------------------------------------------------------------------- AGANYA'S WORDS OF WISDOM ------------------------------------------------------------------- Spells and magical items make FG more fun and to use them efficiently we should know their main features and, more importantly, their strange features. The main reason why players choose Aelcar and Krell is their character spells, but are the spells so useful? In a word, yes. The fear spell can break even units that possess the Bloodlust ability which can't be broken any other way. These include Barbarians, Werebears, and Shadow Knights... Broken unit always retreats when attacked by a melee unit (heavy cavalry, heavy infantry, light infantry), so the broken Werebear potentially is already dead. But be aware of Shadow Warriors, they don't retreat even when broken, so the only way to move a Shadow Warrior is to use the Apprentice's spell 'Summon Banshee'. Or consider casting Fear on an enemy archer that is defending a Lionmen or Samurai and making it extremely hard for you to force those units to surrender. Broken archers can't provide defensive fire and these "saved" lives of your attacker can play a decisive role in determining if the enemy unit will die or not. The next spell that the magicians have is Fireball... It is much stronger than a Staff of Fireball or a Wand of Fireball, especially in a high MUG game. Never park your flyers above ground units (especially above archers and siege engines) if your opponent is Aelcar/Krell unless this placement is absolutely necessary, because Fireball affects all units in the target hex. Fireball can break the target unit and it is sometimes better to cast Fireball instead of Fear on an enemy archer. Now some words about my favorite spell - Weakness. The Weakness spell takes away 50% life from its target if the spell hasn't been resisted and 10% life if it is resisted. This means that if you cast the spell on a unit with 15 lives the target will lose 7 lives or 1 life, so you are guaranteed some harm. Even "resistant to spells" units (like Phoenix Hawks and Phoenix Knights) lose 1 life if they had 10 or more lives. It is especially useful if the unit has 10 lives max (like Seekers and Nightmare). Weakness is the only spell that can hurt "resistant to spells" units. And like Fireball, Weakness affects all units in the target hex, so once again never place your ground and flying units into the same hex, even if you think that these unit rock. Just several days ago I wasn't careful and placed my Shadow Dragon over my Shadow Warrior... It was a big mistake because my opponent (Iselian) cast Weakness, and both my units lost 7 lives and died in the same turn. But never cast Weakness if you can't kill the target in the same turn or prevent it from healing, because Weakness causes wounds only. And don't confuse the character spell Weakness with the weakness spell produced by the Wand of Sickness. The Wand of Sickness doesn't cause any damage if it is resisted, so don't ever try to use the item against "resistant to spells" units or a unit with the Amulet of Resistance. The last spell of Aelcar/Krell is Whirlwind. It affects only flyers, but it causes more damage than Fireball does (and can break the target unit too) so if you want to cast a spell on a lone flyer you should pick Whirlwind instead of Fireball. Sometimes Whirlwind can be even more devastating than Weakness and can cause more than 7 wounds, or break the unit in addition to causing 7+ wounds. I already mentioned some magical items so let's consider them more carefully. Amulet of Resistance... One of the best and the most useful items, but it has some strange features. The item doesn't make its carrier resistant to spells as you might expect based on its name. A unit with the Amulet of Resistance still can be targeted with the Fireball spell (both the character spell and item spell), the Whirlwind spell (both the character spell and item spell) and the Storm Staff. The unit still can become broken due to the Whirlwind and Fireball spells so don't overestimate the power of your unit just because it has an Amulet of Resistance. The second strange feature of Amulet of Resistance is that it doesn't work properly when it is equipped by a low level sky hunter (like a Wing Rider, Flying Monkey or Flying Snake); it doesn't change those units' Magical Resistance to 150 so beware. Fortunately the Amulet of Resistance functions properly with ground units and high grade flyers and even makes your unit resistant to Weakness (both the character spell and the item spell) though a unit with more than 9 lives still will lose 1 (and only one) life when the character spell Weakness is cast. A few other items notes: -The Staff of Healing and the character spell Heal can't heal mech units, as mech units don't take wounds, they take damage. -The Sword of Death Wounds doesn't make melee wounds become kills (as its description says), it makes ALL wounds become kills, so there is nothing wrong with giving the Sword of Death Wounds to bombardiers or skirmishers. Finally, one more note about tactics. When a sky hunter attacks a ground unit the target always retreat up (north) unless this hex is occupied. So investigate the battlefield carefully- perhaps you can kill a unit this way. Always try to keep your opponent to the south, as this way your ground units attacked by sky hunters will be retreating from enemy units instead of to them. Aganya Salient Columnist