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magic-use-not-lola [2022/12/26 18:24] naaira [Items] |
magic-use-not-lola [2022/12/26 22:41] (current) naaira [Items] |
=====Fire===== | =====Fire===== |
| |
{{ misc:magic:fire.png?nolink }} | <WRAP column 60px>{{ misc:magic:fire.png?nolink }}</WRAP>Fire is mostly good for some specific applications - research boosters, chaff/skeleton clearing, recondite applications of weaker versions of spells other paths do better etc. It does do several of these things without much muss or fuss though, meaning it is best used when deployed in its niche and not deployed without a plan or as a panacea. |
| |
Fire is mostly good for some specific applications - research boosters, chaff/skeleton clearing, recondite applications of weaker versions of spells other paths do better etc. It does do several of these things without much muss or fuss though, meaning it is best used when deployed in its niche and not deployed without a plan or as a panacea. | |
| |
====Combat Spells==== | ====Combat Spells==== |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| **??Summon Fire Elemental??** \\ |
| {{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}</WRAP> |
| * ??Fire Elemental#594??s are excellent at wiping out cheap chaff, skeletons, bugs, lightly armoured humans and the like. Even without the ability to damage much due to fire resistance or heavy armour, they have a lot of hp, good MR, and are ethereal so they can 'block' enemies for some time. |
| </WRAP> |
| ----- |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Incinerate??// \\ |
| {{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}</WRAP> |
| * Weirdly good at removing thugs without fire resistance despite difficulty of casting it and range issues. Lots of fire mages happen to have enough fire (with ??Phoenix Power??) to cast it compared to other 3X-requiring spells. |
| </WRAP> |
| ----- |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| <WRAP column half>//??Bonds of Fire??// \\ |
| {{:magicpath:path_f.png?11&nolink|}} </WRAP><WRAP column half> //??Prison of Fire??// \\ {{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}</WRAP></WRAP> |
| * Like ??False Fetters??, locks down low-MR guys for a turn. The burning, morale checks etc is irrelevant - it's a lockdown, for a turn. That's worth on elite guys with low MR. Works extra good on elephants. |
| </WRAP> |
| |
**??Summon Fire Elemental??** - ??Fire Elemental#594??s are excellent at wiping out cheap chaff, skeletons, bugs, lightly armoured humans and the like. Even without the ability to damage much due to fire resistance or heavy armour, they have a lot of hp, good MR, and are ethereal so they can 'block' enemies for some time. | ----- |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Fire Storm??// \\ |
| {{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}</WRAP> |
| * Slowly kills large amounts of chaff (like large skeleton armies or big casts of bugs). Requires ??Flame Ward??/??Fire Resistance?? or ??Marble Warriors?? to protect your men if they're not heavily armoured or fire resistant natively. |
| </WRAP> |
| |
//??Incinerate??// - Weirdly good at removing thugs without fire resistance despite difficulty of casting it and range issues. Lots of fire mages happen to have enough fire (with phoenix power) to cast it compared to other 3X-requiring spells. | ----- |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Phoenix Pyre??// \\ |
| {{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}</WRAP> |
| * With a means to reinvigorate (usually only ??Soul Vortex?? works well enough for this) can provide conditional immortality to a thug or a wall of communion slaves. |
| </WRAP> |
| ----- |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Bane Fire?? \\ |
| {{:magicpath:path_d.png?9&nolink|}}{{:magicpath:path_d.png?9&nolink|}}{{:magicpath:path_d.png?9&nolink|}}{{:magicpath:path_f.png?11&nolink|}}</WRAP> |
| * Crosspath D/F, this is one of the few 'no u' spells in the game. No save, high damage, armour negating. Hard to cast, usually restricted to a few nations in the quantity you need to bring to do real damage. |
| </WRAP> |
| ----- |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Sulphur Haze?? \\ |
| {{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_a.png?13&nolink|}}</WRAP> |
| * An early means to generate a cloud, will kill things relatively quickly if they can be held inside and don't have poison resistance (due to the poison being AN and applied 3 times/rnd) |
| </WRAP> |
| ----- |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Flaming Arrows??// \\ |
| {{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}} \\ \\ \\ \\ \\ \\ |
| </WRAP> |
| * A highly overused spell, adds a 8AP fire damage as a rider effect on ranged attacks (not spells). The 8 AP applies separately, meaning units with 16 prot or 5 FR + at least 6 prot will largely ignore it, as well as being deprecated by units with high move speed (messes with projectile targeting), air shield, or regular shields. The main use is removing tarpitting (skeletons, bugs) by bringing some cheap shortbows along. If someone is fielding crap infantry and not buffing them, or low prot high damage elites (a rare thing) flaming arrows can help shred them. |
