This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
magic-use-not-lola [2022/12/26 18:43] naaira [Globals] |
magic-use-not-lola [2022/12/26 22:41] (current) naaira [Items] |
||
---|---|---|---|
Line 183: | Line 183: | ||
<WRAP column quarter centeralign> | <WRAP column quarter centeralign> | ||
//??Flaming Arrows??// \\ | //??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. | * 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. | * 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. | ||
Line 204: | Line 205: | ||
====Items==== | ====Items==== | ||
- | + | <WRAP group> | |
- | **?? | + | <WRAP column quarter centeralign> |
+ | **?? | ||
+ | {{: | ||
+ | * 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===== | =====Water===== | ||
- | {{ misc: | + | <WRAP column 60px>{{ misc: |
- | + | ||
- | 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. | + | |
====Combat Spells==== | ====Combat Spells==== | ||
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | **??Summon Water Elemental??/ | ||
+ | {{: | ||
+ | * ??Water Elementals# | ||
+ | * ??Ice Elementals# | ||
+ | </ | ||
- | **??Summon Water Elemental??/ | + | ------ |
- | //??Grip of Winter??// | + | <WRAP group> |
+ | <WRAP column quarter centeralign> | ||
+ | //??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. | ||
+ | </ | ||
- | ??Living Water?? | + | ----- |
- | ??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> | ||
+ | ??Living Water?? \\ | ||
+ | {{: | ||
+ | * Unlike most ' | ||
+ | </ | ||
- | **?? | + | ----- |
- | //?? | ||
- | //??Mossbody??// - A powerful spell, adds a high percentage chance | + | <WRAP group> |
+ | <WRAP column quarter centeralign> | ||
+ | ??Frozen Heart?? \\ | ||
+ | {{: | ||
+ | * Very high in research. But kills thugs and even can be employed en-masse to delete elite infantry. | ||
+ | </WRAP> | ||
- | ??Wave Warriors?? | + | ----- |
- | //??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. | + | <WRAP group> |
+ | <WRAP column quarter centeralign> | ||
+ | **??Quickening??** \\ | ||
+ | {{: | ||
+ | * A very powerful buff, force-multiplies melee attacking in several ways. | ||
+ | </ | ||
- | ??Freezing Mist?? | + | ----- |
+ | |||
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | //?? | ||
+ | {{: | ||
+ | * Point buffs elite units. | ||
+ | </ | ||
+ | |||
+ | ----- | ||
+ | |||
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | //?? | ||
+ | {{: | ||
+ | * 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??/?? | ||
+ | </ | ||
+ | |||
+ | ----- | ||
+ | |||
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | ??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> | ||
+ | //?? | ||
+ | {{: | ||
+ | * Kills elite demons and undead pretty good. Can be used to wipe skeleton hordes, but it's a bit messy for that job. | ||
+ | </ | ||
+ | |||
+ | ----- | ||
+ | |||
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | ??Freezing Mist?? \\ | ||
+ | {{: | ||
+ | * An early means to generate a 'cloud effect' | ||
+ | </ | ||
====Globals==== | ====Globals==== | ||
- | **?? | + | <WRAP group> |
+ | <WRAP column quarter centeralign> | ||
+ | **?? | ||
+ | {{: | ||
+ | * 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> | ||
+ | **?? | ||
+ | {{: | ||
+ | * Like all ' | ||
+ | </ | ||
====Items==== | ====Items==== | ||
- | **??Bottle of Living Water?? | + | <WRAP group> |
+ | <WRAP column quarter centeralign> | ||
+ | **??Bottle of Living Water?? | ||
+ | {{: | ||
+ | * Produces a ??Water Elemental# | ||
+ | </ | ||
====Summons==== | ====Summons==== | ||
- | ??Manifest Vitriol?? | + | <WRAP group> |
+ | <WRAP column quarter centeralign> | ||
+ | ??Manifest Vitriol?? | ||
+ | {{: | ||
+ | * ??Green Lion??s are expensive but their breath weapon can be quite potent if you have a way to ' | ||
+ | </ | ||
=====Air===== | =====Air===== | ||
- | {{ misc: | + | <WRAP column 60px>{{ misc: |
- | + | ||
- | 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/ | + | |
====Combat Spells==== | ====Combat Spells==== | ||
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | **??Summon Air Elemental?? | ||
+ | {{: | ||
+ | * Flying size 6 tramplers, ??Air Elemental# | ||
+ | * 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). | ||
+ | </ | ||
- | **??Summon Air Elemental?? | + | ------ |
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | ??Storm?? \\ | ||
+ | {{: | ||
+ | * This spell stops units without [[Storm Power]]/ | ||
+ | * This all lends itself to a variety of uses, but often people put it up and then use evocations which is terrible | ||
+ | </ | ||
- | ??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??// \\ | ||
+ | {{: | ||
+ | * In combination with Storm or on its own, this spell pushes precision into the nether regions. If you're relying on melee attacks | ||
+ | </ | ||
- | //??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 | + | ------ |
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | ??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. | ||
+ | </ | ||
- | ??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' | + | ------ |
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | //??Wind Guide??// \\ | ||
+ | {{: | ||
+ | * Helps your mages hit what they are aiming at, which is valuable. Doesn' | ||
+ | </ | ||
- | //??Wind Guide??// - Helps your mages hit what they are aiming at, which is valuable. Doesn' | + | ------ |
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | //??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, | ||
+ | </ | ||
- | //?? | + | ------ |
- | //??Cloud Trapeze??// | + | <WRAP group> |
+ | <WRAP column quarter centeralign> | ||
+ | //??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. | ||
+ | </ | ||
- | **??Fog Warriors?? | + | ------ |
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | **??Fog Warriors?? | ||
+ | {{: | ||
+ | * Part of the balanced buff sandwich, | ||
+ | </ | ||
- | **??Mass Flight?? | + | ------ |
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | **??Mass Flight?? | ||
+ | {{: | ||
+ | * Part of your continental buff-fast, | ||
+ | </ | ||
- | //?? | + | ------ |
- | //??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??// \\ | ||
+ | {{: | ||
+ | {{: | ||
+ | {{: | ||
+ | * 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. | ||
+ | </ | ||
- | //??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??// \\ | ||
+ | {{: | ||
+ | * Okay-to-good tiedown in general, but really shines vs low MR opponents | ||
+ | </ | ||
- | //??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 | + | ------ |
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | //??Call of the Winds??// \\ | ||
+ | {{: | ||
+ | * Okay patrol/ | ||
+ | </ | ||
- | //??Arrow Fend??// | + | ------ |
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | //??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> | ||
+ | //??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. | ||
+ | </ | ||
+ | |||
====Globals==== | ====Globals==== | ||
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | ??Gale Gate?? \\ | ||
+ | {{: | ||
+ | * Gives you precious {{gem: | ||
+ | </ | ||
- | ??Gale Gate?? - Gives you precious | + | ----- |
+ | <WRAP group> | ||
+ | <WRAP column quarter centeralign> | ||
+ | ??Dark Skies?? \\ | ||
+ | {{:magicpath: | ||
+ | * A defensive global that does something, makes morale based tactics (like wailing wind) vastly more effective, as well as seduction | ||
+ | </ | ||
- | ??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??// | + | <WRAP column quarter centeralign> |
+ | //??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> | ||
+ | </ | ||
=====Nature===== | =====Nature===== |