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Elements:
Earth - absolutely useless, most spells are very bad because they just change the landscape. At level 4 you can summon Earth elemental but it is not so good to be honest and also you can cast Earth mastery which gives defence to your units.
Water - good battle spells, for example ice ray and great hail. Healing Water spell is pretty good too. Very fun spell Flood but it is useful only if you play as lizards who can freely move across water.
Fire - many decent battle spells. At level 4 you can summon Fire elemental and it kinda sucks. Also you can cast Fire mastery and I don't really remember if it is good or bad spell.
Air - the best element in the game. The best battle spell on the very first level - Chain lightning. It attacks 4 enemies, deals decent damage and most importantly it can stun them for 1 turn and stunning an enemy in this game is really powerful ability. At level 4 you can summon Air elemental and it is super strong because it is immune to most attacks so 1 Air elemental can destroy the whole enemy party unless enemy party consists of priests or black dragons. Also you can cast Air mastery - it makes all your flying units move twice as fast and it works perfectly with Air elemental because Air elemental is a flying unit.
Life - decent element, good battle and buff spells, at lvl 4 you can sumonn very powerful Light dragon. Not as good as Air elemental but still very good. Life mastery kinda sucks.
Death - most spells are not very good. At lvl 4 you can summon very powerful Black Dragon. Death Mastery is as mediocre as Light Mastery.
So, for the first palythrough I would recommind picking 4 Air spheres and 3 spheres of any other element except for Earth.
Also gold and black dragons are much better than air elementals, since air elemental needs to strike to kill units and has very bad resistance and defence, along with low hp. Enchanted Weapons spells is easy to get and AI tends to spam that spell a lot. So Air elemental is not that great at destroying stacks. On the other hand, dragons have a lot of hp, decent defence and can deal with fair number of archers, and can safely use breath attack to deal with rest of melee units.
On the other hand, I heard Wind Walk (or was it Free movement from earth) allows ships to move across land so you can recruit galleon and other ships and use them in land combat, which turns them into much much stronger ballista.
Death mastery is great if you are not playing as good race, because it curses all good alignment units, and curse is the most powerful and annoying debuff in the game, since units cannot heal naturally. Also while death sphere combat spells are meh, they inflict cursed debuff.
Also if you happen to get one of your heroes killed, you need Life 3 or Death 3 at least in order to be able to resurrect your hero. Other spheres do not allow you to resurrect your dead heroes.
Otherwise, I usually go Life or Death depending on faction. Bless and holy champ are good, and the combat spells are good at every tier. I usually toss up between going 4 in life/death and earth, if only more life/death for summoning dragon.
You can also use lower earth to get through narrow mountains that were impassable, or cut areas off with raise earth.
Brother JO, above, has good advice as well.
There's absolutely no way an Air Elemental can be better or, even more, defeat a Gold Dragon. This dragon is strong enough to litteraly one-shot it and is also the most resilient of all the kinds of dragons. Judging magic spheres mean nothing without talking about the races they can be used with. High Men and Undead are way more powered than any other races due to their natural advantages.