| * The reason this spell is often overused is that building archers costs gold and Fire Elementals can do the same job often more cheaply and portably. If you have archers for siege or hp anchoring purposes however, Flaming Arrows can help give them a bit more utility. |
| </WRAP> |
| ----- |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Solar Eclipse?? \\ |
| {{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_s.png?12&nolink|}}</WRAP> |
| * Useful if your troops have darkvision, and theirs don't. Ghetto //??Darkness??// |
| </WRAP> |
| |
//??Bonds of Fire??/??Prison of Fire??// - Like ??False Fetters??, locks down low-MR guys for a turn. The burning, morale checks etc is irrelevant - it's a lockdown, for a turn. That's worth on elite guys with low MR. Works extra good on elephants. | ====Globals==== |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Eternal Pyre?? \\ |
| {{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}{{:magicpath:path_f.png?11&nolink|}}</WRAP> |
| * Provides {{gem:gem_f.png?14&nolink}} gems to power elemental use, or more usually, lantern-spamming. |
| </WRAP> |
| |
//??Fire Storm??// - Slowly kills large amounts of chaff (like large skeleton armies or big casts of bugs). Requires ??Flame Ward??/??Fire Resistance?? or ??Marble Warriors?? to protect your men if they're not heavily armoured or fire resistant natively. | ====Items==== |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| **??Lightless Lantern??s** \\ |
| {{:magicpath:path_f.png?11&nolink|}}</WRAP> |
| * The best research booster in the game, despite requiring const 6 these can be gamechangers if you have enough fire income. Far outstrips other research boosters, and is often the sole thing saving the anemic research of several fire nations. |
| </WRAP> |
| |
//??Phoenix Pyre??// - With a means to reinvigorate (usually only Soul Vortex works well enough for this) can provide conditional immortality to a thug or a wall of communion slaves. | =====Water===== |
| |
??Bane Fire?? - Crosspath D/F, this is one of the few 'no u' spells in the game. No save, high damage, armour negating. Hard to cast, usually restricted to a few nations in the quantity you need to bring to do real damage. | <WRAP column 60px>{{ misc:magic:water.png?nolink }}</WRAP>Water is a weirdly weak-yet-strong path. A few things water can do are really, really strong (Wave Warriors + Mossbody, uw w eles, Freezing Mist, bottle assassins) but many more are situational or meh, with even Quickening coming way too late. It's kinda telling that most of what makes water an okay/good path are things I suspect are unintended interactions or bugs. |
| |
??Sulphur Haze?? - An early means to generate a cloud, will kill things relatively quickly if they can be held inside and don't have poison resistance (due to the poison being AN and applied 3 times/rnd). | ====Combat Spells==== |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| **??Summon Water Elemental??/Ice Elemental** \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * ??Water Elementals#408?? do immense damage with their crush attacks, they are probably the highest melee damage unit in the game without buffs. Despite the difficulty of doing so, they are often buffed, with spells like Iron Warriors or Protection, Strength of Giants etc. |
| * ??Ice Elementals#831?? trample like earth elementals, but are tougher. |
| </WRAP> |
| |
//??Flaming Arrows??// - A highly overused spell, adds a 8AP fire damage as a rider effect on ranged attacks (not spells). The 8 AP applies separately, meaning units with 16 prot or 5 FR + at least 6 prot will largely ignore it, as well as being deprecated by units with high move speed (messes with projectile targeting), air shield, or regular shields. The main use is removing tarpitting (skeletons, bugs) by bringing some cheap shortbows along. If someone is fielding crap infantry and not buffing them, or low prot high damage elites (a rare thing) flaming arrows can help shred them. The reason this spell is often overused is that building archers costs gold and Fire Elementals can do the same job often more cheaply and portably. If you have archers for siege or hp anchoring purposes however, Flaming Arrows can help give them a bit more utility. | ------ |
| |
??Solar Eclipse?? - Useful if your troops have darkvision, and theirs don't. Ghetto //??Darkness??//. | <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Grip of Winter??// \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * If your troops are cold resistant, and you can buy enough time (quite hard actually), Grip of winter can fatigue out the enemy or lower their stats via fatigue. |
| </WRAP> |
| |
====Globals==== | ----- |
| |
??Eternal Pyre?? - Provides {{gem:gem_f.png?14&nolink}} gems to power elemental use, or more usually, lantern-spamming. | <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Living Water?? \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * Unlike most 'Living' spells, Water's little elementals have AP attacks and can be quite threatening. |
