other things.

* Guardian Spirit: I am not a fan of this one. Sure, it gives you a Heal, but Alchemists, Goblin Shamans etc are better. Not only that, but it is super expensive, costs 3 Mana Upkeep and is overall just disappointment(it is an upgraded, golden Wisp). Now, the +3 Meld Area seems like it would be sexy, but it just isn't(most of time, what you're gonna get is empty area coverage lol). Maybe if it melded in 1 Turn too?

Overall: Going secondary Guardian seems like it'd be worth it, but it actually isn't. Mostly due to Sevenkeeps, but also due to its obscene mana upkeep costs(the only real thing you get that is n / a elsewhere is the Guardian Spirit). And as thus, isn't recommended at all to pair it with Necro.

EXPERT: Gift + Mass Heal + Second Wind + Well of Life

Primary Stack: Alchemist + Scout + Militia <- This stack is of middling quality and highly depends on where you start. Scout is very nice, as is Alch, Militia is literally /whatever . Given that all of these are Human ... early +6 Research is nothing to scoff at. If starting at Lyraine, you can also amass an MMO group rather easily(2x Soldier + 2x Alch + 2x dps).

* Gift: It's actually very nice that White gets Gold -> Rep and not Mana -> Rep given how heavily taxed its Mana already is. For some arcane reason, this spell is actually WEAKER than Rep+ (2 : 1 ratio as opposed to 1 : 1) even though Gold is generally more scarce than Mana. Don't really matter that much, it allows you to get important things easily and opens up the entire WinCon. Thematically seems more like an Earthmaster spell.

* Mass Heal: Heals your entire stack to full for only 16 Mana. Now, one would think this to be massively superior to Earthmaster's Heal, but it actually isn't. Due to mechanics and due to logistics. See, if you play properly, you won't have to Heal more than 2 units max as is. So, eHeal would cost you 18 Mana. Mass Heal also works with MORTAL UNITS ONLY, as opposed to eHeal which works with literally /whatever . Overall, it is nice, but nothing special imo.

* Second Wind: Maybe if gave units the "Defy Death", we would get somewhere. As it is, it gives the Cerberus reincarnation to an unit and that's ... alright. It's also 2 MU and that's huge in White. It's a nice little trick, nothing else.

* Well of Life: Now, this is nice. Not only does it give you an area of increased healing on the campaign map, but it also gives you weekly 2 Aria. This is very nice. Aria gives you Focus in combat and out of combat, it is a 2A + 2L reagent. And what does Arti usually have problems with? ;) (with that said, 2 MU ... why? I've seen much more powerful spells be free of MU)

Overall: Is it worth it to go Primary Guardian / White? Stack is middling, spells are ... meh(Well and Gift are nice), I wouldn't bother tbh.

MASTER: Deus Vult(lol) + Holy Armor + Praise the Sun + Water Walking

* Deus Vult(Crusade): This spell gives every unit that deals White another +6 damage. It is quite huge. Further boosted by Righteous and being Undead. Sure, it does cost 4 MU, but it is worth it. Damage output becomes quite scary with this on.

* Holy Armor: +3 Armor and +25% Death Resist. It is a nice enough spell, but it costs 2 MU PER UNIT, being quite expensive overall(for not that much in return tbh). Isn't cheap enough(33 mana) to flicker it if you need it too. A nice idea, but a flawed implementation imo.

* Praise the Sun: This is quite broken. Sure, it costs 100 Mana, but even if it took you FIVE turns, it gives EVERY UNIT A LEVEL! Now, let's count on fingers for Earth's XP+. 1 Unit = 20 mana(from lvl 1 -> 2). A hero / Apprentice = 50 mana. That's only level 1 lol. So, one stack with 5 units = 150 mana with XP+. Let's say you have 3 stacks. That's 450 Mana(+ unbearable, ungodly micro). Sun? Flat 100 Mana. Meaning, that in this scenario, 1 unit level = 5,5 Mana( O.o ). Then again, the cost <-> proficiency interaction needs to be taken into account as well or you just won't be casting this. Honestly? Idk what to say.

