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dom6:guides_and_player_improvement:early_and_midgame_magic [2026/06/27 03:09] cybertron2 [The Alteration Buffball Earlygame By Cybertron2] |
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. | ||
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| =====The Alteration Buffball Earlygame===== | =====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. The research is early enough and game-altering enough to deserve its own section. | + | 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. |
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| + | //The reason army thugs can be so relevant is they generally provide armor piercing DPS, and a clean 'kill mechanism' | ||
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| + | 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. | ||
| - | 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 – although not alt 3, Luck at Tham3 falls into the same category. | ||
| 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. | 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. | ||
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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 go from being a fringe tool earlier on to a powerful utility knife. | - **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 go from being a fringe tool earlier on to a powerful utility knife. | ||
| - **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: |