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Posts from What kind of magic do you like the most?
The problem with "neutral magic" is that it can include all skills and abilities that are not part of Summoning, Chaos, Darkness, and Light. Therefore, when comparing the aforementioned schools with "neutral magic," it essentially becomes a comparison with the entire skill tree.
The problem with "neutral magic" is that it can include all skills and abilities that are not part of Summoning, Chaos, Darkness, and Light. In other words, when comparing the aforementioned schools with "neutral magic," it turns out to be a comparison with the entire skill wheel.
Oh no, not with the entire skill wheel, but only with a small part of it, such as prayer, enchanted arrow, and anything else of that sort. And is this a problem? Yes, it's not easy to compare neutral magic with standard magic, but... We can compare them theoretically; this won't be possible in the gameplay. However, we can set a script command for the hero to acquire skills and abilities from the neutral school of magic, and then the comparison will be successful.
Дайте мне всего шесть строк, написанных рукой самого честного человека, и я найду, за что его можно повесить. Весьма хороший попутчик... До первого перекрестка.
Oh no, not with the entire skill tree, but rather with a small part of it, such as a prayer, an enchanted arrow, or something similar.
In other words, Preparation and Avenger are already in neutral magic, as are the other racial skills. Let's move on: counterspell (Sorcery), haste (Offense), stone skin (Defense), inspiration (Leadership), surprise attack (Logistics), earthquake (Mechanics). Now we have the entire skill tree, except for Luck and Education.
Although we can set a script command for the hero to acquire skills and abilities from the neutral school of magic, and then the comparison will be successful.
Can we set it so that these neutral skills and abilities fit into one slot, similar to Light magic, for example?
In other words, Preparation and Avenger are already in neutral magic, just like the other racial skills. Let's move on: Counterspell (Sorcery), Haste (Offense), Stone Skin (Defense), Morale (Leadership), Surprise Attack (Logistics), Earthquake (Mechanics). Now we have almost the entire skill wheel, except for Luck and Education.
Not quite. In this case, we are talking about spells, not skills. We are comparing the compositions of schools, i.e., spells. That's why there are so few of these skills. By the way, Haste (Light), Stone Skin (Light), Surprise Attack (Light), and Earthquake (Summoning, or rather, an improved version of Earthquake) do not belong to neutral magic. Only Counterspell, Morale, and perhaps half of the racial skills belong to it, and maybe something else. But even so, all of this together is only a small part of the skill wheel.
Could you arrange it so that these neutral skills and abilities fit into one slot, similar to Light magic, for example?
No, as spells. If that doesn't work, then add them to the hero's xdb file.
Дайте мне всего шесть строк, написанных рукой самого честного человека, и я найду, за что его можно повесить. Весьма хороший попутчик... До первого перекрестка.
In this case, we are talking about spells, not skills. We are comparing the compositions of schools, i.e., spells.
It seems to me that we are comparing magic as skills in terms of their development, but the question "which magic do you like more?" can also be interpreted as a comparison of spells. In the end, everyone is entitled to their own opinion.
only half of the racial abilities
Name at least one racial ability that cannot be attributed to neutral magic.
But still, all of this together is only a small part of the skill wheel.
At least half.
No, as spells. If it doesn't work, then add it to the hero's xdb file.
And at the same time, fill its skill slots with the skills that are necessary to obtain certain abilities-spells. That is, there is no practical benefit from this.
Name at least one racial ability that cannot be attributed to neutral magic.
Experienced commander is not magic at all. There are slightly less than half of such abilities.
At least half.
Don't believe it? Count them. If it says "activated ability," then it can be considered neutral magic. But there are not many such abilities, and certainly not half.
And at the same time, fill its skill slots with the skills that are necessary to obtain certain abilities-spells. That is, there is no practical benefit from this.
Why bother, you can just embed it without filling the slots.
Added after 9 minutes Just for fun, I counted how many neutral magic abilities a knight has, and how many abilities he has in total. So, it turned out (approximately): Total abilities - 87 Special (neutral) magic abilities - 4 The proportion of special (neutral) magic to the total number of abilities - 4.577%. See, it's only four and a half percent. This is for a knight. Some may have more, some may have less, but it will always be in the range of 3-6 percent.
Дайте мне всего шесть строк, написанных рукой самого честного человека, и я найду, за что его можно повесить. Весьма хороший попутчик... До первого перекрестка.
Each school of magic has its own strengths. Here's my advice: Pay attention to who you're playing as and who you're playing against. For example, in a campaign playing as the Elves, Faideanu will greatly benefit from Light Magic, especially against undead, or take 2 magic schools, but level up more skills like (Storm Wind, etc.) to deal with 2 magic schools. Each magic school has its own advantages and disadvantages, as Chaos Magic can significantly outperform Summoning (especially for Necropolis).
Of course, darkness. I think it's obvious from my avatar.
And besides, things are okay, especially with spells like Subjugation and Berserk. Unholy Word is a good one too, but it's a bit weak.
Well, Summoning is also a good spell.
Chaos isn't very good, though. I do like the ice magic, though.
Light... well, you know.
I wouldn't say that the unholy word is a weak spell. With normal spellcasting, it deals damage equal to an average Chaos magic spell, but it hits everyone at once, which is a plus.
I don't use Necromancer very often because it consumes a lot of mana. Although, if you have the Ring of Sar-Iss, it's better, plus with decent damage, and if you use the Necromancer's Sign, it will return half of the mana.
Chaos, summoning on late game is not effective, Darkness and Light are more versatile, Knight NS works well, Twilight, Painbringer, Fallen Knight +12 to spell power :)
Там бугага - там Ктулху бродит, Креведко на ветвях висит...
Well, it's a debatable gameplay situation, but sometimes, having the last stack, for example, a stack of trained Knights with Vampirism, can definitely turn the tide in your favor against Neutral creatures.
Там бугага - там Ктулху бродит, Креведко на ветвях висит...