* Water Walking: It is a nice little trick and super cheap. You just give it to a Hero of sorts and you can traverse water(with penalty, iirc), no trouble. Only 1 MU / stack, it's a freebie. And gives quite nice returns tbh.

Overall: Would I go 2x White or recommend it to others? Yes, I would. With a caveat. Depends on who you are against and where you start. Grandmaster Tier isn't anything super rocks my socks, so it's about this right here. There is a lot to like here. Even if you do not custom tailor your game for White. And it all comes together rather nicely. Find a way to get mana, asap.

GRANDMASTER TIER: Invulnerability + Lightning Generator + Prosperity + Summon Holy Avenger

* Invulnerability: Note, I do not have much experience with Grandmaster White. Ok, moving on. Inv is very nice. It can turn a Militia into a Golem, pretty much. 3 MU isn't that much here(just have it up on the frontline). Again, just like with a lot of White Magic, it depends on where and against whom. Can be broken ; can be useless.

* Ltng Gen: Sorry, I can't comment this one.

* Prosperity: Increases the radius of your Domains by +1. For a GRANDMASTER Spell and one that costs 125 / 4 ... it's very disappointing. +1 is just one Might Amplifier! Without upgrades! It's ... not good. Should give at least +2, if not +3.

* Holy Avenger: This is White Magic's Titan, the one that Yria can send over to you etc. Again, sorry, not much experience with it.

FINAL JUDGMENT: It is a very powerful school, but needs a proper configuration or it just flatout won't work. Which is good, that's how it should be. If you get tons of power, you should pay for it in some way. It's probably the best if you used it in 2x White + Arti configuration. Again, big power, big costs, very aggressive(due to super soldiers). Maybe not aggressive per se, but DIRECT. There's very few shenanigans at play here.

Hol up 3+ mended area? Wowsers if that means small nodes is now 5 area… current campaign that would take

2 construction site
1 watchtower
1 shaper ruins
Castle meldec
1 sunken ruin
2 inn
1 alter
1 orc warband
2 ruins
1 fish trap
1 mine
1 stables
(Just 5 nodes)

That expansion is 15 extra buildings… gotta say that’s pretty amazing if the nodes are 5x area

(Damn one tile away from having crypt landmark)

Just that spell is worth trying to get a t2 page, else the school honestly feels specifically for undead/demons and that’s it (yeah it’s white school but it offers nothing else)

Guardian? Yes, it can have a wide area. But from my experience, it has an annoyingly high misfire rate.
Gorwe 1. Apr. 2023 um 9:13 
MENTALISM: Time for that school. I've spent a lot of breath on it(and Earthmaster). Overall, it gets the job done, very elegantly, very efficiently. It could stand to use some changes though. Let's see it:

APPRENTICE: Endurance + Lift Spirits + Levy + Reveal Rumors

* Endurance: It is a nice enough spell, useful both in battle and outside. Death March completely outclasses it when it comes to campaign movement. Most of time. While it does give sexy +4 speed, it should be used mostly for in combat movement. Because, given how the campaign move works, ... ah, I guess you can make it work. +1 MU / unit is expensive though and triply so when this shines the most(=early game). Please do note that there is a nice combo here with Artifice. With Corrupted Speed Glyph, you can give the entire stack +4 Spd and then you only cast End on whoever is the carrier of that glyph. Very elegant. This is your STARTING SPELL.

* Lift Spirits: +2 Willpower. That's about it. And while it does make your units tankied vs Black / White dmg, it is overall just ... no. At the very least, you do not have to maintain it, just cast it when necessary. Probably should really be more than +2 WILL.

* Levy: Just like Death's spell, this spell gives you some random garbage T1(and perhaps T2) unit at the cost of Reputation with the town the Urban Hex falls under. At the very least, Menta can help itself, unlike Death. It's just whatever. Maybe if it gave you better units the more Rep you had? Also goes for the Death spell.

* Reveal Rumors: It is a nice enough spell that gives you a lot of sight range at the cost of ... 9. Basically the min cost. Nature has a better version of this, imo, but this is useful as well. It isn't Awareness, but, then again, you don't have to do squat to gain visibility with this one.

