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Unless you level an Archangel to gold medal, which does the opposite.
You can kind of compensate tho, often. Terraform other terrain in your city's domain to liked terrain to offset the penalty. In case of Orcs, you can even terraform the blighted terrain itself and still get a happiness bonus for it.(they only dislike it. Goblins dont mind it at all.)
Also, if you have certain master specs, you might have a ... Empire spell. This will slowly transform all your terrain into that kind, which will include the blighted terrain.
Those mentioned empire spells are IIRC only air mastery (=transforms into arctic terrain) and fire mastery (=desert).
If you are lucky, you might find cleanse the land in a exploration site that grants spells or on completing the empire quest of researching everything first, you may get creation adept as reward.
Air gives Arctic, Fire gives Tropical(Looks like desert on Barrens, but tropical is the name used everywhere and therefore I prefer it), Creation gives temperate (tho you probably dont have) and Destruction gives Blight. That can still work, since at Destruction Adept you'll have Domain of Corruption which will make your cities like blight terrain.
I went after an arch angel, but they are immune to any mind control, so dominate, charm, and seduce did not work... I guess I am SOL.
Which is why there's a mod that disables this ability. (The same author has similar mods for other units that get this.)
To add something else that helps overcoming blight terrain: Integrating the corresponding "heart" site (don't know the correct name of the "heart of blight" right now) into your own domain negates the negative morale from blight terrain on every single unit of yours.
If you're Dread or Druid tho, you've got magic that reduces the effects a bit, tho.
I have only played sorcerer. I knew other classes had battle magic, but did not know they had all the same world map magic. WTF am I a sorcerer then if I get wimpy leader who doesn't have any special magic and can't produce warbreeds and maicore riders? (scratching head)
Seriously, I was going head to head with King Xorn and was maxxed out with spells and casting points, I even had age of magic active, and not only did he have stacks and stacks or breeds and cores, but dispelled everything I cast and cast all kind of spells himself.
Next game I will do Warlord.
Let me clarify a few things. Jacco is right that sorcerers aren't any better at terraforming than other classes. That's not really what they're about. But when it comes to spellcasting:
All classes have access to the same specialisations
Whether you're a warlord or a sorcerer, you can take Fire Mastery and research/cast Fireball, Hellfire, Summon Fire Elemental or Tropical Empire.
All classes have unique class-based spells, both on the battlefield and on the strategic map
Non-magic based classes like warlords typically have few of these. A warlord's magic might buff his troops further, or increase the size of a city's domain. An example of a high level Warlord spell would be "Tireless Army" which would make all units on the battlefield Tireless. Very good if you have a strong army already.
Magic based classes like Sorcerers tend to have more dramatic effects. They can cast spells damaging all enemies in their domain, strike strategic map armies with lightning, or teleport their own stacks to their capital city. A comparable level sorcerer battle spell would be something like Mass Stasis, which will paralyse all units that do not resist it, and slow down even units that do. Obviously, that will have a VERY dramatic effect on the outcome of a battle, particularly if you then have Apprentices and racial support units that can stun those units that happened to resist the spell.
In addition, sorcerers and druids (and necromancers) have a wide selection of summoning spells that let them conjure up entire armies right on the front lines, if they have enough casting points. Other classes can get a few summoning spells if they take specialisations (like Summon Hellhound or Fire Elemental if you take Fire Adept & Master) but these classes will have many more.
Only sorcerers get the Age of Magic ultimate spell
All classes have an ultimate spell that suits their style of play. For the Warlord, his ultimate ability gives gold medals and some special abilities to all his units. Very powerful, if you have a strong army to benefit from it.
The sorcerer, however, gets the Age of Magic spell: it gives you 50 extra casting points per turn and halves the cost (in mana AND casting points) for every single one of your spells. (including those from specialisations)
This means that a late game sorcerer is much, much better at spellcasting than a warlord will ever be. (Or any other class, for that matter.) You can cast spell after spell in each and every turn, summon a whole stack of units in just one turn, or teleport an entire 4 stack army, or bombard enemy cities and armies with lightning storms. You won't get to use this kind of firepower often, since it comes very late in the game, but when it does... let's just say you'll never equate other classes' spellcasting to that of a sorcerer ever again.
