Auto-translated
Of course, it would be right to immediately write about what the title indicates. But first, I will write a little about the topic raised by one of the users of this forum.
Town portal on fire, Dimension Door in water - who needs this?
To understand this issue, I suggest taking a closer look at the state of affairs with the magic schools in SoD. Let's divide all spells into three types: transport, direct damage, and combat support. Also, let's call spells that do not require wisdom "low-level," and spells that require wisdom to learn "high-level." School of Air. Transport spells are excellent. Dimension Door, flight, air vision. Direct damage spells. Excellent low-level lightning and good high-level chain lightning. Combat support. Mass haste - as they say, in the world of kung fu, speed determines the winner. Dispel - not bad. Everything else (hypnosis, air shield, destructive ray) is used in games on random maps quite rarely. School of Earth. Transport spells. Town portal and earth vision. The situation is slightly worse than in air, but still very good. Direct damage spells. High-level meteor shower and implosion rule here. Low-level mines are practically not used. Combat support. Mass slow - a legend. The most desired spell in the early stages of the game, and it doesn't get any worse over time. Shield, stone skin - spell number one in utopias. Also quite often used in other battles. Among the high-level spells are antimagic and restoration, which are widely used. School of Fire. Transport spells. None. Direct damage spells. Mostly area-of-effect spells. There are many high-level ones, but due to the large area and not the highest damage, their effectiveness is not very high. Low-level wall of fire is good against neutral melee units, but practically useless against flying units, archers, and enemy troops. Combat support. Here, everything is great. At a low level, mass curse and blindness. At a high level, berserk and rage. All are used frequently and are very effective. School of Water. Transport spells. None. Direct damage spells. Decent low-level water bolt and dubious high-level ring of cold. Bad. Combat support. Not bad blessing, healing, weakness. High-level spells are also good - clone, prayer, forgetfulness, teleport. As you can see, the schools are quite diverse in terms of combat spells. Some are better with point damage, some with area damage, and some with support spells. Variety and the choice that comes from it are very good. But in terms of transport spells, two schools are simply deprived. If you want to move quickly around the map and not wander aimlessly, take air and earth. Otherwise, it won't work. And transport spells are not called by one capacious word for nothing: "Control." The one who controls the map better has more chances to win. Statistics of games on random maps confirm that earth and air are much more popular among players than fire and water. That is why the developers decided to make it so that transport spells are represented in all schools.
Town portal on fire, Dimension Door in water - who needs this?
To understand this issue, I suggest taking a closer look at the state of affairs with the magic schools in SoD. Let's divide all spells into three types: transport, direct damage, and combat support. Also, let's call spells that do not require wisdom "low-level," and spells that require wisdom to learn "high-level." School of Air. Transport spells are excellent. Dimension Door, flight, air vision. Direct damage spells. Excellent low-level lightning and good high-level chain lightning. Combat support. Mass haste - as they say, in the world of kung fu, speed determines the winner. Dispel - not bad. Everything else (hypnosis, air shield, destructive ray) is used in games on random maps quite rarely. School of Earth. Transport spells. Town portal and earth vision. The situation is slightly worse than in air, but still very good. Direct damage spells. High-level meteor shower and implosion rule here. Low-level mines are practically not used. Combat support. Mass slow - a legend. The most desired spell in the early stages of the game, and it doesn't get any worse over time. Shield, stone skin - spell number one in utopias. Also quite often used in other battles. Among the high-level spells are antimagic and restoration, which are widely used. School of Fire. Transport spells. None. Direct damage spells. Mostly area-of-effect spells. There are many high-level ones, but due to the large area and not the highest damage, their effectiveness is not very high. Low-level wall of fire is good against neutral melee units, but practically useless against flying units, archers, and enemy troops. Combat support. Here, everything is great. At a low level, mass curse and blindness. At a high level, berserk and rage. All are used frequently and are very effective. School of Water. Transport spells. None. Direct damage spells. Decent low-level water bolt and dubious high-level ring of cold. Bad. Combat support. Not bad blessing, healing, weakness. High-level spells are also good - clone, prayer, forgetfulness, teleport. As you can see, the schools are quite diverse in terms of combat spells. Some are better with point damage, some with area damage, and some with support spells. Variety and the choice that comes from it are very good. But in terms of transport spells, two schools are simply deprived. If you want to move quickly around the map and not wander aimlessly, take air and earth. Otherwise, it won't work. And transport spells are not called by one capacious word for nothing: "Control." The one who controls the map better has more chances to win. Statistics of games on random maps confirm that earth and air are much more popular among players than fire and water. That is why the developers decided to make it so that transport spells are represented in all schools.