| </WRAP> |
| |
====Items==== | ----- |
| |
**??Lightless Lantern??s** - The best research booster in the game, despite requiring const 6 these can be gamechangers if you have enough fire income. Far outstrips other research boosters, and is often the sole thing saving the anemic research of several fire nations. | |
| |
=====Water===== | <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Frozen Heart?? \\ |
| {{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * Very high in research. But kills thugs and even can be employed en-masse to delete elite infantry. |
| </WRAP> |
| |
{{ misc:magic:water.png?nolink }} | ----- |
| |
Water is a weirdly weak-yet-strong path. A few things water can do are really, really strong (Wave Warriors + Mossbody, uw w eles, Freezing Mist, bottle assassins) but many more are situational or meh, with even Quickening coming way too late. It's kinda telling that most of what makes water an okay/good path are things I suspect are unintended interactions or bugs. | <WRAP group> |
| <WRAP column quarter centeralign> |
| **??Quickening??** \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * A very powerful buff, force-multiplies melee attacking in several ways. |
| </WRAP> |
| |
====Combat Spells==== | ----- |
| |
**??Summon Water Elemental??/Ice Elemental** - ??Water Elementals#408?? do immense damage with their crush attacks, they are probably the highest melee damage unit in the game without buffs. Despite the difficulty of doing so, they are often buffed, with spells like Iron Warriors or Protection, Strength of Giants etc. ??Ice Elementals#831?? trample like earth elementals, but are tougher. | |
| |
//??Grip of Winter??// - If your troops are cold resistant, and you can buy enough time (quite hard actually), Grip of winter can fatigue out the enemy or lower their stats via fatigue. | <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Quickness??// \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * Point buffs elite units. |
| </WRAP> |
| |
??Living Water?? - Unlike most 'Living' spells, Water's little elementals have AP attacks and can be quite threatening. | ----- |
| |
??Frozen Heart?? - Very high in research. But kills thugs and even can be employed en-masse to delete elite infantry. | <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Mossbody??// \\ |
| {{:magicpath:path_n.png?12&nolink|}}{{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * A powerful spell, adds a high percentage chance to toss an additional damage removal effect when people hit them. Works very well with stacking various defensive abilities on a thug or elite units, notably ??Temper Flesh??/??Liquid Body??/??Wave Warriors??. |
| </WRAP> |
| |
**??Quickening??** - A very powerful buff, force-multiplies melee attacking in several ways. | ----- |
| |
//??Quickness??// - Point buffs elite units. | <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Wave Warriors?? \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * A powerful defensive buff on elite or buffed troops that halves damage taken after prot is calculated. Part of the complete defensive sandwich of layered buffs. |
| </WRAP> |
| |
//??Mossbody??// - A powerful spell, adds a high percentage chance to toss an additional damage removal effect when people hit them. Works very well with stacking various defensive abilities on a thug or elite units, notably temper flesh/liquid body/wave warriors. | ----- |
| |
??Wave Warriors?? - A powerful defensive buff on elite or buffed troops that halves damage taken after prot is calculated. Part of the complete defensive sandwich of layered buffs. | <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Cleansing Water??// \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * Kills elite demons and undead pretty good. Can be used to wipe skeleton hordes, but it's a bit messy for that job. |
| </WRAP> |
| |
//??Cleansing Water??// - Kills elite demons and undead pretty good. Can be used to wipe skeleton hordes, but it's a bit messy for that job. | ----- |
| |
??Freezing Mist?? - An early means to generate a 'cloud effect' with AN damage, if enemy units can be held inside and don't have cold resistance, they will die very quickly. | |
| |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Freezing Mist?? \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_a.png?13&nolink|}}</WRAP> |
| * An early means to generate a 'cloud effect' with AN damage, if enemy units can be held inside and don't have cold resistance, they will die very quickly. |
| </WRAP> |
====Globals==== | ====Globals==== |
| |
**??Vengeful Water??** - Provides a fair few commander assassinations of enemies invading your dominion. Probably one of the few defensive globals worth casting. | <WRAP group> |
| <WRAP column quarter centeralign> |
| **??Vengeful Water??** \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * Provides a fair few commander assassinations of enemies invading your dominion. Probably one of the few defensive globals worth casting. |
| </WRAP> |
| |
