This is actually the second scenario. In the first one you assassinate Queen Elwyn to freak out the Keepers. Here we need to find the passage to the city of Lunaris in 20 turns/days.
Fire magic is meh, weak enchantments, unexciting combat spells and weirdly narrow/unusable/broken global spells. Dark and Light are probably the most solid at all levels. Air is excellent throughout as well while Water has the very powerful Healing Water spell but is not too exciting beyond that. Would probably rank them Dark/Light/Air then Water then Earth and finally Fire at the bottom.
The Halfling Leader threw himself at me in the centre of the map. He got himself killed. Two each of Satyrs, Swordsmen and Slingers versus my 4 Darters and 2 Priests. One of my units was a Ram which is useless in combat bar breaking walls. The base of poisonous, magical fire was too much. They normally don't just run at you but this guy did.
There are just so many little things crammed into this game. Note how many turns have passed. I'm not rushing this, researched loads of spells (the low level ones in this game are best) and leveled up my leader.
Orc ally managed to force Elf city into war mode!
Had to chase this guy around half his lands but eventually got him.
If the odds are tight I'll go tactical. They were stacked in my favour so I chanced the automatic battle.
I'm a masses of archers kind of guy but I do love the variety in the Lizard race. The fiery Salamander, the unique Turtle Ballista and Catapults... Frog Riders!