My regular units barely ever even took damage.Ī few other honorable mentions, nothing quite a powerful as above, but most archers can pick up several very useful skill. Later on I found a ring that gives immunity to bleed and +10 hp regen per turn to boot, so I could literally summon demons every turn of battle. And the enemy AI does love to target your summons. It hits you with a double bleed effect, but you can heal through it for a few turns easy enough, or use bandages to remove the bleed effect. Second most useful spell I think was a demon summoning spell that my second apprentice came with. It's practically impossible to lose units unless the enemy focus fires them from full hp to dead in a single turn. It gives them an aoe 30 hp heal that its not difficult to hit your whole party with, or at least your whole front line, plus the healing bonus applies to items that are used, so those healing potions now heal for 100, rations heal for 30, and you can use Berserk Shrooms for another 30 hp aoe heal. Goblin shamans in particular are obnoxiously effective once you get their double healing talent. Add on to that, that some of the aoe spells can "miss" the enemy targets while others don't, they became quite frustrating and I often skipped taking them later on.Īs for spells I did use often, heals heals heals. But for actually doing their job of spreading a lot of damage to multiple enemies, they frankly don't work very well, because doing 15 damage to 5 enemies is 90% of the time a much worse decision than doing 50 damage to one enemy. Or if theres only a single enemy in range, you can get more damage out of the big "aoe" hitting the same enemy 5 times than you could with regular attacks in that case usually. There are certain circumstances they can be useful, like if theres multiple near-dead enemies in its range, you can guarantee kills on them while you couldn't do the same with a regular attack. Agreed the aoe spells mostly seem underwhelming.
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