Re: Best - worse magic paths
Water has great underwater summons, including the sea serpents, which are lovely monsters who eat independents for dinner and don't cost much, in levels or gems. Summon up a dozen in the early stages of the game and you won't be sorry. Earth has built-in usefulness because it's got lots of nice early game forged items that you can make en-masse, and earth drakes, which are really tough for low level summons, esp in early era where armor is at a premium. I'm not too impressed by fire magic. It could use some later game boosts, and more variety. It's nice that you can sell the gems for 15 gold a pop, but earth gems are much more valuable, and they're only worth 10. Is there any good reason why the other gems can't be converted to gold? I know it's probably for balance, but pearls, sapphires, emeralds, amethysts, they're all really valuable, especially the pearls and amethysts in ancient times. Still, gold in the game isn't so valuable a resource that the other gems shouldn't be unconvertable.
But I digress, (I do that a lot)
I'd like if you could use mastery in fire to combine more with other paths: more magma, steam, some kind of eldritch death-fire Anthrax spells, maybe something with Astral to make Aether magic? Aether (along with fire, earth, water, air) being one of the Platonic elements. Water, overall, seems to be a little bit more useful, especially considering the ability to freeze your enemies solid. You can set your enemies on fire, but so far I haven't seen this have too much of an effect. Can one troop on fire set nearby troops ablaze? probably, but I haven't seen it yet.
Death to me is the most useful, throughout the game, regardless of nation, with astral and earth tied for second.
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