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Multischools
It's no secret that developing a second school of magic is less effective than the first. Since, when casting a spell, a hero uses only 1 school at a specific point in time. To support the development of multischools, I propose the following perk transfers:
Chaos -> Light: Lord of Storms (from which to cast Storm Wind and Righteous Fury)
Light -> Summoning: Rune Shield (i.e., Celestial Shield, being a Light spell, is only given when Summoning is upgraded)
Summoning -> Dark: Master of Life (from which to cast Spiritual Bond)
Dark -> Chaos: Lord of Pain (from which to cast Mana Burst)
Chaos -> Summoning: Exorcism (transfer from Lord of Spells)
Chaos -> Summoning: Pyrokinesis (transfer from Lord of Spells)
Summoning -> Chaos: Fire Warriors (transfer from Fire Fury)
Light -> Dark: Twilight (already done)
Light -> Dark: Eternal Light (transfer from Master of Mind)
Dark -> Light: Fallen Knight
Additionally:
Dark -> Summoning: Cursed Lands (transfer from Master of Earth)
Summoning -> Dark: Misty Veil (transfer from Master of Mind)
Elements of Chaos
Due to the fact that WGE hero classes differ from the original ones, for which the Chaotic elements were originally designed, I have revised their dependencies on SP and skill.
Water. Strong dependence on magic and skill. The most promising and effective magic for a chaos hero with high SP. With low SP, it is effectively supported by 2 perks, Lord of Cold and Deadly Cold. Water does not have high-level spells. Dampening weakens Water the most.
Earth. Strong dependence on magic. The most powerful magic for a chaos hero with high SP, due to high-level Meteorite and Disintegrate. Not supported by perks; if Meteorite is available, it is ineffective to develop Chaos further.
Fire. Strong dependence on skill. The most powerful magic for a chaos hero with low SP, due to the high-level Armageddon. With low skill, it is effectively supported by the Lord of Fire perk; with high skill, by Pyrokinesis, which is learned in the Summoning branch.
Air. Weak dependence on everything; the best spells for fast gameplay. It almost does not depend on skill and is played with low SP, supported by Lord of Storms in the Light branch. It makes sense to develop Chaos only for access to Lightning or Chain Lightning. Dampening almost does not weaken Air.
The most typical Chaotic elements by race:
Humans = Earth + Air
Elves = Earth + Air
Mages = Fire + Water (canon: Fire + Air)
Dwarves = Fire + Water
Demons = Fire + Water (canon: Fire + Earth)
Undead = Earth + Water
Dark = Water + Earth
And by class, considering the growth of SP and the availability of Chaos:
(element with a minus sign means the most atypical element)
Knight (Air+, Water-)
Paladin (Earth+, Fire-)
Cleric (Earth+, Water+)
Alchemist (Fire+, Air+), in duel Fire and Air
Magister (Fire+, Earth-), in duel Fire and Water
Archmage (Water+, Air-), in duel Water and Earth
Ranger (Air+, Water-)
Guardian (Earth+, Water+)
Druid (Earth+, Fire-)
Warrior (Fire+, Earth-), in duel Fire and Air
Engineer (Fire+, Air+), in duel Air and Fire
Hermit (Water+, Air-), in duel Water and Fire
Overlord (Fire+, Air+), in duel Fire and Air
Demonologist (Water+, Air-), in duel Earth and Air
Sorcerer (Fire+, Earth-), in duel Fire and Water
Reaper (Earth+, Water+)
Cultist (Earth+, Water+)
Necromancer (Earth+, Water+)
Assassin (Water+, Air-), in duel Water and Earth
Witch (Air+, Water-)
Warlock (Water+, Earth+), in duel Water and Earth
Wizard Units
Using a special magic skill for wizard units has made it possible to expand their range of spells without fear of imbalance (as it allows you to individually adjust the power of spells). Upcoming changes for wizards:
- Monks: (Haste, Skin) => (Haste, mass Skin)
- Clerics: (Remove Curse, mass Strength) => (Antimagic, mass Strength)
- Adepts: (Blindness, Antimagic) => (Blindness, Holy Word)
- Mages: (Elementals, Teleport, Antimagic) => (Elementals, Teleport, Arrow)
- Wizards: (Shield, mass Skin, mass Weakness) => (Shield, Swords, Hive)
- Ifrits: (Might, Fireball) => (Might, Armageddon)
- Elders: (Freeze, Ring) => (Freeze)
- Imps: (Ray) => (mass Ray, Fireball)
- Balors: (Meteorite) => (Meteorite, Disintegrate)
- Plague Liches: (mass Slow, mass Weakness, Plague) => (mass Slow, mass Weakness, mass Plague)
- Greater Liches: (Resurrect, Berserk) => (Resurrect, Berserk, Subdue)
- Twilight Witches: (Phantom, Slow) => (Phantom, Slow, Grief)
- Elemental Witches: (Ice Block, Arrow, Thorns) => (Ice Block, Plague)
- Shadow Witches: (Weakness, Slow) => (Weakness, Slow, Ray)
- Healers: (Remove Curse, Vampirism, Regeneration) => (Remove Curse, Vampirism)
- Water Elementals: (Ring, Ice Block) => (Ring)
- Mummies: (Resurrect, Weakness) => (mass Weakness, mass Weakness, Unholy Word)
Spell Prices
The pricing policy for spells is also being revised.
Unlike the original, in WGE, heroes receive twice as little mana for each unit of knowledge. In addition, magic in WGE is 30% more expensive in terms of mana. As a result, the mana shortage is particularly acute, given the fast-paced nature of the game, in which stats do not reach exorbitant levels, as, for example, in TE.
Therefore, it was decided to reduce the cost of spells to 80%, returning them to the price level of the original (without weakening the power of the spells):
Level 1: 3-5 mana (was: 4-6)
Level 2: 5-8 mana (was: 6-10)
Level 3: 8-12 mana (was: 10-15)
Level 4: 12-16 mana (was: 15-20)
Level 5: 16-20 mana (was: 20-30)
As with creatures, some spells will be intertwined with neighboring levels in terms of strength/price category.
The necessary mana shortage is preserved, due to the halved bonus from knowledge, but at the same time, heroes get the opportunity to cast noticeably more spells ("golden mean").