Overall: Would I go secondary Mentalism? Given that the Expert Page is easy to acquire(quest in Sevenkeeps), perhaps I even would. But by itself? Eh...it's a tough sell. The only good spell here is Endurance and Rumors can be useful as well. The other two basically don't exist lol.

EXPERT: Confuse, Mess Hall, Refill Shops, Reputation Increase

Primary Stack: Mentalist + 2x Militia <- this stack is weird as ♥♥♥♥. The idea is to reduce enemy WILL so you mind control everything, but with what? With Militia? You kidding? Mentalists do have an AoE Fear spell, but even then...can't it be Mentalist + Bear or something? Previously, you used to get a stack that focused on ENSLAVE(Orcs). Would that be better?

* Confuse: This is a VERY NICE spell. At the bargain cost of 16 Mana, you reduce enemy's damage down to minimum(20 - 40 would be 20 - 20 with this). A very nasty spell that's also super cheap. Easily one of highlights of Mentalism.

* Mess Hall: Gives you +1 Recruit Slot and +40 xp on recruit. This does allow you quite some shenanigans with Workers and Elves, so it's better than it looks. And is for certain better than something like Dwarven Vault(lol).

* Refill Shops: This is insiduosly powerful. With this nifty little spell, you always get what you need when you need it. Later on, you can use it to refill shops with things like, idk, Pure Adamantium, but this is expensive! Actually quite powerful.

* Rep Increase: Or Rep+. Rep+ is amazing. You exchange Mana into Reputation at a 1 : 1 ratio. Meaning, you only need something like 100 Mana to completely roflstomp all over the town's Reputation. This is game changing! It allows you the access to Monuments and it allows you the access to things you shouldn't have at that moment(units, materials). This thing clears TWO objectives at once! What an amazing spell. Gift should probably be 1 : 1 while Rep+ should be 2 : 1.

Overall: Would I go Primary Mentalism? Also, given how easy it is to advance Menta's pages, this basically also allows you to go for Master Tier. Not only that, but it allows you to take another School AND this Tier is very nice as it is. It's just ... the stack. What's that supposed to be?

MASTER: Follower + Illithian Chamber + Magic Coffer + Mind Control

* Follower: This is a simple, 40 Mana iirc, spell that not only removes Upkeep, but also removes the Enslaved trait. So, there's more than one way to use this. And every way you use it, it is exceedingly powerful. Given that it don't have any upkeep. Note: some more utility units technically don't need to get rid of Enslaved. You can also get this as a level 6+ Feat, but it's very rare and basically n / a if not using the "choose a feat" mod.

* Illithian Chamber: This is a room that's meant to interact with your Domain. And it comes with an increase to your Tower's Domain. +2 isn't much though. Given that you can build it only once. At least +3 or perhaps even +4 would be better. Still, a nice enough upgrade.

* Magic Coffer: Sevenkeeps ahoy! This spell by itself gives you like 40 Gold / day. At a negligible cost. It and Rep+ really go nice hand in hand. And allow you grow out of control REALLY FAST. A staple of Mentalism, for a very good reason.

* Mind Control: I am not 100% certain how this works. Only vs units with "mortal" tag? Regardless, it is super expensive, but you not only get an unit for free, but also get to hinder the enemy's army. What's not to like? The fact that the unit's Feats are already chosen. That diminishes this spell's usefulness, but it's still very nice.

Overall: Also, it is very easy to get to Grandmaster Tier, should you decide to go 2x Menta. So would I recommend? Yes and no, it all depends which secondary school you'd take with the primary menta. But should you choose to go 2x, it's also very worth it. Follower, Coffer, iChamber, even Mind Ctrl ... quite some nice spells.

GRANDMASTER: Fake Coinage + Shaper Secret + Slaver + Steadfast

* Fake Coinage: It is expensive to cast(125 Mana), but the upkeep is actually very low(only 4 MU). What does it give you? It reduces your Gold Upkeep by up to FIFTY(50)! Between Follower, Enslave and this, you have free armies! Now, combine that with those level 2 Feats. And you can really start to profit from this one. Unfortunately, it is the only Grandmaster spell worth something(imo).

* Shaper: You know the drill, you get a Shaper Ruin. Nothing special, moving on.

