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magic-use-not-lola [2022/12/26 22:14]
naaira [Globals]
magic-use-not-lola [2022/12/26 22:41] (current)
naaira [Items]
Line 327: Line 327:
 ====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 basedThey are very brutal to use on turn 5 or the like after nearly all troops have advancedas they use fly attack AI that often targets low prot targets (like mages) as well as being totally capable of wiping armies very swiftlyTargets 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 firedFinally, it allows you to benefit from ??Summon Stormpower??which increases Air by one.  
 +  * This all lends itself to variety of uses, but often people put it up and then use evocations which is terrible as they tend to all missA strong use is just denying flying enemies flightor 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 firedFinally, it allows you to benefit from ??Summon Stormpower??, which increases Air by oneThis 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 missA strong use is just denying flying enemies flightor 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 ownthis spell pushes precision into the nether regionsIf you're relying on melee attacks and your opponent is relying on ranged ones, mist will only help youAny time someone is spamming evocationsthis 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 youAny time someone is spamming evocationsthis 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 goodIt 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 overusedthis spell is still quite goodIt is countered by lowered prec, line formation, and SR 5 (the secondary effect is a big reason why you're casting it)It has sideline in deleting thugs or SCs without enough SR with the primary spell effect of 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 atwhich is valuableDoesn't totally remove the penalty from storm but can offset it enough to be sorta tolerable. Almost required if you are casting TstrikeHas little brother that can do in a pinch, ??Aim??. 
 +</WRAP>  
  
-//??Wind Guide??// - Helps your mages hit what they are aiming atwhich is valuableDoesn'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 guylightning bolt ignores armour, has good precision, and negligible fatigueIt 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 gemsbut 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 effectiveas 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=====
magic-use-not-lola.1672092863.txt.gz · Last modified: 2022/12/26 22:14 by naaira