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Got a Wolfkin Air Mage who does 3x 40 damage for only 10 mana, and its pretty sweet, like him alot.
it helped to do all his trials and do the "powerful" ritual in the underschool before he became staff.
Just imagine, strength potion with a nature boost and the mage has attack of 25?
This. I dont think its working as intended. Ive had level 1 air mages with the exact same skill (multistrike) and attack power and sometimes they do 10-16 damage, others just 3 (whichi is completely useless). Maybe its bugged?
Earth is supossed to be the skill of construction, not air?. . . .
Fully buffed air mage also outperforms my fully buffed fire mages first lava burst despite its large mana pool. As noted my air mage damage climbs up to 99x3=297dmg (base dmg 29+20 nature buff & 50 power potion x3), while the fire mage only reaches up to 270dmg fully buffed (base dmg 30 + 160mana + 20 nature buff + 50 power potion)
POTENTIALLY, yes for the fire mage dps, you gotta love it tho when your human fire mage does 300-450 dmg (depending on flame lash level since humans get a LOT of mana) and then get mana burst so you can potentially 1-shot a monster. I love this game, its so beautiful.
1) Dark - Get a high Power with Relics and you can get 200+ Miasma which take out the entire map. Don't need HP if everything dies first round. Get hasted and double tap it for most maps.
2) Earth - The Earth Armor to survive. If you get a good power the Quake spell which hits 2 enemies in a row is great for taking out enemies. Against get like 150-200 and you knock out front line enemies. So can switch between Attack and Defense. Get Hasted and can Armor and smack front row hard each round.
3) Air - With proper boost to Power the triple strike can easily match the fire mage in single target damage while only costing 10 MP you can repeatedly do it without need to recharge. Also air really shines in haste. Even low level air mage with Haste 1 can boost one of your power houses to clear the board super fast. When Air Mage gets Haste 2 they can do a row which means they has their own and get another action to haste the other row. So whole team gets 2 actions per round making it best support caster in game.
4) Lightning - Ability to snipe back row monsters is nice but Dark can do the same while hitting everyone on map. Recharge is pointless late game when got tons of mana. Slow attack is useful early game when can't power through most things but quickly falls off.
5) Fire - Gives has nice illusion of power with the massive high hit. But because it is based off your mana and uses a large amount of that mana up the second hit is much weaker. Vengence doesn't scale well so it's another item that falls off late game. Fireball is more like Firebolt in most games as it only hits one target instead of multiple like Fireballs in every other game.
6) Nature - The +Power buff can be nice early on but quickly falls off in usefulness when you got 60+ power. Grow is weak and it's damage every turn is kinda pointless when most battles last 1-2 rounds. Vine Lash can be useful like Earth's quake but not worth all the other draw backs on nature.
7) Water - Everything in it is just too weak and not worth it.
Now keep in mind this is pure combat ranking. The task around the school are different as with all the gardening I prefer to have lots of nature mages among my students even if I don't intend them to be in combat much.
Mostly I use a front line Earth and Dark Mage to carry 2 lower level mages for power leveling in high level fights. In weaker fights I just put a Dark Mage with 3 Apprentice/Initate and wipe the underschool in a single round because even if the Dark mage comes up a little short the students can get in the final hit, which is good for some trials as well.