* Slaver: I mean, it isn't expensive(33 / -2), but iirc, it gives your unit the ability "can enslave". Not "will enslave". Making it, uh, not very good. Not only that, but there are other, more elegant ways to enslave something than it is to go GRANDMASTER TIER lol. Maybe it should be somewhere else. Maybe if it and Mind Control swapped places?

* Steadfast: How does this work again? I am asking because this feat has been nerfed to 50%. Yet the tooltip for this spell still mentions 100%. So, what is it? 66 / -3 is kinda expensive, but you only really need it on the frontline. Again, deceitfully powerful. Given how it can and will neutralize things like Medusae(!).

With that said, most of these Grandmaster Tier spells feel ... meh, honestly.

FINAL JUDGMENT: Most of this School's benefits are indirect. But it can manipulate so far and so good that, honestly, you can't go wrong with this one. Just don't expect direct results. And the stack is, honestly, horrible. Concerning crafting, your best bet is Artifice. Because it can also give you quite some benefits that stack nicely with Menta. Stuff like Pure Mtn Goat + Speed Glyphs + Endurance. That's ... +12(!) Speed. More than most units are going to have. Alchemy is also ok. Necro ... most of benefits of Menta feel, honestly, wasted on Necro. Then again, Necro can give you an easy access to Fear, Fear synergy(+6 dmg) AND Mind Control. So ... it's all balanced, I'd say, with a slight advantage for Arti.
Zuletzt bearbeitet von Gorwe; 1. Apr. 2023 um 9:14
Ursprünglich geschrieben von Gorwe:
MENTALISM: Time for that school. I've spent a lot of breath on it(and Earthmaster). Overall, it gets the job done, very elegantly, very efficiently. It could stand to use some changes though. Let's see it:

APPRENTICE: Endurance + Lift Spirits + Levy + Reveal Rumors

* Endurance: It is a nice enough spell, useful both in battle and outside. Death March completely outclasses it when it comes to campaign movement. Most of time. While it does give sexy +4 speed, it should be used mostly for in combat movement. Because, given how the campaign move works, ... ah, I guess you can make it work. +1 MU / unit is expensive though and triply so when this shines the most(=early game). Please do note that there is a nice combo here with Artifice. With Corrupted Speed Glyph, you can give the entire stack +4 Spd and then you only cast End on whoever is the carrier of that glyph. Very elegant. This is your STARTING SPELL.

* Lift Spirits: +2 Willpower. That's about it. And while it does make your units tankied vs Black / White dmg, it is overall just ... no. At the very least, you do not have to maintain it, just cast it when necessary. Probably should really be more than +2 WILL.

* Levy: Just like Death's spell, this spell gives you some random garbage T1(and perhaps T2) unit at the cost of Reputation with the town the Urban Hex falls under. At the very least, Menta can help itself, unlike Death. It's just whatever. Maybe if it gave you better units the more Rep you had? Also goes for the Death spell.

* Reveal Rumors: It is a nice enough spell that gives you a lot of sight range at the cost of ... 9. Basically the min cost. Nature has a better version of this, imo, but this is useful as well. It isn't Awareness, but, then again, you don't have to do squat to gain visibility with this one.

Overall: Would I go secondary Mentalism? Given that the Expert Page is easy to acquire(quest in Sevenkeeps), perhaps I even would. But by itself? Eh...it's a tough sell. The only good spell here is Endurance and Rumors can be useful as well. The other two basically don't exist lol.

EXPERT: Confuse, Mess Hall, Refill Shops, Reputation Increase

Primary Stack: Mentalist + 2x Militia <- this stack is weird as ♥♥♥♥. The idea is to reduce enemy WILL so you mind control everything, but with what? With Militia? You kidding? Mentalists do have an AoE Fear spell, but even then...can't it be Mentalist + Bear or something? Previously, you used to get a stack that focused on ENSLAVE(Orcs). Would that be better?

* Confuse: This is a VERY NICE spell. At the bargain cost of 16 Mana, you reduce enemy's damage down to minimum(20 - 40 would be 20 - 20 with this). A very nasty spell that's also super cheap. Easily one of highlights of Mentalism.

