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Heroism
Circle of Protection
Invisible Servants
Eden
Crusade
I think mine would be:
1) Golden Age
2) Doom Bolt (I think this needs a slight nerf)
3) tamed frontiers?!
4) Circle of protection (needs a nerf)
5) Inspirations
Worst?? Can't really think of any....
vertigo often fails to get past the save throw when you really need it to hit.
A lot of spells are situational!
Armageddon
Global Storm Spell...Cant recall the name atm.
Spit of Bile
Doom Bolt.
Leave Circle of Protection alone. Its about the only way to kill those damn Doom Drakes.
BTW, if I would take out 2x2 huge enemy out of circle of protection, can I move ther 4 normal size units?
- Healer Familiar- Seriously, 3 heals for 1 mana per turn. Yes, yes, oh yes.
- Vacuum- Very cheap solution to an otherwise problematic mechanic.
- Alacrity- I have just found out about, and fell in love, with this gem.
- Starfires- OP! No one has mentioned this yet? Best early damage spell IMHO.
- Doom Bolt- ...
Worst- Burning rage (+6 damage to all your units in battle, effects all attacks, melee, ranged and magic ranged! It is especially good on ranged armies. It last "only" 4 turns, but casting it usually makes you kill the entire enemy army in 2-3 turns...)
- Healer familiar (the BEST starting spell pick in the game, way too cheap for what it does)
- Nature's Bounty (doubles the income from all resources in all your cities. This spell is a huge boost to your economy (if you have many cities) and is way too cheap to cast and maintain for what it does)
- Just cause (halves the upkeep of all your units! Again way too cheap to cast and maintain for what it does)
- Bone aura (almost immunity to most (none-magical) ranged attacks and low level units with piercing damage for a very low price, makes taking neutral grey elf and human cities a joke for any unit)
1. Alacrity, not only gives you another shot (or swing), but doubles damage to said shot or swing Faradaxes attack for 500+...pretty sure its a bug, the tooltip doesn't say it is supposed to give you a second double damage shot, just a second shot.
2. Doom Bolt, not bad by itself...shouldn't be castable by super cheap units though. The dark elves are god-awful without the weaver though, especially since last update nerfed the melee guy. waaaay easy to steamroll the world with a handful of weavers.
3. Cold pulse, seriously, great on O or D, allows you to venture farther away from home, the only counter to a house full of weavers. Cheap and spammable, one of my go to's from start to finish. This, coupled with Alacrity's brokenness lets your puny archers wreck face without any pesky downtime.
4. Enchant spamming, augmentations lvl 3 and down. 1-4 extra dps turns out to be 10-20? stack em up ftw! still unsure how the math works behind it, hard for me to find a quicker out of the gate rush tactic. I like this over the "D" buffs because they seem slow and not as murderously delicious.
5. Circle of Protection, The "oh ****!" button, gives your stragglers a chance when you have them where they shouldn't be, of course if you are a good player you wont need this. In that case see "Natures Bounty", agree with Kris here.
Most Worstest
??
Not sure how to rank these as there are several i just dont use, namely:
Disjunction...a good spell to spend a lot of mana and casting turns on doing nothing...
Any "target an AI SL and annoy him" spell, im usually booked solid casting enchants or storing up pulses.
Town wall spells, the AI doesnt take damage unless he walks through it in battle, if this happens you have bigger problems than crappy walls.
Higher level summons dont seem worth the tradeoff but i havent actually taken the time to get a sea monster or wyrm to see if they are worth it, Ive had Dracolich at 20 mana upkeep, and felt he was so-so and at times just a bother (he was free from an encounter), was he as effective as a cold pulse or enchant every other turn? definitely not.
Have just been playing 3-4 weeks now but these are my impressions
1) Magic Servant
2) Scout
3) Quicksilver
4) Chaos Channels
5) Strands of Power (situational)
Magic Servant + Scout are the first two spells I cast (assuming I took Scout from Air).
But Magic Servant is ALWAYS the first spell I cast.
I saw in the original kickstarter for WOM they had a spell editor planned.
That would kick ass.
Doom Bolt of course. Any Titan can be taken down with a small pack of weavers.
Web. Another spell with no save and no resistance. Plus it grounds fliers. Allows your glass cannons like Phantom warriors/beasts or unicorns to pummel the target with impunity.
Altar of battle. Not that great for low level builds, but high level builds like Paladins etc. gain the equivalent of 18K XP or more.
Death Wish. Cast on a plane, it can kill almost everything.
Worst spells? Most spells have some benefit so it's hard to say. But acid enchantment only gives 1-2 extra damage while the other elemental types give 1-4. Actually, I'm not sure but unholy weapon might also be 1-2 and will heal undead enemies so I guess that's worse...
Mana burn. It's guaranteed to burn more enemy mana than it takes to cast, but that's nearly worthless if you have multiple opponents. Also the time it takes to research and cast is time you could be spending on other spells.
Plus you can stack them on the same unit. You can have a pair of archers (or rangers or whatever) defeat entire stacks before they can get to you.
Now it *may* be that acid damage is so low because it affects the target for multiple turns, like the acid arrow spell, but my targets never live that long.
Speaking of acid arrow, it might do the same or more damage as a flame arrow, but it has the problem that a target affected by acid arrow cannot have another acid arrow cast on it. For this reason, flame arrow, ice bolt or lightning are superior. Again, that's not to say acid arrow is useless, you might be facing an enemy resistant or immune to other types of damage for instance, but in general it's not that good.