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  #1  
Old November 9th, 2006, 02:27 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Best - worse magic paths

blood, death, nature, and abit of fire. I like the summons they give
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  #2  
Old November 9th, 2006, 03:11 PM
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Default Re: Best - worse magic paths

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

Weakest ones...Fire and Water.
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  #3  
Old November 9th, 2006, 03:38 PM

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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)
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  #4  
Old November 9th, 2006, 03:48 PM
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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.
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Old November 9th, 2006, 04:36 PM
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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.
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Old November 9th, 2006, 06:34 PM

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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
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  #7  
Old November 9th, 2006, 08:21 PM

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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!
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Old November 9th, 2006, 09:01 PM

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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.
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  #9  
Old November 12th, 2006, 09:16 AM
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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.
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Old November 12th, 2006, 03:40 PM
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Default Re: Best - worse magic paths

Quote:
NTJedi said:
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.

What do you mean by "swarm spell with undead archers"?
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