* Mess Hall: Gives you +1 Recruit Slot and +40 xp on recruit. This does allow you quite some shenanigans with Workers and Elves, so it's better than it looks. And is for certain better than something like Dwarven Vault(lol).

* Refill Shops: This is insiduosly powerful. With this nifty little spell, you always get what you need when you need it. Later on, you can use it to refill shops with things like, idk, Pure Adamantium, but this is expensive! Actually quite powerful.

* Rep Increase: Or Rep+. Rep+ is amazing. You exchange Mana into Reputation at a 1 : 1 ratio. Meaning, you only need something like 100 Mana to completely roflstomp all over the town's Reputation. This is game changing! It allows you the access to Monuments and it allows you the access to things you shouldn't have at that moment(units, materials). This thing clears TWO objectives at once! What an amazing spell. Gift should probably be 1 : 1 while Rep+ should be 2 : 1.

Overall: Would I go Primary Mentalism? Also, given how easy it is to advance Menta's pages, this basically also allows you to go for Master Tier. Not only that, but it allows you to take another School AND this Tier is very nice as it is. It's just ... the stack. What's that supposed to be?

MASTER: Follower + Illithian Chamber + Magic Coffer + Mind Control

* Follower: This is a simple, 40 Mana iirc, spell that not only removes Upkeep, but also removes the Enslaved trait. So, there's more than one way to use this. And every way you use it, it is exceedingly powerful. Given that it don't have any upkeep. Note: some more utility units technically don't need to get rid of Enslaved. You can also get this as a level 6+ Feat, but it's very rare and basically n / a if not using the "choose a feat" mod.

* Illithian Chamber: This is a room that's meant to interact with your Domain. And it comes with an increase to your Tower's Domain. +2 isn't much though. Given that you can build it only once. At least +3 or perhaps even +4 would be better. Still, a nice enough upgrade.

* Magic Coffer: Sevenkeeps ahoy! This spell by itself gives you like 40 Gold / day. At a negligible cost. It and Rep+ really go nice hand in hand. And allow you grow out of control REALLY FAST. A staple of Mentalism, for a very good reason.

* Mind Control: I am not 100% certain how this works. Only vs units with "mortal" tag? Regardless, it is super expensive, but you not only get an unit for free, but also get to hinder the enemy's army. What's not to like? The fact that the unit's Feats are already chosen. That diminishes this spell's usefulness, but it's still very nice.

Overall: Also, it is very easy to get to Grandmaster Tier, should you decide to go 2x Menta. So would I recommend? Yes and no, it all depends which secondary school you'd take with the primary menta. But should you choose to go 2x, it's also very worth it. Follower, Coffer, iChamber, even Mind Ctrl ... quite some nice spells.

GRANDMASTER: Fake Coinage + Shaper Secret + Slaver + Steadfast

* Fake Coinage: It is expensive to cast(125 Mana), but the upkeep is actually very low(only 4 MU). What does it give you? It reduces your Gold Upkeep by up to FIFTY(50)! Between Follower, Enslave and this, you have free armies! Now, combine that with those level 2 Feats. And you can really start to profit from this one. Unfortunately, it is the only Grandmaster spell worth something(imo).

* Shaper: You know the drill, you get a Shaper Ruin. Nothing special, moving on.

* Slaver: I mean, it isn't expensive(33 / -2), but iirc, it gives your unit the ability "can enslave". Not "will enslave". Making it, uh, not very good. Not only that, but there are other, more elegant ways to enslave something than it is to go GRANDMASTER TIER lol. Maybe it should be somewhere else. Maybe if it and Mind Control swapped places?

* Steadfast: How does this work again? I am asking because this feat has been nerfed to 50%. Yet the tooltip for this spell still mentions 100%. So, what is it? 66 / -3 is kinda expensive, but you only really need it on the frontline. Again, deceitfully powerful. Given how it can and will neutralize things like Medusae(!).

With that said, most of these Grandmaster Tier spells feel ... meh, honestly.

