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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 and alteration have a tonne of high impact, gem light spells.
  
 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.  
 + 
 +//The reason army thugs can be so relevant is they generally provide armor piercing DPS, and a clean 'kill mechanism' for otherwise problematic troops. // 
 + 
 +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/Rigor Mortis/Quagmire/Darkness complement this and 3/4 of them are in enchantment so its an easy combo to reach   - **Skelespam variants and fatigue lines:** These generally overlap – and essentially have mages spamming raise dead, horde of skeletons, and overwhelming an army. Relief/Rigor Mortis/Quagmire/Darkness complement this and 3/4 of them are in enchantment so its an easy combo to reach
   - **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:** Be it Invulnerability/Soul Vortex or a phoenix pyre golem, supercombatants outside of pretenders start coming online in the midgame+  - **Light Supercombatants:** Be it Invulnerability/Soul Vortex or a phoenix pyre golem, supercombatants outside of pretenders start coming online in the midgame. In higher level competitive play - you'll see a lot more variants on this. Usually, they need items from at least const5 to function at this level into proper armies.
   - **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:** Even in the midgame, buffing units to the sky remains a very effective strategy. Come midgame, this tends to incorporate units other than sacreds (like gelatinous cubes etc) +  - **BuffBalls:** Even in the midgame, buffing units to the sky remains a very effective strategy. Come midgame, this tends to incorporate powerful summoned units other than sacreds (like gelatinous cubes etc) 
  
  
  
  
dom6/guides_and_player_improvement/early_and_midgame_magic.1782529784.txt.gz · Last modified: 2026/06/27 03:09 by cybertron2