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-   -   A question about magic (http://forum.shrapnelgames.com/showthread.php?t=17313)

onomastikon January 15th, 2004 11:09 AM

A question about magic
 
I think I have grasped how the magic system functions (paths and schools), and I am wondering what I have missed. I obviously am missing something.

I just don't see it really being "worth it" to invest in most magic and magic research. It seems when I make a pretender with high magic skills, s/he spends most of the time researching, rarely getting to use them. And I find "in battle" most of the things they finally do cast to be not worth the effort. Just reading the manual, I see that there are really high-level summoning spells that give me longdead horsemen with a horse champion -- these I get every turn by just waiting around doing nothing when playing Ermor Ashen Vale.

Trying simply to experiment, I made a few pretenders more melee-oriented, with limited magic skills. I find my game going much faster, and I really dont miss the magic. I still get a few caster types, but I notice even when I research a lot, with the exception of "summoning" spells they still just cast the basic "flying shards" type spells.

Is it worth it to have someone who can cast flying shards over a few crossbowmen for the same price? Mages are usually expensive commanders, and they have to spend lots of time researching or searching; for less money I can get warriors. I was therefore wondering: what am I missing?

I suppose I still don't see which "strategy" in researching I should undertake. Often I think: oh those spells look good, only to see that *maybe* my Pretender could cast them sometime around turn 40, but my normal mages never will (because they only have skills of 1-3 in any path). With the exception of Ermor, I also find that many of their path skills dont mix well. Taking T'ien as an example, I just don't see which schools I should "go for", since I find the mages to be generally kind of weak. It seems I can research a school which is good for my pretender *OR* get my lowly mages a few spells. Any tips here on how to develop a better research strategy paired with the pretender design? I have tried both making a pretender which has those paths described in the race (e.g. fire and earth for Ulm, astral air water nature for T'ien) as well as making what someone called a "rainbow mage" pretender, but have had most success in pretty much going low on the magic and high on the troops / combat-oriented Pretender (such as a trampling Great Mother).

So I suppose this was many questions about magic. Sorry if it was a bit confused. Thanks in advance for reading and replying.

January 15th, 2004 11:48 AM

Re: A question about magic
 
Ug.

The Magic system and spells are part of the 'depth' of the game that takes time and playing to really understand. The same with making Pretenders and finding the balance between magic (and blessings) and scales (production of units).

Spells and mages can turn the tide of battle quicker than any other aspect of the game.

This is where playing a nation like Ulm is good when you are a newbie so you don't have to worry about all the different spells and effects and can focus more on learning the basics.

The best way to start appreciating some of the magic is playing a race with strong, but not to many different paths/spells to pick from. Good ones are: Ulm (Earth with a little Fire), Man (Nature with some Air), Atlantis (Water with a little Astral).

I'm sorry I can't help you more, but I'm glad that it is far too complex for me to answer effectively since its what makes the game so deep.

Arralen January 15th, 2004 03:17 PM

Re: A question about magic
 
You could forge magic items (needs construction, though) from magic gems.

Those magic items can give extra levels to the mages using them.

It's possible to "empower" the mages with gems from the path (+1 skill in that path permanently)

Scipt your mages to cast the wanted spells in combat. (issue orders from the army screen - see page 13 and 20 IIRC)

A.

PS: TienChi is one of the nation hardest to play, the mages tend not only to have low skills but very individual path combinations from the random pics. Not recommended for beginners.

PPS: There are 4 types of "magic pretenders": The bless-effect leader (look up "bless effects" in the manual), the play-nations-strength-leader which uses the same skills as the nations mages, but with higher level (to get all the sites that produce the associated gems and enable the high-level-spells early), the complementary leader (with those paths the nations mages don't have) and the rainbow mage (with 2..3 in every path to get all those magic sites found; in fact there are some which require lvl 4 but it's only a few.)

[ January 15, 2004, 13:27: Message edited by: Arralen ]

aldin January 15th, 2004 06:30 PM

Re: A question about magic
 
Quote:

Originally posted by onomastikon:
I obviously am missing something.
<font size="2" face="sans-serif, arial, verdana">Nice to know I'm not the only one with this struggle. Having started with Ulm, my idea of strong magic was crafting unique items and casting Flame Bolts. I'm slowly learning which paths of magic I like and which effects I want to be able to make. One of the hardest adjustments for me to make when I decided to really use battlefield magic was to give gems to my commanders. A lot of the better battlefield spells require gems in addition to fatigue. So, quick comments on what I've figured out:

1) Construction is almost always a good default school - items are just plain useful.
2) Conjuration is another good default school with a mix of Ritual and Battlefield spells.
3) Thaumaturgy has several of the 'site-search' spells at a low level of research.
4) Evocation can turn almost any sphere into a damage-dealer.