FINAL JUDGMENT: Most of this School's benefits are indirect. But it can manipulate so far and so good that, honestly, you can't go wrong with this one. Just don't expect direct results. And the stack is, honestly, horrible. Concerning crafting, your best bet is Artifice. Because it can also give you quite some benefits that stack nicely with Menta. Stuff like Pure Mtn Goat + Speed Glyphs + Endurance. That's ... +12(!) Speed. More than most units are going to have. Alchemy is also ok. Necro ... most of benefits of Menta feel, honestly, wasted on Necro. Then again, Necro can give you an easy access to Fear, Fear synergy(+6 dmg) AND Mind Control. So ... it's all balanced, I'd say, with a slight advantage for Arti.


Honestly for recruiting x or y unit by spell from a city they should allow us to choose only t1, in exchange they get leveled up based on our rep with said city, I would gladly spend mana to get a worker that can swim off the bat

As for starting stack… yeah that’s a big factor in why I restarted cuz mentalists are ♥♥♥♥ esp without any other units the game gave for that starting stack… also I would have loved slavers

As for sevenkeeps yeah based on what you got you can get a t4 while not having every t3, plus you can get a second page… mentalism page 2 and 3

Btw should be mentioned that magic coffee is a guaranteed thing on every run as long as you choose the reward

(Later on ima compile a list of every spell that can be bought but slavers can be bought)

So the only real reason to get mentalist is for refill shops and maybe rep increase
Gorwe 1. Apr. 2023 um 10:13 
Ursprünglich geschrieben von Killer29687:
Ursprünglich geschrieben von Gorwe:
MENTALISM: Time for that school. I've spent a lot of breath on it(and Earthmaster). Overall, it gets the job done, very elegantly, very efficiently. It could stand to use some changes though. Let's see it:

APPRENTICE: Endurance + Lift Spirits + Levy + Reveal Rumors

* Endurance: It is a nice enough spell, useful both in battle and outside. Death March completely outclasses it when it comes to campaign movement. Most of time. While it does give sexy +4 speed, it should be used mostly for in combat movement. Because, given how the campaign move works, ... ah, I guess you can make it work. +1 MU / unit is expensive though and triply so when this shines the most(=early game). Please do note that there is a nice combo here with Artifice. With Corrupted Speed Glyph, you can give the entire stack +4 Spd and then you only cast End on whoever is the carrier of that glyph. Very elegant. This is your STARTING SPELL.

* Lift Spirits: +2 Willpower. That's about it. And while it does make your units tankied vs Black / White dmg, it is overall just ... no. At the very least, you do not have to maintain it, just cast it when necessary. Probably should really be more than +2 WILL.

* Levy: Just like Death's spell, this spell gives you some random garbage T1(and perhaps T2) unit at the cost of Reputation with the town the Urban Hex falls under. At the very least, Menta can help itself, unlike Death. It's just whatever. Maybe if it gave you better units the more Rep you had? Also goes for the Death spell.

* Reveal Rumors: It is a nice enough spell that gives you a lot of sight range at the cost of ... 9. Basically the min cost. Nature has a better version of this, imo, but this is useful as well. It isn't Awareness, but, then again, you don't have to do squat to gain visibility with this one.

Overall: Would I go secondary Mentalism? Given that the Expert Page is easy to acquire(quest in Sevenkeeps), perhaps I even would. But by itself? Eh...it's a tough sell. The only good spell here is Endurance and Rumors can be useful as well. The other two basically don't exist lol.

EXPERT: Confuse, Mess Hall, Refill Shops, Reputation Increase

Primary Stack: Mentalist + 2x Militia <- this stack is weird as ♥♥♥♥. The idea is to reduce enemy WILL so you mind control everything, but with what? With Militia? You kidding? Mentalists do have an AoE Fear spell, but even then...can't it be Mentalist + Bear or something? Previously, you used to get a stack that focused on ENSLAVE(Orcs). Would that be better?

* Confuse: This is a VERY NICE spell. At the bargain cost of 16 Mana, you reduce enemy's damage down to minimum(20 - 40 would be 20 - 20 with this). A very nasty spell that's also super cheap. Easily one of highlights of Mentalism.

* Mess Hall: Gives you +1 Recruit Slot and +40 xp on recruit. This does allow you quite some shenanigans with Workers and Elves, so it's better than it looks. And is for certain better than something like Dwarven Vault(lol).

