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dom6:guides_and_player_improvement:early_and_midgame_magic [2026/06/27 02:39] cybertron2 created |
dom6:guides_and_player_improvement:early_and_midgame_magic [2026/08/17 12:25] (current) cybertron2 [Midgame Magic to Watch For] |
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| In dominions there’s a lot of magic – and it’s not all built equally. For this section, I’ll list some of the most impactful spells in the earlygame – at least in my opinion | In dominions there’s a lot of magic – and it’s not all built equally. For this section, I’ll list some of the most impactful spells in the earlygame – at least in my opinion | ||
| - | Notably – there is a general powerspike at research 5 – particularly evocation 5. Since there is so much magic in the game, we won’t be looking at the capstones, other than to note evocation 5 has a tonne of high impact, gem light spells. | + | Notably – there is a general powerspike at research 5 – particularly evocation 5. Since there is so much magic in the game, we won’t be looking at the capstones, other than to note evocation |
| This isn't designed as a comprehensive list - but rather just a list of some of the more major spells to watch for. | This isn't designed as a comprehensive list - but rather just a list of some of the more major spells to watch for. | ||
| - | Evocation 1: Star Fires, Arcane Bolt | + | **Evocation 1:** Star Fires, Arcane Bolt |
| - | Evocation 2: Solar Rays, Web, Lightning Bolt | + | |
| - | Evocation 3: Cloud of Dreamless Slumber, Shadow Bolt, Magic Duel | + | **Evocation 2:** Solar Rays, Web, Lightning Bolt |
| - | Evocation 4: Breath of the Dragon, Ephemeral Blast, Fire Cloud | + | |
| + | **Evocation 3:** Cloud of Dreamless Slumber, Shadow Bolt, Magic Duel | ||
| + | |||
| + | **Evocation 4:** Breath of the Dragon, Ephemeral Blast, Fire Cloud | ||
| -- | -- | ||
| - | Enchantment 2: Shroud of Splendor, Personal Regeneration | + | |
| - | Enchantment 3: Shroud of Bewilderment, | + | **Enchantment 2:** Shroud of Splendor, Personal Regeneration |
| - | Enchantment 4: Spell ward, Simulacrum, Twiceborn, Raise Dead, Cloud Trapeeze | + | |
| + | **Enchantment 3:** Shroud of Bewilderment, | ||
| + | |||
| + | **Enchantment 4:** Spell ward, Simulacrum, Twiceborn, Raise Dead, Cloud Trapeeze | ||
| -- | -- | ||
| - | Alteration 1: Personal Barkskin | + | |
| - | Alteration 2: Personal Mistform, Blur, Personal Stoneskin, Gift of Cheated Fate | + | **Alteration 1:** Personal Barkskin |
| - | Alteration 3: Mossbody, Group Blur, Body Ethereal, Barkskin, Earth Meld | + | |
| - | Alteration 4: Quickness, Mistform, Stoneskin, Curse of Stones, Group Barkskin, Swarm, Twilight, Arouse Hunger | + | **Alteration 2:** Personal Mistform, Blur, Personal Stoneskin, Gift of Cheated Fate |
| + | |||
| + | **Alteration 3:** Mossbody, Group Blur, Body Ethereal, Barkskin, Earth Meld | ||
| + | |||
| + | **Alteration 4:** Quickness, Mistform, Stoneskin, Curse of Stones, Group Barkskin, Swarm, Twilight, Arouse Hunger | ||
| -- | -- | ||
| - | Const 2: Temper Armors | + | |
| - | Const 3: Assorted item forging (GSS being the standout) | + | **Const 2:** Temper Armors |
| - | Const 4: Soldiers of Steel | + | |
| + | **Const 3:** Assorted item forging (GSS being the standout) | ||
| + | |||
| + | **Const 4:** Soldiers of Steel | ||
| -- | -- | ||
| - | Conjuration 3: Phoenix Power, Summon Earthpower, Call of the winds | + | |
| + | **Conjuration 3:** Phoenix Power, Summon Earthpower, Call of the winds | ||
| -- | -- | ||
| - | Thaumaturgy 1: Personal Luck | ||
| - | Thamuturgy 2: Mind Burn | ||
| - | Thaumaturgy 3: Group Luck | ||
| + | **Thaumaturgy 1:** Personal Luck | ||
| + | |||
| + | **Thamuturgy 2:** Mind Burn | ||
| + | |||
| + | **Thaumaturgy 3:** Group Luck | ||
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| + | |||
| + | =====The Alteration Buffball Earlygame===== | ||
| + | |||
| + | At alteration 3-4 a great deal of nations can buff their sacred troops with their mages into ‘super-troops’. These ‘buffballs’ often define early wars - particularly when supported by army thugs (essentially mages with light gear (5-15gem total and traditionally a powerful weapon, like a Greatsword of Sharpness). The research is early enough and game-altering enough to deserve its own section. | ||
| + | |||
| + | //The reason army thugs can be so relevant is they generally provide armor piercing DPS, and a clean 'kill mechanism' | ||
| + | |||
