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When you cast Mind Hunt, you ARE targeting provinces in which you know the enemy has recruited commanders, right? I haven't heard of anyone else having problems, so I thought it best to double-check. ;)
and please don't use a S6 or S8 mage, use an expandable mage (you will understand whend you will mind hunt a province with an astral enemy mage)
The manual claim +2 misfortune and 4% curse which is wrong, though it's correct on the unrest.
For event-causing spells, you can check the event inspector: the event's eff_id should match the spell's damage. In this case, it's 5.
MA Arco is probably the best nation at mind hunting with easy access to S4, the paths to forge all the penetration items and the best healer in the game as an easily accessible recruitable.
And don't mindhunt nations with S3 or S2 mages. Mind hunters have a 40% chance (if I recall correctly) of being Feebleminded for every level of S a mage has in the affected province. So if you Mind Hunt a province with a single S2 mage, there is an 80% chance your spell gets blocked and you mage becomes Feebleminded.
Crystal Coin not so much, since it's much more expensive.
However, I thought that chance for being Feebleminded was a opposing dice roll among the "attacking" mage (the one casting Mind Hunt) and any "defending" Astral mages (those residing in the attacked province). Similar to Magic Duel, I would think that the higher-level mage would have a bonus to avoid being Feebleminded.
If I can't find any data that already exists, I'll see if I can run some tests to this effect. :)
spell focus - +1 penetration
rune smasher - +2 penetration
some artifacts - penetration bonuses
Mind Hunt is 2 MR checks. One against mind hunt, the other against Soul Slay (or mind burn if you only have that researched). Either failing basically means a wasted turn.
An enemy Astral mage in the province can feeblemind the caster, with a fairly high likelihood, depending on path/number of enemy mages, which also wastes the spell.
Mind Hunt notably hits stealthed commanders. This makes it very good against stealth-using thugs which dodge other remotes via stealth. It's also good against enemies with not a lot of commanders with an army, where killing a few will ruin a strategy (by leaving troops behind, killing blessers, or killing mass-buffers).
Without penetration, it's generally not worth casting.
What evidence do you have that this is true? It was not true in Dom3, when conclusive testing was done on Mind Hunt mechanics:
http://z7.invisionfree.com/Dom3mods/index.php?showtopic=1307
I believe there is evidence that in the transition from Dom3 to 4, Mindhunt was nerfed to be no longer be considered an S0 spell for purposes of calculating bonus penetration from paths, but I'm unaware of any evidence it has been changed to require 2 separate MR checks.