Re: Favorite games
MOM
White magic is greatly overpowered. Heroism, holy weapon (+1 to hit), holy armour, altar of battle, stream of life (max taxes), prosperity, Incarnation, lionheart, righteousness, star fires, endurance...
Actually, I can only think of two green magic spells I really need:
Wall of Stone
Resist Elements (because AI loves shamans and direct damage spells)
What's so broken about green magic ? I think in the long run Black and Blue pay off much more... if you know what you're doing. Black has wonderful Mana Leak which basically halves ammo for enemy shamans and mages. Drain Power lets you to completely empty an opponent before you attack his city. Weakness is a very good, cheap early spell. Summons (except very overpriced ghouls) are just POWERFUL, to the point where I decided not to use them. Dark Rituals for stupidly high power.
Blue has Word of Recall, Counter Magic, later on Magic Immunity.
Red has awesome summons (hellhounds - PRICE), very good buffs, battlefield-wide spells like Flamestrike, Warp Reality (great with Chaos Channels)....
Note that I play either on Hard or Impossible. I don't play:
- halflings
- high men
- elves
- beastmen, draconians, dark elves, trolls, dwarves
because I consider them overpowered and not fun enough. Halflings are the worst offenders by far. Huge food supply, 8 figures, slingers are extremely effective and come from...armory. +1 to hit bonus by default (this is huge). Very high resistance. Halfling swordsmen easily kill gnoll halberdiers, which is very sad, because extra attack power (and wolf riders) is all gnolls have.
I like lizardmen, gnolls, nomads.
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Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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