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mind-hunt [2020/09/29 20:17]
loggy
mind-hunt [2022/03/03 18:39] (current)
wintermute92
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 ??Mind Hunt?? is a spell which requires [[Evocation]] 6 and {{path>S4}} to cast, consuming {{gems>2S}} in the process. The spell causes the mage to attempt to pick a random hostile commander in the target province, and then attempt to attack them. This attack comes in the form of a ??Mind Burn?? or more potent ??Soul Slay??, depending on [[Thaumaturgy]] research progress. If neither spell is available, the mind hunter is unable to carry out any attack. This spell cannot be cast by, nor affect, a commander that is [[mindless]]. ??Mind Hunt?? is a spell which requires [[Evocation]] 6 and {{path>S4}} to cast, consuming {{gems>2S}} in the process. The spell causes the mage to attempt to pick a random hostile commander in the target province, and then attempt to attack them. This attack comes in the form of a ??Mind Burn?? or more potent ??Soul Slay??, depending on [[Thaumaturgy]] research progress. If neither spell is available, the mind hunter is unable to carry out any attack. This spell cannot be cast by, nor affect, a commander that is [[mindless]].
  
-Additionally, each hostile astral mage in the targeted province has a 40% chance per astral level to discover a mind hunter, which will prevent the attack and result in the attacker becoming [[afflictions|feebleminded]]. Additionally, the message describing this reveals the mind hunter's name. +Additionally, each hostile astral mage in the targeted province has a 40% chance per astral level to discover a mind hunter, which will prevent the attack and result in the attacker becoming [[afflictions|feebleminded]]. Additionally, the message describing this reveals the mind hunter's name, which occasionally makes it useful to rename the casters.
  
-Unlike most other rituals that target a random hostile commander, those with [[stealthy]] orders //can// be targets of this spell. Similarly, an astral mage who is stealthy (such as one equipped with a ??Shademail Haubergeon??) may discover hostile mind hunters.+Unlike most other rituals that target a random hostile commander, those with [[stealthy]] orders //can// be targets of this spell. Similarly, an astral mage who is stealthy (such as one equipped with a ??Shademail Haubergeon??) may discover hostile mind hunters. This also means that third-party scouts can absorb casts and make Mind Hunt ineffective in closely-watched sieges.
  
 === Strategy === === Strategy ===
  
-Mind Hunt can provide a cost-efficient way to snipe raiding [[Thugs and Supercombatants|thugs]] without astral magic, even normally elusive ones that stealth after attacking. It is even better at killing mundane commanders of small raiding armies, stranding them. +Mind Hunt can provide a cost-efficient way to snipe raiding [[Thugs and Supercombatants|thugs]] without astral magic, even normally elusive ones that stealth after attacking. It is even better at killing mundane commanders of small raiding armies, stranding them. Additionally, it provides a way to threaten immortals like Wraith Lords and Vampires without meeting them in combat.
  
 It is common to equip mind hunters with items providing bonuses to magic penetration in order to increase their chances of success by making the opponent's [[magic resistance]] check less favourable. Typical items used for this purpose are the ??Rune Smasher??, ??Spell Focus??, and ??Eye of the Void?? It is common to equip mind hunters with items providing bonuses to magic penetration in order to increase their chances of success by making the opponent's [[magic resistance]] check less favourable. Typical items used for this purpose are the ??Rune Smasher??, ??Spell Focus??, and ??Eye of the Void??
  
 Since the best mind hunters are valuable high-path astral mages, it is usually best to be careful to avoid mind hunting provinces containing astral mages. Nations with easy access to healers, like [[EA Ermor]] and any age of Arcosephale, can be somewhat less careful since they can heal feebleminded mages. Since the best mind hunters are valuable high-path astral mages, it is usually best to be careful to avoid mind hunting provinces containing astral mages. Nations with easy access to healers, like [[EA Ermor]] and any age of Arcosephale, can be somewhat less careful since they can heal feebleminded mages.
 +
 +Nations with cheap S2 mages like Erytheia can use disposable mages for somewhat weaker hunting with a Skullcap, Crystal Coin, and non-cursed penetration items, rotating them onto a new mage when one becomes feebleminded. Phaeacia is another standout user, having FW access and ??Colossi Weaver??s who can both cast Mind Hunt and make the relevant gear at a discount.
  
 === Messages === === Messages ===
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mind-hunt.1601410647.txt.gz ยท Last modified: 2020/09/29 20:17 by loggy