Auto-translated
Yes, the official patch is installed, and the game is a licensed copy.
New here? I'm Roha — want a quick tour?
Yes, the official patch is installed, and the game is a licensed copy.
After the Lightning Lord, there will be the Lightning Altar perk, which grants a spell that places an Altar on the field, which throws lightning at the nearest enemy.
Will the chain lightning be overpowered?
Accordingly, you can create similar altars: around one, a fireball will explode, and around the other, a ring of cold will appear.
1) Machine Lore. Devotion to Machines, and from it, the catapult. To put it mildly, the entire branch is questionable. Will there be any balance changes?
2) Seals. Against Darkness in Light, against Light - in Darkness. There is already Eternal Light against Darkness in Light, is a second perk needed?
3) School of Light. I don't see a connection between Ritual and Wrath and Teleport.
4) School of Darkness. From Master of Pain - Weakening Strike, and from Master of Weakness - Misty Veil? Where is the logic, or are the icons simply mixed up? I don't see a connection between Deadly Misfortune and its branches.
5) School of Chaos. The connection between Cold Steel and Lightning is not visible. It is unclear why the more powerful Deadly Cold comes before the Lord of Ice.
6) School of Summoning. Elemental Equilibrium as a purely passable perk instead of a counter? It is unclear why the Lord of Life comes after Cursed Lands.
7) Attack. I would like to see the overpowered BB (Berserk Barbarian) as a level 3 perk, not level 1.
8) Leadership. Resilience doesn't seem to fit, as it is a bonus to HP, and this is traditionally in defense (by analogy with BB).
9) Education. There is no connection between Economy and Revelation.
Synergies: Machine Loyalty + Rate of Fire, Machine Loyalty + Tent, Machine Loyalty + Catapult – and runes everywhere.
Punishment and Haste are very strong under the effect of Wrath. Therefore, they should cost more mana.
The Ritual of Light is aesthetically pleasing in itself because light is more suitable for restoring good than other magic.
Light is important for the Knight, but there may not be enough mana.
Lightning and Stone Curse stun, albeit in different ways. The connection comes from a semi-physical ability, which is not so critical (and there is nowhere else to put it).
Cursed Lands, at least, somewhat restrict movement. To raise the dead, no one should be standing on it or have died on it. And if there are few hit points, it is dangerous to approach – you will die before you reach it. And putting it in another branch is worse.
A bonus to HP gives the army resilience, as does HP Bonus. Leadership and army are one element. Or should HP Bonus also be moved?
+HP is not a direct increase in defense.
Economy also brings experience, Revelation also brings gold.
Attacking and defensive auras, as practice has shown, only work for dwarven units, so they need to be replaced.
"Wheel" of the Inferno faction: