There's a de-enchantment under Tome of Enchantment.
I assume people have tried builds not based on mono-builds.
Purging Arrows does not remove enchantments, it merely removes positive buffs like Strengthened
Imho you shouldn’t be able to get all these tomes but only the tomes from two of these affinities. Unfortunately, with reskilling singnature skills you can currently bypass most affinity restrictions.
Yep, this is a problem. I most recently tried to remove Empire Affinity from those skills but it appears to be hard-coded.
So instead I removed the affinity entirely and buffed Governor income to compensate for the loss of 4 points per hero.
However, I combined this change with lowering tomes from 3/6/8 to 2/4/6. That's 1/2/2 less but, you lost 4 (or 8) from your ruler.
I don't know what turn that was but you had 210 CP and 4K mana, so I assume your opponent have similar resources.
They can keep casting disruption waves up for 4 turns, more if they have death magic.
That shock army should be able to finish the fight in 5 turns, while moving forward on turn one, one way or the other.
If not, disrupting blade should have kicked in by this point.
This is once again situation that really only occurs in MP.
In multiplayer we've currently restricted all T5 tome skills to 1 cast per combat, per player. This keeps it tactical.
Nobody wants to watch players spam double Tectonic Shatter or double Mass Rejuvenation (Heal + Revive).
I have 210 CP because WK grants 5 per level (like the old vanilla version) and doesn't have Overchannel anymore.
40 base + 75 from level 15 + 50 from 10 tomes unlocked = 165. The rest is from Resonance Fields and Items/Perks.
To be clear the WK change only provides me with 40 more CP than vanilla does. I'd still have 170 in vanilla (enough for 2x 80).
Anyway, why do you believe that Shock army should win in 5 turns? They start the battle Slowed and debuffed with Wet as well.
Their maximum engagement range is 7 hexes (including attack). Stormbringers have 5 (40 MV) + 4 on the Trident + 3 line = 11 hexes.
Even if my opponent had Disruption Wave, he'd have to cast it before my turn begins to cleanse himself (thus wasting 1 turn already).
Then I'd retreat my units outside of his engagement range and next turn the debuff would be gone already. That won't help him.
If my opponent creeps up to me with Slowed, I will just engage him from 11 hexes and begin one-shotting his units from range.
By the time my turn was finished, he had lost half his army / taken casualties on his units. It's about the initial barrage of damage.
Having a higher engagement range than the Shock/Shield units and having absurd damage means I always win this "dance".