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Posts from RTF is a global modification that replaces all towns in the game.

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#1607
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Swords – either make them earth-based or change the name and visuals.
But they are spinning **in the air**.
In reply to WizardNazyr
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#1608
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WizardNazyr
But they are flying in the air.
And wasps fly in the air, so what?
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#1609
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What, in your opinion, should be changed here, and how?
.
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#1610
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Many spells (magic fist, wall of blades, etc.) simply cannot be assigned to any element :(

I think that the best option (now) would be to return to the old concept of spells...or completely rework them! As an excellent example, consider the elemental spell system from the third game. By adhering to it, spells can be adequately categorized...but not all of them, so the option I mentioned a few lines above is the best :(

However, it is possible to change the animation and names of some spells, adapting them to the desired element. For example, replace the wall of spears with a wall of stones, and the storm with a sandstorm =/

Perhaps the fire trap should still be placed in the fire element?
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#1611
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Wall of Swords => Wall of Thorns (for example) and now it's just ground.
 

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#1612
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I would divide the schools of magic like this (most of this correlates with Heroes 3):
Fire
Armageddon, Berserk, Blindness, Firestorm, Fireball, Judgement, Curse (Weakness), Retribution

Air
Arrow, Dodge, Ray, Haste, Lightning, Control, Chain Lightning, Teleport, Phantom, Hornets, Hive

Water
Dispel, Blessing (Divine Strength), Weakness, Confusion, Stone, Ring, Cold

Earth
Stone Skin, Slow, Antimagic, Raise, Resurrection, Meteor, Thorns, Shock, Plague, Unholy Word, Swords, Fist

Vampirism - water or earth (water).
Gloom - water or earth (water).
Crystal - water or earth (water).
Holy Word - air, water, or fire (need to consider the visuals) (fire).
Shield - earth or air (depends on whether the visuals will change) (air).
Mines - earth (but not fire mines) or fire (fire).
Regeneration - earth or water (water).
Phoenix, Elements can be swapped - to taste, let's say fire.

In parentheses, I've put the default options that correspond to an even distribution of spells (with the exception that there are 11 spells in fire and 13 in water, but the hive can be redesigned into some kind of totem that spits fireballs.
Also, you need to look at the animations (visuals), perhaps some rearrangements of low-level debuffs and buffs.

I won't assign levels, as this is insignificant against the backdrop of introducing a new elemental system (with the exception of mass buffs/debuffs), any spell can be easily adjusted (balanced) to any level.

For example, moving Phantom and Teleport to water. Based on the hive, you can create a totem that spits fireballs. Or draw the Fist as fiery, and in this case, move Regeneration to earth. In this case, it may be possible to achieve an even distribution of spells.

I didn't mention Earthquake because its presence is not necessary at all (situational).
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#1613
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Is it possible to add new spells to the game? If so, some creatures, for example, Druids, could be given a unique spell: Wall of Thorns. If spells are to be implemented as in Heroes of Might and Magic III, then Wall of Swords should be replaced with Force Field.
In reply to Nargott
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#1614
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Nargott
I would categorize the spells like this (most of this correlates with Heroes of Might and Magic III):
Fire
Armageddon, Berserk, Blind, Firestorm, Fireball, Retribution, Curse (Weaken), Vengeance

Even worse! What are Retribution and Weaken doing in the fire spells? No, it's better as it is.
Vampirism doesn't really fit in any category...
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#1615
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The answer is simple: Retribution is Bloodlust, and Weakness is Curse from Heroes 3. Vampirism DRAINS life – meaning it's water. But both are connected to the earth and water: both schools can heal.
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#1616
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Nargott
I would divide the schools like this (most of this correlates with Heroes 3):
Fire
Armageddon, Berserk, Blindness, Fire Wall, Fireball, Immolate, Curse (Weaken), Retribution

Air
Arrow, Dodge, Bolt, Haste, Lightning, Slow, Chain Lightning, Teleport, Phantom, Hornets, Hive

