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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 [2026/07/04 05:37] (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 | ||
| + | |||
| + | |||
| + | =====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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| - **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/ | ||
| - **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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