That's my experience so far anyway...

~Aldin

Taqwus January 15th, 2004 06:52 PM

Re: A question about magic
 
They're all good http://forum.shrapnelgames.com/images/icons/icon12.gif . Well, not necessarily equally so depending on circumstances... blood magic may be tricky if you can't sacrifice the gold income, or you're the Ashen Empire and can't find people left to sacrifice...
Quickness comes from Alteration, Blood is a very fine summoning school (and Astral Corruption will be welcomed with open arms by your fellow players), Enchantment provides a lot of globals as well as the most feasible way to get rid of them... etc.
Real nastiness can result from combinations. For instance, Wind Guide + Flaming Arrows, for instance. Curse of Stones + Relief. Quickness + Communion + Orb Lightning...

Gandalf Parker January 15th, 2004 10:08 PM

Re: A question about magic
 
Quote:

Originally posted by onomastikon:
I think I have grasped how the magic system functions (paths and schools), and I am wondering what I have missed. I obviously am missing something.

I just don't see it really being "worth it" to invest in most magic and magic research. It seems when I make a pretender with high magic skills, s/he spends most of the time researching, rarely getting to use them. And I find "in battle" most of the things they finally do cast to be not worth the effort.

<font size="2" face="sans-serif, arial, verdana">This might be completely true. The neat thing about this game is that someone else might say the same thing but totally reversed. For some it might be all magic and why bother with a combat pretender. For someone else it might be all scales and why bother with any pretender at all. Its good that you asked because anything that seems useless you should definetly double-check. Same for anything that seems an automatic choice.

As far as Dominions goes, if its true for you then go with it. Its your best answer. Dont expect any general agreement on it. Dont be caught off guard if in a multiplayer game someone else is able to make just as good a use of the reverse situation. http://forum.shrapnelgames.com/images/icons/icon7.gif I love this game.

[ January 15, 2004, 20:10: Message edited by: Gandalf Parker ]

General Tacticus January 16th, 2004 02:48 AM

Re: A question about magic
 
I used to shrug off magic as "something I can do without".

Then I got hit by Burden of Time, Wrath of God, Seeking Arrows, Flame Bolts, And I watched my commanders - and even my Pretenders - die. The turning point was when I equipped my Pretender with an amulet of missile protection, then had a nice message a few turns later, saying it had saved him from another Seeking Arrow.

This convinced me that ritual magic and items forging were very important.

And when I lost a uber-stack super-heavy Ulm army to a light, but mage-heavy, AI army, was when I realized battlefields magic had their place. That, and trying to kill off Ermor. I will long remember that battle where 25 priests, protected by 50 heavy infantry, squared off against 30 soulless, with 5 undead commanders (the kind that summons skeletons) who predictably summoned 25 skeletons each turn. I got wiped out, despite killing literally hundreds of undeads. I mean, all was going very well, until my heavy infantry had enough and quit. There I learned that the right spell (in this case summon skeleton) can make a big difference.

I see magic as something that happens later in the game. After turn 20 you start noticing it. After turn 40 it's really annoying unless you are ready with magic to counter it. And you don't want to be the only one without the ability to cast level 9 spells !

P.S. There are many ways to allow mages to cast bigger spells in battle : communions, magic items, empowerment, spells that boost mage power...
P.P.S If you are not convinced : choose a race that can make lvl 4 priests. Make one your prophet. Then watch him smite his way to the top of the Hall of Fame, reducing whole armies to ashes. Then realize you can do the same with "regular" magic, and a bit of work.

OG_Gleep January 16th, 2004 11:36 PM

Re: A question about magic
 
I find myself thinking the same thing, especially playing as Ulm (was just dumbluck I picked the nation most suited to my playstyle). I was using magic as a means to find sites, to get gems, to make items. Battlefield magic has escaped me.

Can someone who is familliar with the magic system, post some of their favorite BF spell combos, along with any details such as Nation, Magic req etc, Gem Req combos, and No Gem Req combos, and also any dramatic results that you experienced so we know what to look for.

This would help me and other magic noobs start to wade into the system. Myself especially. 99% of the fantasy games I play, be it Baldurs Gate, Diablo 2, DAoC, or AoW, I stick to warrior types. It is always a challenge for me to work with any magic system....let alone one this complex.