* Refill Shops: This is insiduosly powerful. With this nifty little spell, you always get what you need when you need it. Later on, you can use it to refill shops with things like, idk, Pure Adamantium, but this is expensive! Actually quite powerful.

* Rep Increase: Or Rep+. Rep+ is amazing. You exchange Mana into Reputation at a 1 : 1 ratio. Meaning, you only need something like 100 Mana to completely roflstomp all over the town's Reputation. This is game changing! It allows you the access to Monuments and it allows you the access to things you shouldn't have at that moment(units, materials). This thing clears TWO objectives at once! What an amazing spell. Gift should probably be 1 : 1 while Rep+ should be 2 : 1.

Overall: Would I go Primary Mentalism? Also, given how easy it is to advance Menta's pages, this basically also allows you to go for Master Tier. Not only that, but it allows you to take another School AND this Tier is very nice as it is. It's just ... the stack. What's that supposed to be?

MASTER: Follower + Illithian Chamber + Magic Coffer + Mind Control

* Follower: This is a simple, 40 Mana iirc, spell that not only removes Upkeep, but also removes the Enslaved trait. So, there's more than one way to use this. And every way you use it, it is exceedingly powerful. Given that it don't have any upkeep. Note: some more utility units technically don't need to get rid of Enslaved. You can also get this as a level 6+ Feat, but it's very rare and basically n / a if not using the "choose a feat" mod.

* Illithian Chamber: This is a room that's meant to interact with your Domain. And it comes with an increase to your Tower's Domain. +2 isn't much though. Given that you can build it only once. At least +3 or perhaps even +4 would be better. Still, a nice enough upgrade.

* Magic Coffer: Sevenkeeps ahoy! This spell by itself gives you like 40 Gold / day. At a negligible cost. It and Rep+ really go nice hand in hand. And allow you grow out of control REALLY FAST. A staple of Mentalism, for a very good reason.

* Mind Control: I am not 100% certain how this works. Only vs units with "mortal" tag? Regardless, it is super expensive, but you not only get an unit for free, but also get to hinder the enemy's army. What's not to like? The fact that the unit's Feats are already chosen. That diminishes this spell's usefulness, but it's still very nice.

Overall: Also, it is very easy to get to Grandmaster Tier, should you decide to go 2x Menta. So would I recommend? Yes and no, it all depends which secondary school you'd take with the primary menta. But should you choose to go 2x, it's also very worth it. Follower, Coffer, iChamber, even Mind Ctrl ... quite some nice spells.

GRANDMASTER: Fake Coinage + Shaper Secret + Slaver + Steadfast

* Fake Coinage: It is expensive to cast(125 Mana), but the upkeep is actually very low(only 4 MU). What does it give you? It reduces your Gold Upkeep by up to FIFTY(50)! Between Follower, Enslave and this, you have free armies! Now, combine that with those level 2 Feats. And you can really start to profit from this one. Unfortunately, it is the only Grandmaster spell worth something(imo).

* Shaper: You know the drill, you get a Shaper Ruin. Nothing special, moving on.

* Slaver: I mean, it isn't expensive(33 / -2), but iirc, it gives your unit the ability "can enslave". Not "will enslave". Making it, uh, not very good. Not only that, but there are other, more elegant ways to enslave something than it is to go GRANDMASTER TIER lol. Maybe it should be somewhere else. Maybe if it and Mind Control swapped places?

* Steadfast: How does this work again? I am asking because this feat has been nerfed to 50%. Yet the tooltip for this spell still mentions 100%. So, what is it? 66 / -3 is kinda expensive, but you only really need it on the frontline. Again, deceitfully powerful. Given how it can and will neutralize things like Medusae(!).

With that said, most of these Grandmaster Tier spells feel ... meh, honestly.

FINAL JUDGMENT: Most of this School's benefits are indirect. But it can manipulate so far and so good that, honestly, you can't go wrong with this one. Just don't expect direct results. And the stack is, honestly, horrible. Concerning crafting, your best bet is Artifice. Because it can also give you quite some benefits that stack nicely with Menta. Stuff like Pure Mtn Goat + Speed Glyphs + Endurance. That's ... +12(!) Speed. More than most units are going to have. Alchemy is also ok. Necro ... most of benefits of Menta feel, honestly, wasted on Necro. Then again, Necro can give you an easy access to Fear, Fear synergy(+6 dmg) AND Mind Control. So ... it's all balanced, I'd say, with a slight advantage for Arti.


