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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #2  
Old March 9th, 2008, 11:10 PM
sector24's Avatar
sector24 sector24 is offline
Second Lieutenant
 
Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
sector24 is on a distinguished road
Default Re: Magic Diversity

Astral, Blood, and Death are the only paths with spells going all the way up to level 9. They are also generally the most powerful end-game paths with things like Wish, Tartarian Gate, and Bind Demon Lord.

Air and Fire are tough to break into, so they're probably lowest on the priority list of magical diversity. If you have them, great. If not, their usefulness is limited to mostly forging. You might have one or two units supporting important armies, but you'll never have them en masse.

The other paths are somewhere in between. They all have useful spells, but you never need a mage higher than level 6 to cast anything. So when you account for boosters, it's not too hard to "max out" on them.

I would say if you don't have natural access to Astral, Death or Blood, those should be your first priority. Sometimes blood is not an option. Second for me is Earth and Nature. Earth for forging, and I just like Nature. Water, Air, and Fire are my lowest priorities, but having Air magic on an awake SC pretender is a big boon.
Reply With Quote
 

Bookmarks


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 03:46 AM.


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