Taqwus January 16th, 2004 11:49 PM

Re: A question about magic
 
With Black Forest Ulm, it would make sense to take a strong dominion and crank out vampires quickly. Vampires -- regular, Count, Lord and Queen -- are all immortal, flying, ethereal undead. The immortality + flying is a nice duo for early expansion because when your vampire count/queen/etc dies in your dominion, he'll reappear at home and be able to fly back to the front rather quickly -- and being immortal will heal afflictions over time even without Gift of Health or other magical assistance. Plus, immortals in their own dominion don't rout, which helps them keep fighting against suicidal odds...
With death gems + immortal death-2/blood-2 commanders, Lammashastas should be readily exploited. Can't recall how much research that takes 'tho. Yes, the lammashastas will quite probably kill your vampire count... but in your dominion, it won't matter; and if the lammashastas rout/kill the enemy as well, you get the province.

Saber Cherry January 17th, 2004 12:39 AM

Re: A question about magic
 
Quote:

Originally posted by OG_Gleep:
Can someone who is familliar with the magic system, post some of their favorite BF spell combos, along with any details such as Nation, Magic req etc, Gem Req combos, and No Gem Req combos, and also any dramatic results that you experienced so we know what to look for.
<font size="2" face="sans-serif, arial, verdana">Ulm: I research enough construction to forge Earth Boots (level 4). Then I build Earth Boots, giving me level-3 Earth, and forge a Dwarven Hammer (forge bonus). Then I mass produce boots for the smiths.

What next? ...=) Blade Wind, of course. Research evocation for Blade Wind, and have a couple Smiths with Boots accompany your armies... one such mage can annihilate an entire enemy army, especially if he is empowered in Earth to level 3 (effective level 4). Expecially good against hordes of undead. Blade Wind rarely hurts Ulmish troops. A single Blade Wind Smith is easily worth 100 archers... and that's BEFORE he gets Heroic Quickness / Endurance / Precision. And he will become heroic.

Some good battlefield spells:

Weak/Cheap/Early:

Paralyze
Blindness
Swarm
Summon Imps
Raise Dead
Holy Pyre (area 3 armor-piercing, long range)
Aim / Eagle Eyes (for mages, before damage spells)
Lightning
Fire Darts

Later/Stronger/Higher level:

Mass Protection
Legions of Steel
Wind Guide
Flaming Arrows
Relief
Terror

A lot of those can mean the difference between losing and winning with no casualties. And they're all fairly low level.

[ January 16, 2004, 22:39: Message edited by: Saber Cherry ]

Jasper January 17th, 2004 12:57 AM

Re: A question about magic
 
If you're looking for combos to convince you, there are some obvious killers. Such things as Poison Immunity + Foul Vapors, Lightning Immunity + Wrathfull Skies, or worse both.

These can be very tough to deal with if you don't have access to the defensive magics yourself. Some of the nations even _start_ with spells that can be quite effective if used well.

Nagot Gick Fel January 17th, 2004 01:31 AM

Re: A question about magic
 
Hmmm, what about Petrify?

AOE spell (1 tile) with absolute precision and good range.

Fail your MR check, and you're dead.

Don't, and you're paralyzed - and thus as good as dead.

Something must be done wrt infinite paralyzis duration - as it is know, a pretender equipped with every antimagic toy you an imagine has absolutely no chance vs a naked Cyclops - or even a lowly Dwarven Smith.

johan osterman January 17th, 2004 01:37 AM

Re: A question about magic
 
The paralysation from petrify should only Last 2-4 turns.

johan osterman January 17th, 2004 01:39 AM

Re: A question about magic
 
In case you haven't noticed you can click on the paralysis symbol on the unit to check the duration of the effect.

Nagot Gick Fel January 17th, 2004 02:06 AM

Re: A question about magic
 
Quote:

Originally posted by johan osterman:
The paralysation from petrify should only Last 2-4 turns.
<font size="2" face="sans-serif, arial, verdana">Should. I've never seen an unit recover from paralysis so far. What about having your pretender being paralyzed [Edit: spell Petrify] in the 3rd round, surviving the whole battle because he regenerates hit points faster than what the opponent can throw at him, and die from autorout in the end because he can't retreat (flying pretender BTW)?

Yes, I've seen that happen. When you're paralyzed for 3 rounds, these rounds Last for the entire battle. Paralysis is bugged and needs to be fixed.

[ January 17, 2004, 00:25: Message edited by: Nagot Gick Fel ]

johan osterman January 17th, 2004 02:26 AM

Re: A question about magic
 
Paralysis from different sources is not identical. Have you actually seen the petrify paralysis effect Last indefinately.