| + | Body Ethereal at alt 3 is the most defining buff spell – reducing most damage to a quarter on all affected troops from a single spell. It’s followed by Mossbody and Barkskin. At alt 4 we also get Stoneskin, Group Barkskin, Mistform and Quickness. Finally, Luck at Tham3 falls into the same category of highly powered spells - but luck is often a little awkward to research for early as thamuturgy tends to be underwhelming when compared to the other schools earlygame. | ||
| + | |||
| + | There are other spells that can be layered on (e.g. Giants Strength, Temper Armors etc), but the core idea is that you make a small group of elite units – incredibly hard to kill. This means army thugs also benefit hugely from such a formation. | ||
| + | |||
| + | The essential idea is this isn’t a linear boost in strength. A buff on a strong unit is worth more than a buff on a weak unit. So it follows that a buff on an already buffed unit is generally worth more than a buff on an unbuffed unit. As such – we have the buff-ball – where we layer all our best buffs onto all our best troops/ | ||
| + | |||
| + | For the most part – this is the best thing you can do at early research if your nation has good troops | ||
| =====Midgame Magic to Watch For===== | =====Midgame Magic to Watch For===== | ||
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| - **Evocation Spam:** Past about evocation 5, evocation spam starts to get very powerful. Yes there’s the battlefield wide spell in earthquake, but usually, this is more AOE gemless spells like falling fires or stellar cascades | - **Evocation Spam:** Past about evocation 5, evocation spam starts to get very powerful. Yes there’s the battlefield wide spell in earthquake, but usually, this is more AOE gemless spells like falling fires or stellar cascades | ||
| - **Skelespam variants and fatigue lines:** These generally overlap – and essentially have mages spamming raise dead, horde of skeletons, and overwhelming an army. Relief/ | - **Skelespam variants and fatigue lines:** These generally overlap – and essentially have mages spamming raise dead, horde of skeletons, and overwhelming an army. Relief/ | ||
| + | - Layered onto this is turbocommunions. These essentially are communions + giants + regeneration so the giants regenerate through the communion damage. Famously done with skratti, a lot of giant nations can do this with a regeneration bless. Demonstrated it's terrifying efficiency by Marnix in the Lucids Tournament Finals T24 http:// | ||
| - **Army thugs:** Often – midgame battles are won by small squadrons of ‘super-elite’ commanders, holding say a GSS and a couple defensive items. The reason this is so effective is buffs/stats tend to have an exponential effect, so having a better weapon and some better gear makes an otherwise annoying sacred much harder to deal with | - **Army thugs:** Often – midgame battles are won by small squadrons of ‘super-elite’ commanders, holding say a GSS and a couple defensive items. The reason this is so effective is buffs/stats tend to have an exponential effect, so having a better weapon and some better gear makes an otherwise annoying sacred much harder to deal with | ||
| - | - **Light Supercombatants: | + | - **Light Supercombatants: |
| - | - **Remotes ramping up:** As armies get bigger and battles more important, remotes become more disruptive. Be it Mind Hunt or disease demons giving a defender fits, or a well placed call of the winds knocking out a connection tile and slowing an army – remotes | + | - **Remotes ramping up:** As armies get bigger and battles more important, remotes become more disruptive. Be it Mind Hunt or disease demons giving a defender fits, or a well placed call of the winds knocking out a connection tile and slowing an army – remotes |
| - **Amulet of the dead scouts:** This sounds like a meme but is very much a thing. 3-4 scouts can take out PD in a province holding amulets (or the comparable G item mirror of trapped illusions) and this gives all D/G nations a source of raiding – sometimes this being their only source of stealth. | - **Amulet of the dead scouts:** This sounds like a meme but is very much a thing. 3-4 scouts can take out PD in a province holding amulets (or the comparable G item mirror of trapped illusions) and this gives all D/G nations a source of raiding – sometimes this being their only source of stealth. | ||
| - | - **BuffBalls: | + | - **BuffBalls: |
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