Conclusion:
Both warlords and sorcerers can cast spells in AoW3. But in the early game, sorcerers have the edge because they have many more varied and effective battlefield spells, and because they can summon reinforcements right to their front lines. In the late game, the sorcerer's ultimate ability allows you to unleash veritable storms of magic that no other player can compete with.
Which is not to say that you might not find yourself outmatched magically by another class even if you play a sorcerer. If the other class has a much bigger empire than you, has researched more upgrades and has constructed more grand palaces, you may well end up being overwhelmed. However, the reason for this is simple: in this scenario, you're losing the game. You haven't done well enough in the early game to compete later on.
This can happen to any class. If you played warlord in the same way, you might find yourself outnumbered by dozens of stacks commanded by a sorcerer.
All this means that sorcerers (like the other classes in this game) have their own very distinct playing style, and that they do indeed do justice to their name when it comes to their command of magic.
Oh, and one final note: if your strategic spells are being disjuncted a lot, reinforce them.
If your combat spells are being disjuncted a lot... well, there's nothing you can do except a] hope you're lucky and b] cast spells that can't be disjuncted, like Mass Stasis.
Thank you very much for that great info. I really had no clue. I was frustrated because not only does Xorn have an army of 4T's but can go toe to toe with me with magic. His relentless army spell is pretty incredible, and he can dispell on the first try all of my unviverals combat spells (mass curse, regenerate walls), while despite having a 50% chance I cannot dispell his until try 2 (which is 2 turns of not being able to heal or attack.
I have 235 casting points, but apperently he has way more.
Tanks again, it is very helpful!
Glad to be of help!
Part of your issue probably is just bad luck and/or the hate all of us humans have for the random number generation. ("What do you mean he got a critical success AGAIN?")
It may also be that you don't have Greater Disjunction researched, and he does. That upgrade really boosts your chances of dispelling stuff. If so, research it ASAP to level the playing field again.
It may also be (and likely is the case) that he's spending all his casting points on disjuncting your stuff, whereas you're probably also summoning a lot of Eldritch Horrors and whatnot.
But in general, it's also that late-game warlords ARE very tough opponents. All those manticores and warbreeds and phalanxes will give everyone a bad time. (The warbreeds at least can easily be dominated by your Horrors, but the manticores can't.) Warlords are a very strong late game class. Even if he has to waste all his casting points dispelling you (and it's highly unlikely he has more than you, unless it's an extra large map and he controls more than half of it) he still has the edge because of his armies.
Your best bet at this point likely is to push for offense at all cost. Every (upgraded) city you take is +10 casting points for you, -10 for him. (Not to mention all the gold and mana boosts you get.) With lots of floating stacks you might be able to spot weakly defended cities and then summon lots of reinforcements in their domain.
Another cool-but-risky trick is to move your capital somewhere near the front lines where you need reinforcements, and then use the Spell of Return to immediately mass your army there. At only 50 casting points a cast, you can get 4 stacks over there in a single turn.
Meanwhile, you should absolutely focus on building lots of troops as well, particularly support units. Orc manticores only have 11 resistance, or 12 with gold medal, which makes it quite possible to stun them with your support units and then finish them off with racial tier 3s. You won't win one-on-one fights, but your units are cheaper, and with tricks like summoning and teleporting reinforcements you can usually achieve local superiority of numbers. Plus, spells like Mass Stasis and Static Electricity can really even the odds.
If you ever play Sorcerer again, you might try taking Fire Mastery. Hellfire + Age of Magic allows you to nuke everything on the battlefield with impunity. Including your own troops, unfortunately, so this trick works best if you're either fire-resistant Dwarves or Draconians, or if you're summoning lots of fire elementals.
Using that time I can cast more spells.
Letting a Sorcerer repeatedly cast spells turn after turn is how any army loses.
The way I see it is... Warlords are the kings of gold and producing units. Sorcerers are the kings of mana and unproducing units. Considering you took all that time to level them up too... it's just sad that I click a button and now they're all gone. :D