Bossemanden January 17th, 2004 03:32 AM

Re: A question about magic
 
Quote:

Originally posted by johan osterman:
Paralysis from different sources is not identical. Have you actually seen the petrify paralysis effect Last indefinately.
<font size="2" face="sans-serif, arial, verdana">I believe that I have seen paralysis end.. on a very few occasions. Usually its for the duration of the battle though. Even with only one caster that paralyses different units each turn or the same one until succes is achieved (i.e. no multiple paralysis conditions).

Graeme Dice January 17th, 2004 04:10 AM

Re: A question about magic
 
Quote:

Originally posted by Saber Cherry:
Ulm: I research enough construction to forge Earth Boots (level 4). Then I build Earth Boots, giving me level-3 Earth, and forge a Dwarven Hammer (forge bonus). Then I mass produce boots for the smiths.
<font size="2" face="sans-serif, arial, verdana">If I'm playing Ulm with a rainbow great sage, then I usually research to Conjuration 3 first to get summon earth power. Blade winds are fatiguing, and I want my smith's to be able to cast as many spells as possible, so the reinvigoration 4 is invaluable. I build a master smith almost every single turn in order to keep my research ramping up quickly. I then go for evocation 4 to get blade wind. This can happen by around turn 9, which is just about in time to take on some of the tougher independents around your capital.

After this, depending on my situation, I'll either go for construction 5 and clockwork horrors and crushers, or thaumaturgy 2 to find every single earth site. From there on I adapt to what spells I need in the near future and hope for lots of independent mages, especially the enchantress with 3 elemental magics, and the metal order mages to get access to astral spells.

Quote:

A single Blade Wind Smith is easily worth 100 archers... and that's BEFORE he gets Heroic Quickness / Endurance / Precision. And he will become heroic.
<font size="2" face="sans-serif, arial, verdana">It's around 52 slightly inaccurate longbows I believe.

Nagot Gick Fel January 17th, 2004 04:19 AM

Re: A question about magic
 
Quote:

Originally posted by johan osterman:
Paralysis from different sources is not identical. Have you actually seen the petrify paralysis effect Last indefinately.
<font size="2" face="sans-serif, arial, verdana">As I said, my pretender was Petrify'ed in round #3 by that special independent Sorceress (the one with the unique +sorcery robe, the hoburgs and earth gnomes, and her little sister), and got paralyzed(3) as a result. He had just the time to cast Invulnerability and Soul Vortex, with a ring of regen on top of that the hoburg/earth gnome were unable to harm him. With their own regen the (mindless, thus unroutable) earth gnomes were barely affected by the Soul Vortex, and continued to fight my paralyzed pretender for ~50 rounds. At that point he autorouted but was unable to retreat (still paralyzed), and he was eventually autokilled. I'm positive the Sorceress didn't cast Petrify after her first attempt, she sticked with Mind Burn for the rest of the battle. And so did the junior Sorceress.

I have tested Petrify myself before and after this episode, and have never seen the paralysis counter go down. In the case the paralyzed unit(s) are unkillable by the petrifier/paralizer side, the battle always end with an autorout or autokill. I've noticed this with the spell Paralyze and Illithid mind bLasts as well.

johan osterman January 17th, 2004 08:22 AM

Re: A question about magic
 
Quote:

Originally posted by Nagot Gick Fel:

I have tested Petrify myself before and after this episode, and have never seen the paralysis counter go down. In the case the paralyzed unit(s) are unkillable by the petrifier/paralizer side, the battle always end with an autorout or autokill. I've noticed this with the spell Paralyze and Illithid mind bLasts as well.

<font size="2" face="sans-serif, arial, verdana">OK.

Jasper January 17th, 2004 05:37 PM

Re: A question about magic
 
Quote:

Originally posted by johan osterman:
In case you haven't noticed you can click on the paralysis symbol on the unit to check the duration of the effect.
<font size="2" face="sans-serif, arial, verdana">That number is supposed to be the duration?!

Honestly, Paralysis is buggy and should be fixed. I've seen things similar to what NGF has seen, and other such anecdotes on this forum as well.

Is it's MR penetration also supposed to be better than similar spells like Soul Slay? Or is that also an unexpected feature?

johan osterman January 17th, 2004 07:00 PM

Re: A question about magic
 
No it is not supposed to have better penetration than soulslay. There is a bug that applies to paralysis but that same bug also affects soulslay, mindburn, petrify and similar spells. So all those spells and similar are currently quite a bit better than they appear to be or where in dom 1.

Jasper January 18th, 2004 12:30 AM

Re: A question about magic
 
Interesting. Now that I think about it I guess most of my experience with Soul Slay and Mind Burn comes from Dom 1, and I'd just assumed they hadn't changed.

I'll be glad when these bits are sorted out! Many thanks for the fantastic job you guys do patching.


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