.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old November 9th, 2006, 03:11 PM
Nerfix's Avatar

Nerfix Nerfix is offline
Lieutenant General
 
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
Nerfix is on a distinguished road
Default Re: Best - worse magic paths

Blood, Death, Astral, Nature. Sorcery rules the world.

Weakest ones...Fire and Water.
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
Reply With Quote
  #2  
Old November 9th, 2006, 03:38 PM

calmon calmon is offline
First Lieutenant
 
Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
calmon is on a distinguished road
Default Re: Best - worse magic paths

Quote:
Nerfix said:
Weakest ones...Fire and Water.
But instead here you get the best bless effects and combat stats (+AT/DEF)
Reply With Quote
  #3  
Old November 9th, 2006, 03:48 PM
Tyrant's Avatar

Tyrant Tyrant is offline
First Lieutenant
 
Join Date: Sep 2004
Location: N. California
Posts: 624
Thanks: 7
Thanked 29 Times in 3 Posts
Tyrant is on a distinguished road
Default Re: Best - worse magic paths

Death is excellent largely because it's has so much variety. It has virtually no buffs, but it does have good summons starting at the bottom end and going right through to the top as well as good blasts, battlefield spam, and items. It's also easy to power up with items, and the kicker is that it's "self booting" in that you can use items to increase your level to summon higher level death mages who can then take the items and summon more of the same.

I would say that nature is more useful than powerful. I really hate playing without it, but it's hard to crush the world with nature magic alone, primarily because it lacks killing power.

I think astral is overrated. It's a great secondary suit, but it has jack for summons and it's excellent BF spells are almost all single target. If i want to kill things one at a time i'll hire a crossbowman.
Reply With Quote
  #4  
Old November 9th, 2006, 04:36 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Best - worse magic paths

Quote:
Tyrant said:
I would say that nature is more useful than powerful. I really hate playing without it, but it's hard to crush the world with nature magic alone, primarily because it lacks killing power.

Yes nature works more in combination with other paths to be effective. A few examples would be gift of reason on the tartarians, swarm spell with undead archers, and gandalfs tornado with charm.

Quote:
Tyrant said:
I think astral is overrated. It's a great secondary suit, but it has jack for summons and it's excellent BF spells are almost all single target. If i want to kill things one at a time i'll hire a crossbowman.
I always want some units with astral, but not my pretender unless he's a astral_7 or better. Astral works great for giving a large enemy of units the curse mark or providing increased magic resistance for your units. And the buff spells like body ethereal and luck are for already powerful units such as demon knights.




Much depends on what nation is being played and which are your current enemies.
__________________
There can be only one.
Reply With Quote
  #5  
Old November 9th, 2006, 06:34 PM

Windreaper Windreaper is offline
Private
 
Join Date: Oct 2003
Location: Rovaniemi, Finland
Posts: 39
Thanks: 0
Thanked 0 Times in 0 Posts
Windreaper is on a distinguished road
Default Re: Best - worse magic paths

Yup, sorcery rules. Astral is still the king in my book with death coming close second. Nature got its key spells nerfed and isn't really essential now, imo (also, it's easy to recruit an indep 1N mage and forge a wineskin or two).

I'd rank earth the 3rd strongest path overall and by far the best elemental path - no weak areas, really. Air is also good but Fire/Water I can easily live without.

These things are nation and player dependant, but generally I'd say:

1. Astral
2. Death
3. Earth
4. Air
5. Nature
6. Blood (I don't use it much, but it can be a game winner)
7. Fire
8. Water
__________________
Veni Vidi Visa - I came, I saw, I did some shopping
Reply With Quote
  #6  
Old November 9th, 2006, 08:21 PM

Zebion Zebion is offline
Corporal
 
Join Date: Oct 2006
Posts: 79
Thanks: 0
Thanked 0 Times in 0 Posts
Zebion is on a distinguished road
Default Re: Best - worse magic paths

Why does water have virtually no spells underwater (Not counting summons) Anyways? I can only find one or two battlemagics underwater,and the closest one for research is Level 4!
Reply With Quote
  #7  
Old November 9th, 2006, 09:01 PM

Forrest Forrest is offline
Corporal
 
Join Date: Jun 2006
Posts: 144
Thanks: 0
Thanked 0 Times in 0 Posts
Forrest is on a distinguished road
Default Re: Best - worse magic paths

Fire has that nice arrow thing.

Water has that nice quicken thing. Double strike sword and double strike boots are kinda nice.
Reply With Quote
  #8  
Old November 10th, 2006, 03:24 AM
Teraswaerto's Avatar

Teraswaerto Teraswaerto is offline
Major
 
Join Date: Nov 2003
Location: Finland
Posts: 1,050
Thanks: 0
Thanked 2 Times in 2 Posts
Teraswaerto is on a distinguished road
Default Re: Best - worse magic paths

Yeah, nice for collapsing from fatigue after two rounds of fighting.
__________________
Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
Reply With Quote
  #9  
Old November 12th, 2006, 09:16 AM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default 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.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #10  
Old November 12th, 2006, 12:42 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Best - worse magic paths

Quote:
HoneyBadger said:
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.

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.

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..
Sea Serpents and Cave Drakes can be good in the early game... but they are also expensive. 8 gems is often way too much, even in the early game, because you could save those gems and use them for something better AND more cost-effective later. Cave Drakes are good... but are they worth 8 gems? That's much harder question.

The gems aren't sold. It's called alchemy for a reason. Lead to gold etc. In MP games, all gems have the same price AFAIK.

There are already quite a few combination Fire spells. Fire-Air has one - Sulphur Haze. Fire-Earth has the Magma spells, very useful. Fire-Water has the Acid line of spells, and Boil high in Alteration. Fire-Astral has Astral Fires, nice AoE spell that ignores armor but is gneated by magic resistance. Fire-Nature has some low-level spells, Seven Year Fever and such, not very useful, but there's also the new global for the Kindly Ones... Fire-Death has Banefire, Lord of Banefires, Reanimate Archers which summons undead archers armed with magical Banefire bows, etc nasty stuff. Fire-Blood has Devils, Archdevils and Hellfire.

Manual page 78 explains the effects of being aflame and frozen. Basically, it's some damage for fire, some fatigue for frost.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:31 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.