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ASW – Alternative hero leveling.

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Nargott
Even though the essence of the Elves hasn't changed in the game – they remain as high-initiative, first-strike units, etc. And all these tactical nuances of Summoning fit perfectly with that.
We're talking about the guild now. The Summoning guild provides more useful spells in Summoning.
But who's to blame if you close them off so much? I'll put a Phantom in the attack and take control.
I'll see how you fare when a vampire flies into your formation.

Added 3 minutes ago
Ment
I have a couple of thoughts about the Elf and Summoning, maybe someone will find them useful.
Firstly, you can enhance Fist and Hive. Hive, I must say, is already a very pleasant spell due to its pushing effect on the turn order, and if the damage is slightly increased, no one will be ashamed to cast it on volleys of arrows. Fist can be made a higher-level spell (although I don't know what to do with the first level of Summoning then).
Hive and the Hive spell definitely need to be included somehow. Chaos lacks the Elven element – earth, which is a disadvantage. Elves didn't master astral magic either. The Hive spell is available to the Dire Elves. Maybe these spells should be moved to other schools?
Nargott

I have an idea to allow positive spells to be cast on arrows and then fire them at your own units. Then it would be great: cast Phantom on an arrow and – bam – three or four Phantoms. And it wouldn't be completely overpowered, as your own units would suffer.
I wonder if that's possible? :)

Added 2 minutes ago
Nargott

By nature, in Summoning, besides wasps and the Hive, there are also elementals, a phoenix, and an earthquake.
This isn't nature, but an element. The same one as in Chaos. Only this one can move. Of these elementals, only the stone ones could be considered native.
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