**??Maelstrom??** - Like all 'gemgens' this can be worthwhile. Mostly for creating Vitriol armies or spamming bottles or the like. | ------ |
| |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| **??Maelstrom??** \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * Like all 'gemgens' this can be worthwhile. Mostly for creating Vitriol armies or spamming bottles or the like. |
| </WRAP> |
| |
====Items==== | ====Items==== |
| |
**??Bottle of Living Water??** - Produces a ??Water Elemental#409?? as retinue. A key assassin item and a key anti-assassination item. | <WRAP group> |
| <WRAP column quarter centeralign> |
| **??Bottle of Living Water??** \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}</WRAP> |
| * Produces a ??Water Elemental#409?? as retinue. A key assassin item and a key anti-assassination item. |
| </WRAP> |
| |
====Summons==== | ====Summons==== |
| |
??Manifest Vitriol?? - ??Green Lion??s are expensive but their breath weapon can be quite potent if you have a way to 'anchor' the enemy in place (any kind of movement or potential for movement will see the breath weapon scattering wildly because dom5's aiming system doesn't work with non-stationary targets). | <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Manifest Vitriol?? \\ |
| {{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_w.png?7&nolink|}}{{:magicpath:path_f.png?10&nolink|}} </WRAP> |
| * ??Green Lion??s are expensive but their breath weapon can be quite potent if you have a way to 'anchor' the enemy in place (any kind of movement or potential for movement will see the breath weapon scattering wildly because dom5's aiming system doesn't work with non-stationary targets). |
| </WRAP> |
| |
=====Air===== | =====Air===== |
| |
{{ misc:magic:air.png?nolink }} | <WRAP column 60px>{{ misc:magic:air.png?nolink }}</WRAP>Air is a path with some surprisingly potent subtle stuff (Mist, Storm, Arrow Fend) combined with awkward-to-cast-but-powerful buffs (Fog Warriors, Mass Flight) and a gem-expensive but powerful option in Air Elementals. Air really wants you to be able to pick your fights to correctly use the tools it gives you - you do this by having other plans/options and using the air ones to support those options not as your sole thing, or by controlling the timing of battles in other ways (such as via raiding). Several air tactics get much stronger if you have only a single big air mage, or a huge amount of {{path>A2}}+. |
| |
Air is a path with some surprisingly potent subtle stuff (Mist, Storm, Arrow Fend) combined with awkward-to-cast-but-powerful buffs (Fog Warriors, Mass Flight) and a gem-expensive but powerful option in Air Elementals. Air really wants you to be able to pick your fights to correctly use the tools it gives you - you do this by having other plans/options and using the air ones to support those options not as your sole thing, or by controlling the timing of battles in other ways (such as via raiding). Several air tactics get much stronger if you have only a single big air mage, or a huge amount of {{path>A2}}+. | |
| |
====Combat Spells==== | ====Combat Spells==== |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| **??Summon Air Elemental??** \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} \\ \\ \\ \\ \\ </WRAP> |
| * Flying size 6 tramplers, ??Air Elemental#567??s are empowered by Storms (unlike ??Thunder Strike?? casts) and don't do lightning damage (trample is untyped or bludgeoning or w/e), making them often the air method of choice that isn't lightning based. |
| * They are very brutal to use on turn 5 or the like after nearly all troops have advanced, as they use a fly attack AI that often targets low prot targets (like mages) as well as being totally capable of wiping armies very swiftly. Targets with magic weapons can kill them fast however, and size 6 units can stop them indefinitely (their actual non trample attack is garbo). |
| </WRAP> |
| |
**??Summon Air Elemental??** - Flying size 6 tramplers, ??Air Elemental#567??s are empowered by Storms (unlike ??Thunder Strike?? casts) and don't do lightning damage (trample is untyped or bludgeoning or w/e), making them often the air method of choice that isn't lightning based. They are very brutal to use on turn 5 or the like after nearly all troops have advanced, as they use a fly attack AI that often targets low prot targets (like mages) as well as being totally capable of wiping armies very swiftly. Targets with magic weapons can kill them fast however, and size 6 units can stop them indefinitely (their actual non trample attack is garbo). | ------ |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Storm?? \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} \\ \\ \\ \\ \\ \\ </WRAP> |
| * This spell stops units without [[Storm Power]]/[[Storm Immunity]] from flying which is key in some fights (although often you need a storm staff to stop them flying before your cast finishes). It also halves precision, making spells miss quite a lot, and eats half of all arrows fired. Finally, it allows you to benefit from ??Summon Stormpower??, which increases Air by one. |
