PetrusOctavianus: My main problem with AoW 1 compared to SM and HoMM, was that it was too tedious to line up the units before every battle.
I kinda liked that, actually. It could be tedious if armies started very far apart (in sieges and such) but otherwise it let me actually organise my troops in a proper battle-line before the enemy attacked. In the later games, there's no time for that. (Of course, if you could just set the formation of your units, you'd have the best of both worlds. Perhaps in AoW4, if there ever is one.)
phaolo: Damn, now I don't know what to do.. mod or not?
Does the campaign normally work with it?
The campaign works fine with the mod, but if it's your first time playing, I wouldn't install it. If you're done with the campaign and still want more, you can always try the other path with the mod, or play scenarios.
phaolo: Aren't there shorcut keys, though? (e.g: skip unit turn)
Aren't there indicators for units yet to move or with unused special skills?
Drakefox gave the link to the page that lists the hotkeys. The important one to remember is "n" and "p" to scroll through units that haven't moved yet. Nothing to remind you of unused special abilities, though. You have to remember yourself.
phaolo: Oh yeah, I chose air, water, life : )
Ah, how do I increase my max mana?
Damn, this game needs a manual.
(I've found some guide, but many info is missing)
There is no max mana in AoW1. (only in 3.)
You increase your mana income by capturing mana nodes, particularly mana nodes of elements you specialise in. (Nodes for elements you don't specialise in don't give any mana, but the generic blue sparkly Power Nodes always give a flat amount.) You also get a bit of many by raising your spellcasting skill. (Called Spellcasting 1 through 5.)
In addition, you can set the mana/research balance by going to the "magic" screen and hitting the "power distrubution" button. Early on, I typically set research as high as possible to get many spells, and rely on mana-crystal pickups to cast combat spells. Later on, when I start casting more buffs, I adjust it downwards to free up more mana. (Note that if you put more power towards research than you need to complete a spell, the excess gets converted to mana automatically, so nothing is wasted.)
If you mean "how do I increase my casting points" i.e. the amount of spells you can cast each turn: that can only be done by increasing the (expensive) spellcasting skill. 50 casting points is the maximum.
On hero skills:
* Generally, boost defence first. 7 or so is good, it can then be boosted further with buffing spells (bless, stoneskin) and magic armour. (loot from lairs/caves/castles/etc) Then add a few hitpoints to avoid one lucky blow killing your hero.
* Archery and marksmanship are good in Warlock's Mod, because your heroes are much more vulnerable there, but in vanilla they're generally not that important.
* Round Attack is a very good ability because it lets you hit several enemies without counterattacks. Beware friendly fire, though!
* Certain abilities like First Strike, Lightning Strike and Life Stealing are very powerful, but can only be selected when starting a new game.
* Spellcasting is expensive and probably not as strong as just boosting physical stats up to max, but it's a lot of fun. I say go for it.
On the campaign:
* You can transfer a limited amount of stuff between scenarios.
* Typically, magic items aren't worth it, unless you find a cheap but very useful one, like a weapon that gives First Strike.
* Many people like to transfer a second hero. This can be good, but also very expensive.
* I like to transfer tough gold-medalled tier 3 units instead, if I can. For example: Halfling Centaurs, Dwarf Giants. These will help a lot in later campaign scenarios where you're outnumbered at the start.