Quote:It was possible to make a "turn counter" in the tactical map. But is it possible to make a visible counter for the 'Mana-Skill' research? It would be nice to see how many mana point left for the next casting skill point.
Why would you need to know that? I mean, it rarely takes more than 1-2 turns to gain an entire point.
(btw it takes 2x as many power to gain a point than the skill you already have)
I was successful at adding Caster 20 to Magicians. They can only cast the spells you already researched, but any of those as long as they cost no more than 20 MP.
The value of Caster 20 entirely depends on which spells you found. If you don't have fireball, this might even prove less useful than the original version, sadly, although ...
A quick look at the available spells :
Nature
Earth to Mud - Pretty awesome actually considering they are ranged
Resist Elements - this might actually be too good, since it counters other magicians!
Call Centaurs - double the firepower and bypass magic immunity with arrows? check!
Web - As powerful as it can get, seriously. The enemy will just wait and die while the magicians fire at them. And they can use it twice!
Sprite dust - green's fireball.
Construct Catapult - Awesome firepower, ignores guardian wind and breaks walls.
Elemental Armor - Counters pretty much any other ranged magical unit
Petrify - Resist or die!
Overall, nature's options are all awesome, I'd definitely want to have these protect my cities!
Sorcery
Resist Magic - Immunity to most curses? Check! Up to 4 times protects half the army!
Dispel Magic True - This will hurt a lot even if the enemy wins.
Guardian Wind - not very useful unless there are other units paired with the Magicians. In that case though, entire army immune to missiles!
Phantom Warriors - DEF ignoring damage? Always great!
Confusion - One of the best common spells in the game.
Counter Magic - Useless when cast from 20 MP.
Vertigo - Pretty strong curse.
Overall, not as impressive as Nature but still decent. What is impressive though, is the ability to cast Focus Magic on Magicians, enhancing not only their damage output but their Caster ability too! This allows them to use Mind Storm, Flight, Blur, and Psionic Blast on top of the above.
Chaos
Warp Wood - Not that useful, already having Missile Immunity.
Disrupt - Nice but nothing special
Fire Bolt - Pretty good considering they can use it twice.
Eldritch Weapon - not particularly useful if you already have magical damage from Magicians to bypass weapon immunity.
Wall of Fire - This is awesome, a single magician in a city and you don't need to enchant it with this.
Shatter - 2 attempts to neutralize an enemy melee unit? nice!
Warp Creature - chance to reduce enemy resistance to 0! Impressive to get this without losing a turn casting it on your main wizard or heroes.
Fire Elemental - Conjure a weapon immune unit? Check!
Flame Blade - slight attack boost to other units...but can do it twice, pretty nice, actually.
Fireball - where the entire thing started from, a great thing to have.
Immolation - Fireball except to everything attacking your target for one casting. Awesome if you have a high def unit that is being targeted.
Slightly less good than Nature but still excellent. Shatter and Warp Creature are especially powerful if cast without losing your turn for casting normally.
Life
Healing - You didn't make priests? No problem!
Bless - Ok I guess, not as impressive as Resist Elements or Resist Magic but...does both to some extent.
Star Fires - Chaos and Death units? Your magicians can deal with that if you play Life!
Holy Weapon, Holy Armor, heroism - Pretty useful if they are stacked together with some powerful melee unit.
True Sight - Invisibility? No problem anymore!
Overall, Life's options are the most limited. I probably would not make Magicians with a Life wizard if they weren't also a priest due to Healing.
Death
Weakness - Inferior to Chaos's similar options but still good enough and costs less.
Summon Zombie - Outright overpowered, not only is an excellent units as strong as 2 halberdiers but also raises them to serve you.
Cloak of Fear - Low resistance armies in sight? They can't attack your magicians!
Black Sleep - Resist or die pretty much. Awesome for an early game common and multiple magicians can spam it!
Life Drain - Pretty good nuke and you get undead. Powerful for not costing your turn.
Wraith Form - Weapon Immunity on demand. Excellent! Also comes with Poison Immunity and Crack's Call Immunity.
Mana Leak - Suddenly, enemy magicians are not very useful. Very powerful option for a mass produceable unit.
Death's options are probably the strongest of the 5 realms, and they cut the effectiveness of enemy magicians to half if Mana Leak is researched. Definitely a must have unit for them.
Finally, they can also use Dispel Magic and Heroic Shout, both also very useful options to have.
I believe Magicians are excellent units now, and this even makes those otherwise outdated common spells valuable for midgame.