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dom6:water

Water

Water is an Elemental path of magic. Among the four Elements, it governs liquids and opposes heat. Its three queens govern freshwater, the seas, and the unknowable depths.

Of the four Elements, Water is not particularly easy to Evoke, but fairly easy to Alter. In Thaumaturgic tradition, the path is phlegmatic, resembling a more-positive sort of passivity. In the Way of Five Elements, it is flexible and wise.

Water is the primary path of the sea, where great kingdoms form in parallel with the civilized nations above. Unlike most other paths (and the other three Elements), knowledge and expertise of Water remains largely steady throughout the Ages, as the great Water Mages cope with shifts in the climate and fill whatever niche they can "flow" to.

Water Spells

Water has a great many tools, capable of both increasing and decreasing combat prowess; though, unlike with Earth, it modifies secondary stats around simple damage-dealing and damage reduction. Water is also one of the only paths that helps with getting underwater; the other one is Air.

Cold is the element-of-choice for Water's damaging spells. In Dominions 6, this is largely an Armor-Piercing element, whereas it typically went against full Protection in earlier games. Water also has non-elemental spells that hurt specific unit types.

Water has different tools available to it underwater, and these changes are commonly considered to be to its benefit.

The four Elements have a variety of checks and balances against each other, even against themselves. Water's "protective" spells offer nothing significant against the damaging spells of Fire and Air, for example. Its performance-modifying spells don't do much against the high Protection spells of Earth, and may even be counterproductive against thugs using Fire Shields. Lastly, Water mages can "turn off" some of the combat-enhancements of other Water mages, with counterspell debuffs.

Pure Water

Skill Level Early Research (0 - 3) Middle Research (4 - 6) Late Research (7 - 9)
water 11 (a dabbler) Melee Cold Damage
Limited Sliming (Land)
Square-Hammering (UW)
Personal Cold Resistance
Pathboosting (UW)
Personal Quickness
Personal Fire Resistance
Floating Shields (UW)
Personal Chill Auras
Personal DEF-boosting (UW)
Limited Troop-Calming
Lesser Water Elementals
Personal Formlessness
Cold Sniping
Greater DEF-boosting (UW)
water 22 (average) Long-Ranged Cold (Land)
Limited Dehydration (Land)
Sliming (UW)
Short-Ranged Cold (Land)
Lesser Fire Resistance
Limited Freezing
Lesser Cold Resistance
Baby Sharks
Ice Drakes (Land)
Giant Sea Serpents (UW)
Site-Searching
Limited Quickness
Limited Slowing
Limited Ice Entrapment (UW)
Gelatinous Cubes (Land)
Greater Site-Searching (UW)
Limited Formlessness
Cold Resistance
Holy Water (Land)
Ice Shard Bombs (Land)
Quickness
water 33 ("mastery") Krakens (UW)
Rain (Land)
Drowning (Land)
Snow-Dumping Rituals
Dehydration (Land)
Sea Trolls
Greater Water Elementals
Cold Spirit-Wolves (Land)
Greater Fire Resistance
Showering Ice (Land)
Army Relief (UW)
Troop-Calming
Shark-Calling (UW)
Aquatic Archbishops (UW)
Supermassive Turtles (UW)
Slowing
Ice Entrapment (UW)
Greater Formlessness
water 44 ("god-like") Swampification (Land)
Sea Troll Kings
Frost Cloud Cover
Water Elemental Spam
Supreme Fire Resistance
3-Square Goopification
Supreme Cold Resistance
water 55 Domes of Ice
Weaponized Apathy
Fire-Dispelling
Wall-Buffing (Land)
Ranged Army-Freezing
Worldwide Water-Breathing
Water Queens (UW)
Coast-Thumping
Worldwide Flooding
Supreme Cold Damage
Doubling DMG on Demons
water 66 Sea-Sealing
Sea Monster Militias (UW)
Rainbow Gem Generators (UW)
water 77 Magic Phase Assassinations

Crosspaths

These are the crosspath effects with Water as the primary path:

  • Water/Fire: Acid spells, including acidic Green Lion summons, and hot water Geysers.
  • Water/Air: Frost Clouds, including Yetis that make them.
  • Water/Earth: Claymen and Cave Cows.
  • Water/Astral: Nothing with Water as the primary path, unfortunately.
  • Water/Death: Dangerous Greek-themed summons, and the arts of restoring various undead marauders.
  • Water/Nature: Nice Greek-themed summons, offset by liquifying bones and awakening evil swamps.
  • Water/Glamour: Nothing with Glamour as the primary path, unfortunately.

Indirect Magic

A Water Mage with water 33 has 5 extra points of Cold Resistance, due to having better control over the water that would freeze them or forfeit their heat. One with water 44 or higher has 10 extra points of Cold Resistance, instead.

Other than 10 points of Magic Leadership per level, that's it. The Magic Leadership isn't immensely significant for Water Mages, but someone has to have it to prevent the almighty Water Elementals (or Ice Elementals) from routing.

Path Boosting

There are ten items that provide boosting in Water. Four are Artifacts. The common items that require just Water paths are the realm-bridging Robe of the Sea (water 33, Construction level 5) and the Water Bracelet (water 11, Construction level 7).

Water has a Water-boosting spell, Summon Water Power, which even water 11's can cast. However, it's only available underwater.

dom6/water.txt · Last modified: 2024/06/26 17:18 by fenrir