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#493
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bww


And here, I might be misunderstanding, please correct me:
4. Pathfinding, again, depends on the situation; if there are few roads on the map.
5. Shooting... is it for these lizardmen or for a combined army?
6. Water, as I understand it, is for healing, weakness, blessing, prayer, teleport, and counterattack?
7. Earth is for stone skin and teleport?
8. Air... is it for speed?

I would replace 4 or 5 with wisdom... and what about magic resistance and intelligence, ballistics? :)

Pathfinding is needed on large maps with varied terrain. It's not needed on medium or smaller maps.

Shooting for swamp... only for the lizardmen?! It depends on the person, but I wouldn't take it even if it were free. It's better to take resistance instead.

Earth is primarily for slowing and resurrection.

Air - speed and counterattack. Expert accuracy for lizardmen with ballistae.

Artillery is very useful for swamp. Ballistics - swamp has many infantry units, so it's actually quite necessary.

Wisdom is desirable. On large maps, when there is an opportunity to capture and develop castles with a 5-level mage guild, it must be taken. On small maps, it is almost useless.

Water. Forgetfulness, weakness, healing, blessing, teleport, clone, prayer. Removing obstacles removes minefields, quicksand, force fields, and mines at mage walls. Water is the most useful magic for swamp. :)

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