Enchantment Master Volume VIII & Enchantment Spellbooks in General

+1 Cannot Dir

What does Enchantment Master Volume VIII do?  The description only say '+1 Cannot Dir' which I have no idea what it means.

Item Enchantment:

  1. +4 Defense
  2. +5 HP
  3. +10 Fire Resist
  4. +10 Cold Resist
  5. +10 Poison Resist
  6. Counterattack on dodge
  7. +10 Dodge
  8. +1 Cannot Dir
It also bothers me that we are no longer seeing the detail stats like elemental resist, the same way we used to back in FE...

Also, I am not quite understanding the philosophy behind the enchant books... summon series seems to have better/unit buff (e.g. the various dodges).  Even with 8 enchantment spell books, the only unit enchantment I got was:

  1. courage, 
  2. death ward
  3. Tireless March
  4. Tutelage
  5. Starlit Armor (not a buff)
  6. Starlit Crown (not a buff)

I only use 1, 3, 4...   8 enchantment spell books for 3 useful unit enchant spells. Sticking with one school of books would certainly open up all their item enchants but make spell selection underwhelming... especially if you are not playing as tinkerer.  

Perhaps we can link up item enchant to spell book at a 2:1 ratio, so getting 4 spell books from the same school would grant you access to all the enchants?

27,777 views 7 replies
Reply #1 Top

Enchantment gives you very powerful tactical buffs.  Especially Haste and Divine Speed.  Haste, for a whopping 8 sp, gives +15 initiative to the target, often giving you 2-3 consecutive actions before the enemies get to go again.

 

Divine Speed gives +20, and when first applied, immediately triggers an additional turn for the target (so if you use your big-hitter troop, then cast it on the next unit's turn, but on the big hitter, it's like you used Command on them) /and/ refreshes all their ability cooldowns.  But costs 40 mana.

 

Haste alone is a big enough deal to make Enchantment incredibally powerful.

Reply #2 Top

Also, the Cannot Dir /should/ read Cannot Die.  You put that enchantment on a non-hero.  Say you have a unit of high-level archers that pulp the enemies, but being archers, they're still at risk of being gibbed with bad luck or a fast enemy.  With that enchantment on their gear, if they die, and you win, just like a hero, they'll be at 1hp again after the fight.  If the whole army is wiped, they'll respawn at your capital like a hero.

Reply #3 Top

Destiny's Gift is also in Enchantment, and is so broken and hilariously overpowered that I'm kind of surprised that it squeeked through early access.

Regardless, Courage is universal, but I think Enchantment is useful enough just from Tutelage, Tireless March, and Wellspring. If Enchantment suffers from anything, I think it's having a ton of city enchantments that buff units, which you'll either love and abuse or just ignore.

Reply #4 Top

Thanks Guys!  That cannot die will be really useful.  Which book gives haste and divine speed?

I thought Destiny's Gift is something we had in old FE, but not scale by shard like now.

Anyway, I wish they would clean up their spell list in the help section, and organize it by category (e.g. city spells, enchantment, etc.)  Civilization and its built-in Civilpedia does such a great job organizing their stuff...

Is there anywhere I can see a list of just city spells and just unit spells?  As well as how to get them?


Thanks again  :grin:

Reply #5 Top

Enchantment aside, 8 enchant spell books only yields 4 active unit enchant spells, some of which you get regardless, is kind of horrible.  We need a better balance between spells and enchants...  better yet, give some synergy to the two systems - it feels like the enchantment system is just something you tag on for the sake of having it.

Reply #6 Top

Haste and Divine Speed are enchantment.  And they're so ridiculously good that I tend to give Commander and Tinkerer and Guardian all 8 Enchantment books to maximize the odds at them, and take /any/ spell research that's quick to do until Haste shows up.  Usually doesn't take long.  And once I have it, I get to completely re-evaluate combat comparisons, because it's that good.

Reply #7 Top

Can't see it being worth not getting Chaos spells like Curse, or Direct Damage ones like Fireball and lightning. Haste is useful, but i get it every game with only 2 or 3 Enchantment spell books - don't need 8 to get it