Water
Dispel, Blessing (Divine Strength), Weakness, Blur, Ice Block, Ring, Cold

Earth
Stone Skin, Slow, Anti-Magic, Raise, Resurrection, Meteor, Thorns, Shock, Plague, Unholy Word, Swords, Fist

Vampirism - water or earth (water).
Grief - water or earth (water).
Crystal - water or earth (water).
Holy Word - air, water, or fire (need to look at the visuals) (fire).
Shield - earth or air (depends on whether the visuals will change) (air).
Mines - earth (but without fire ones) or fire (fire).
Regeneration - earth or water (water).
Phoenix, your elements can be replaced - as you like, let's say fire.

In parentheses, I put the default options that correspond to an even distribution of spells (with the exception that there are 11 spells in fire and 13 in water, but the hive can be redone into some kind of totem that spits fireballs.
You also need to look at the animations (visuals), perhaps some rearrangements of low-level debuffs and buffs.

I will not distribute them by levels, because this is insignificant against the background of introducing a new elemental system (with the exception of mass buffs and debuffs), any spell can be easily adjusted (balanced) to any level.

For example, moving Phantom and Teleport to water. Based on the hive, you can assemble a totem that spits fireballs. Or draw the fist in fire, and in this case, move regeneration to earth. In this case, it may be possible to achieve an even distribution of spells.

I did not indicate Earthquake, because its presence is not necessary at all (situational).
the distribution is good, but the skill wheel will be skewed

Added 9 minutes ago
Nargott
Bolt - definitely air.
Dispel - definitely water.
Swords - earth, or change the name and visuals.
The rest sometimes differ from the classic (Heroes 3), but you can get used to it.
why should a spell that destroys armor be in air? if it's just because of the word "bolt", then the name and visuals can be easily changed
dispel can be placed anywhere (only earth is unlikely to be suitable)
swords can be turned into a thorn bush
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#1617
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fktifzobr@mail.ru
The spread is good, but the skill tree will be messed up.

Added 9 minutes ago
Why should the spell that destroys armor be in the air? If it's just because of the word "beam," the name and visuals can be easily changed. Removing enchantments can be implemented anywhere (except maybe on the ground). Swords can be turned into a thorny bush.
Destructive beam lowers defense while stone skin increases defense – the spells have opposite effects (although they are not a pair of spells that cancel each other out, like speed and slow). Hence, the idea is to distribute these two spells into opposite elements, and if stone skin is earth, then the destructive beam goes into the air (it was like that in Heroes 3). Removing enchantments corresponds to water – it's like washing away dirt:D

Added 5 minutes ago
In general, I adhere to Nargott's option, but of course, the skill tree will turn into something...
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#1618
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in any case, it would be better if the skills and the spells corresponding to them were in the same school of magic, and it would be much easier to simply change the visuals and names of some spells.
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#1619
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fktifzobr@mail.ru
The spread is good, but the skill wheel will be skewed

Added 9 minutes later

Why should the spell that destroys armor be in the air? If it's just because of the word "bow," the name and visuals can be easily changed.
Charm removal can be implemented anywhere (although the ground probably wouldn't be suitable).
Swords can be turned into thorn bushes.
The bow was associated with air in Heroes of Might and Magic III.
A skewed skill wheel is a different issue; it will either be skewed there or in the elements, which I've already written about. The least skewed option is probably mass perks in sorcery. Perhaps this was the reason I abandoned the elements at the time. The appeal was to make players play better with elemental immunities.
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#1620
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As I understand it, immunity to earth magic doesn't grant immunity to the "slow" spell if it targets the ground – is this something that can be resolved?
For example, I took a simple approach: all creatures with immunity to earth (earth elementals and Lava Elementals) also received an ability that grants immunity to slow, but there are few individual abilities for specific spells, so this solution isn't really a solution...
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
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#1621
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By the way, I haven't tested it; if it doesn't work, there's no point in reducing the number of elementals.
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