| * This all lends itself to a variety of uses, but often people put it up and then use evocations which is terrible as they tend to all miss. A strong use is just denying flying enemies flight, or putting up and then spamming elementals after summoning stormpower. |
| </WRAP> |
| |
??Storm?? - This spell stops units without [[Storm Power]]/[[Storm Immunity]] from flying which is key in some fights (although often you need a storm staff to stop them flying before your cast finishes). It also halves precision, making spells miss quite a lot, and eats half of all arrows fired. Finally, it allows you to benefit from ??Summon Stormpower??, which increases Air by one. This all lends itself to a variety of uses, but often people put it up and then use evocations which is terrible as they tend to all miss. A strong use is just denying flying enemies flight, or putting up and then spamming elementals after summoning stormpower. | ------ |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Mist??// \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} \\ \\ \\ </WRAP> |
| * In combination with Storm or on its own, this spell pushes precision into the nether regions. If you're relying on melee attacks and your opponent is relying on ranged ones, mist will only help you. Any time someone is spamming evocations, this low cost alternative will combine with line formation to make their evocations mostly miss. |
| </WRAP> |
| |
//??Mist??// - In combination with Storm or on its own, this spell pushes precision into the nether regions. If you're relying on melee attacks and your opponent is relying on ranged ones, mist will only help you. Any time someone is spamming evocations, this low cost alternative will combine with line formation to make their evocations mostly miss. | ------ |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Thunder Strike?? \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * Despite being wildly overused, this spell is still quite good. It is countered by lowered prec, line formation, and SR 5 (the secondary effect is a big reason why you're casting it). It has a sideline in deleting thugs or SCs without enough SR with the primary spell effect of a high damage lightning square hit. |
| </WRAP> |
| |
??Thunder Strike?? - Despite being wildly overused, this spell is still quite good. It is countered by lowered prec, line formation, and SR 5 (the secondary effect is a big reason why you're casting it). It has a sideline in deleting thugs or SCs without enough SR with the primary spell effect of a high damage lightning square hit. | ------ |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Wind Guide??// \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * Helps your mages hit what they are aiming at, which is valuable. Doesn't totally remove the penalty from storm but can offset it enough to be sorta tolerable. Almost required if you are casting Tstrike. Has a little brother that can do in a pinch, ??Aim??. |
| </WRAP> |
| |
//??Wind Guide??// - Helps your mages hit what they are aiming at, which is valuable. Doesn't totally remove the penalty from storm but can offset it enough to be sorta tolerable. Almost required if you are casting Tstrike. Has a little brother that can do in a pinch, Aim. | ------ |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Lightning Bolt??// \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * Despite only hitting one guy, lightning bolt ignores armour, has good precision, and negligible fatigue. It is surprisingly viable to simply lightning bolt things to death, from thugs to elites to even regular infantry. |
| </WRAP> |
| |
//??Lightning Bolt??// - Despite only hitting one guy, lightning bolt ignores armour, has good precision, and negligible fatigue. It is surprisingly viable to simply lightning bolt things to death, from thugs to elites to even regular infantry. | ------ |
| |
//??Cloud Trapeze??// - One of the two common ritual speed movement spells, cloud trap is useful for gem burning, catching raiders with a thug, deploying a thug somewhere far away, wiping armies with a countergeared SC, and sometimes even getting that important mage where he needs to be for a fight next turn. | <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Cloud Trapeze??// \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * One of the two common ritual speed movement spells, cloud trap is useful for gem burning, catching raiders with a thug, deploying a thug somewhere far away, wiping armies with a countergeared SC, and sometimes even getting that important mage where he needs to be for a fight next turn. |
| </WRAP> |
| |
**??Fog Warriors??** - Part of the balanced buff sandwich, fog warriors gives every unit on the field ??Mistform?? which is a powerful defensive buff | ------ |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| **??Fog Warriors??** \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * Part of the balanced buff sandwich, Fog Warriors gives every unit on the field ??Mistform?? which is a powerful defensive buff. |
| </WRAP> |
| |
