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Ein Übersetzungsproblem melden
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.
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.
Currently quest wise that’s the only 2 guarantee spells I’ve come across
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
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.
I should do that. See what's what.