Honestly for recruiting x or y unit by spell from a city they should allow us to choose only t1, in exchange they get leveled up based on our rep with said city, I would gladly spend mana to get a worker that can swim off the bat

As for starting stack… yeah that’s a big factor in why I restarted cuz mentalists are ♥♥♥♥ esp without any other units the game gave for that starting stack… also I would have loved slavers

As for sevenkeeps yeah based on what you got you can get a t4 while not having every t3, plus you can get a second page… mentalism page 2 and 3

Btw should be mentioned that magic coffee is a guaranteed thing on every run as long as you choose the reward

(Later on ima compile a list of every spell that can be bought but slavers can be bought)

So the only real reason to get mentalist is for refill shops and maybe rep increase

mCoffer is guaranteed? Care to explain?

Refill Shops and Rep+ are good enough incentives imo. Combine that with Endurance, some speed, Mess Hall ... you understand.
@gorwe so when I was making my guide that I posted a few days ago, I looked into all guarantee x/y, well mushroom boy always gives magical coffers if you select the option, the dwarf well guy can give you stone skin OR if you act like a ♥♥♥♥ the whole time then you get heal

Currently quest wise that’s the only 2 guarantee spells I’ve come across
Spells individually
Mind control works on a lot of units, not just mortals.

Steadfast, as far as I understand, adds 50% to your resist roll. Probably with diminishing stacking as well.
Gorwe 1. Apr. 2023 um 14:09 
Ursprünglich geschrieben von State Line Crosser:
Mind control works on a lot of units, not just mortals.

Steadfast, as far as I understand, adds 50% to your resist roll. Probably with diminishing stacking as well.

Yeah, Steadfast used to be 100%. If it isn't, it's not worth it at all.

MC is powerful, but also super expensive. I'd rather spend that on a Golem or something. Then again, MC can turn battles. /shrug
Zuletzt bearbeitet von Gorwe; 1. Apr. 2023 um 14:32
Ursprünglich geschrieben von Gorwe:
MC is powerful, but also super expensive. I'd rather spend that on a Golem or something. Then again, MC can turn battles. /shrug
It's one of the few ways to get access to units you normally can't but yeah I agree that it's too expensive. Seems like it's only useful to weaken a stack and gain expendable troops before a fight.
Gorwe 1. Apr. 2023 um 15:08 
Ursprünglich geschrieben von State Line Crosser:
Ursprünglich geschrieben von Gorwe:
MC is powerful, but also super expensive. I'd rather spend that on a Golem or something. Then again, MC can turn battles. /shrug
It's one of the few ways to get access to units you normally can't but yeah I agree that it's too expensive. Seems like it's only useful to weaken a stack and gain expendable troops before a fight.

There's a lot of these small touches they could do(pure numbers balance). If we could mod easily, I usually take care of such details. For my sake and everyone else's, should anyone require it.
Zuletzt bearbeitet von Gorwe; 1. Apr. 2023 um 15:15
Ursprünglich geschrieben von Gorwe:
There's a lot of these small touches they could do(pure numbers balance). If we could mod easily, I usually take care of such details. For my sake and everyone else's, should anyone require it.
If you are interested in that you should just ask Mindeveler how he does it. I think he described it roughly in his mod topic a while back.
Kinda wish we had a way to access every unit without having to rely on slavery but oh well. A pure slavery run feels like it would be easy. Shame you can’t enslave the undead (I think?)
Gorwe 3. Apr. 2023 um 15:49 
Ursprünglich geschrieben von State Line Crosser:
Ursprünglich geschrieben von Gorwe:
There's a lot of these small touches they could do(pure numbers balance). If we could mod easily, I usually take care of such details. For my sake and everyone else's, should anyone require it.
If you are interested in that you should just ask Mindeveler how he does it. I think he described it roughly in his mod topic a while back.

I should do that. See what's what.
Zuletzt bearbeitet von Gorwe; 3. Apr. 2023 um 15:49
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