**??Mass Flight??** - Part of your continental buff-fast, mass flight avoids tarpitting via skeleton-swarms and the like, allowing your nigh-invincible swordsmen to fly around stabbing anything that moves | ------ |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| **??Mass Flight??** \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * Part of your continental buff-fast, Mass Flight avoids tarpitting via skeleton-swarms and the like, allowing your nigh-invincible swordsmen to fly around stabbing anything that moves |
| </WRAP> |
| |
//??Phantasmal Army??/??Ghost Wolves??/??Phantasmal Warrior??// - These spells are very expensive and kinda bad tarpit, but they at least exist, and sometimes you want to tarpit enemies without any good spells to do the tarpitting with | ------ |
| |
//??False Fetters??// - Okay-to-good tiedown in general, but really shines vs low MR opponents | <WRAP group> |
| <WRAP column half centeralign> |
| <WRAP column third>//??Phantasmal Army??// \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}</WRAP><WRAP column third>//??Ghost Wolves??// \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}</WRAP><WRAP column third>//??Phantasmal Warrior??// \\ |
| {{:magicpath:path_a.png?13&nolink|}} </WRAP></WRAP><WRAP column half> |
| * These spells are very expensive and kinda bad tarpit, but they at least exist, and sometimes you want to tarpit enemies without any good spells to do the tarpitting with. |
| </WRAP></WRAP> |
| |
//??Call of the Winds??// - Okay patrol/siege chaff if you can spare the gems, good mapmove + flying leader helps with logistics issues | ------ |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| //??False Fetters??// \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * Okay-to-good tiedown in general, but really shines vs low MR opponents |
| </WRAP> |
| |
//??Summon Great Eagles??// - Much more siege power than Call of the Winds on ??Great Eagle??s who follow orders and can fight okay in melee so they die less to any break siege attempt. With a high mapmove leader (like a ??Gift of Reason??ed Great Eagle) they can cross the map to instasiege down throne forts for a throne rush. | ------ |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Call of the Winds??// \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * Okay patrol/siege chaff if you can spare the gems, good mapmove + flying leader helps with logistics issues |
| </WRAP> |
| |
//??Arrow Fend??// - This guy helps you out against ??Iron Blizzard??, but also against people who thought 300 crossbows was a good idea. Line formation also works vs these foes, but if you want to use box formation for buffing, you can put up arrow fend and just largely ignore them forever. | ------ |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Summon Great Eagles??// \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * Much more siege power than Call of the Winds on ??Great Eagle??s who follow orders and can fight okay in melee so they die less to any break siege attempt. With a high mapmove leader (like a ??Gift of Reason??ed Great Eagle) they can cross the map to instasiege down throne forts for a throne rush. |
| </WRAP> |
| |
| ------ |
| |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| //??Arrow Fend??// \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * This guy helps you out against ??Iron Blizzard??, but also against people who thought 300 crossbows was a good idea. Line formation also works vs these foes, but if you want to use box formation for buffing, you can put up arrow fend and just largely ignore them forever. |
| </WRAP> |
| |
| |
====Globals==== | ====Globals==== |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Gale Gate?? \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * Gives you precious {{gem:gem_a.png?14&nolink}}air gems, but hard to research |
| </WRAP> |
| |
??Gale Gate?? - Gives you precious {{gem:gem_a.png?14&nolink}}air gems, but hard to research | ----- |
| <WRAP group> |
| <WRAP column quarter centeralign> |
| ??Dark Skies?? \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * A defensive global that does something, makes morale based tactics (like wailing wind) vastly more effective, as well as seduction |
| </WRAP> |
| |
??Dark Skies?? - A defensive global that does something, makes morale based tactics (like wailing wind) vastly more effective, as well as seduction | |
| |
====Items==== | ====Items==== |
| <WRAP group> |
//??Staff of Storms??// - Puts up Storm, mostly useful to stop units flying at you turn 1 before you can cast Storm natively (like Ozelotls). Sometimes used by people to enable storm use when they only have {{path>A1}} or {{path>A2}} mages and their main source of A is from a god, but generally that is too expensive in A gems to be worthwhile | <WRAP column quarter centeralign> |
| //??Staff of Storms??// \\ |
| {{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}}{{:magicpath:path_a.png?13&nolink|}} </WRAP> |
| * Puts up Storm, mostly useful to stop units flying at you turn 1 before you can cast Storm natively (like Ozelotls). Sometimes used by people to enable storm use when they only have {{path>A1}} or {{path>A2}} mages and their main source of A is from a god, but generally that is too expensive in A gems to be worthwhile |
| </WRAP> |
| |
=====Nature===== | =====Nature===== |