Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In general the best nations for doing mindhunt are MA and LA Arcoscophelae - because they can both forge to make easy S4 mages to hunt, and they have healers to heal feeblemindedness, and they can forge Rune Smashers to give it that added penetration bonus. Some ages of hinnom/gath/ashdod can also do it, but with more difficulty.
To deal with Feebleminded pretender, you're looking for either:
- healer units that are not disease healer - Arcoscophelae get priestess, EA Ermor has bishops, Caelums can summon Spenta of Waters, Vanarus/Bogarus get Vila, and Gath/Hinnom/Ashdod get some summons and units. if you are not one of those nations, you can seduce/hellbind heart/charm from one of those nations and pray, or you can spend an entire wish.
- the chalice
- Gift of Healt
As it is, it should never be cast without all available boosters, and never against enemies with astral presence, and never outside of a larger plan to exploit. It's very unlikely randomly spraying Mindhunt will hurt your enemy more than the casters and gems cost you. But killing a few critical commanders the turn before you engage the enemy in a major battle might be the difference between victory and defeat. Maybe an important spell doesn't get cast, or maybe a general leading half the enemy chaff dies leading the enemy mage blob fighting without sufficient blockers.
Mind Hunt is also the only thing that works against careful stealthy raiders that doesn't involve trying to outguess the enemy player.
Remember, Mind Hunt is cheap.
Eventually though, your enemy will probably wisen up and set an astral mage to protect his commanders or just hire a bunch of garbage scouts and commanders to take the shots for them.
2 pearls/turn is great price, and this spell plus Arrow spell is the reason to have random scouts or simple commanders in your army, so chances of hittinga valuable target are 50:50, not better.