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Water
Water is one of the eight paths of magic, and one of the four elemental paths alongside Earth, Fire and Air.
A lot of water magic is either stronger or only available in underwater provinces, making many of its applications fairly niche. It's also closely associated to cold, with effects like chill and cold damage.
Important themes
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A lot of magic derived from other paths, such as throwing lightning bolts around, doesn't work under water. That by itself makes Water magic the default best way to support underwater armies.
Elementals are useful in general, but
Summon Water Elemental and
Summon Lesser Water Elemental are especially strong in underwater battles, where the
Water Elemental gains bonus
regeneration.
Shark Attack is an effective underwater-only Howl that will pile on more and more sharks as battles drag on.
Sending demons back home
Water has a number of tools to counter
demon and
undead, from crafting
Demon Bane, throwing some
Cleansing Water at them, or casting
Demon Cleansing to make them take extra damage.
Water items
Crafting items such as
Ring of Water Breathing or
Sea King's Goblet will give otherwise landlocked nations options to conquer and contest
underwater provinces.
Frost Brand is a quintessential
thug item: a cheap weapon with an area of effect attack that allows a single combattant to dispatch large amount of
chaff quickly.
Coral Blade is a rare way of raising the
health points of any commander, possibly making them safe from things like Flames from the Skies.
A
Bottle of Living Water will give its carrier a free big
Water Elemental at the start of every fight. Generally powerful, they're a particularly good way of winning
assassination battles, as a victim or perpetrator.
At
3,
Summon Bishop Fish will get you a
3 priest, the only generic way of obtaining one. The
Bishop Fish is able to claim
thrones and can be used as part of a
throne rush, or to bless your entire army at once through
Divine Blessing
Crosspaths