![]() It also unlocks better spells at Pure Good, and has domain and empire spells that convert terrain into temperate (which is considered an act of good). Generally there is no reason to take water magic, at all, I hope they overhaul it.Ĭreation Magic grants a variety of holy spells like heaving, resurgence, and so on. One point gets you a baby kraken which can only move in water and has weak stats. It's global spells all suck and it's combat spells are generic and not all that useful. Water Magic is perhaps the most useless sphere of magic in the game, and it used to be my favorite in shadow magic. It does let you make any city like underground, but it doesn't confer night vision or cave crawling on units and it's worthless for dwarves and goblins. ![]() Dwarven Dreadnaughts are especially strong against fire.Įarth is completely underwhelming and virtually useless at everything but shattering enemy walls. ![]() Sadly there is no volcanic domain or volcano spell which would be awesome, and while one of the most powerful spheres of magic, fire is sadly weak against dwarves. It's really cool.įire is also great, it gives you all sorts of fire spells and powerful summons, one point gives you tropical domain which makes everyone like tropic climate, and two gives you tropic empire which turns everything to tropics. One point in gets you Arctic Domain so that any race will like arctic climates, and two points in gets you Arctic Empire which turns your entire domain arctic. I too would like this, I don't think there is one at the moment.Īir is a great sphere of magic with tons of useful spells for both combat and the world map, The summons aren't all that great and the Zephyr bird is rendered mostly useless by the first tier of class spells so you'll probably want two points in for the empire spells and the better combat spells.
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