Dominions 5

Dominions 5

jccvmm Jun 5, 2019 @ 1:58am
Any good combat/ritual water spells?
I'm playing with MA Atlantis, and I dont know how to use my water/astral mages.
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Grey Hat Jun 5, 2019 @ 3:27am 
You might want to have a look to the all nations guide; they recommend spells and tactics for a lot of nations.

http://dominionsmods.com/index.php?showtopic=3364
jccvmm Jun 5, 2019 @ 4:27am 
Thanks very much
Twogun Jun 5, 2019 @ 1:16pm 
quick answer tho: water elemental rarely disappoint when used enmasse
jojeck Jun 6, 2019 @ 2:23am 
Water elementals are good particularly underwater but cost a lot of W gems, so should be limited to when required. Mages equipped with a water lens can cast 1 full sized water elemental in every battle. Living water is a gem efficient way to make a lot of size 4 elementals using a communion and boosters to increase the W path.

Main battle spell on land is Falling Frost for W3 + mages but you need to consider protecting your own troops from friendly fire by giving cold resistance. Frozen heart is a powerful spell with 100 accuracy and armour negation that all your water mages can cast. It is short ranged and only cold resist can protect the target but unfortunately most undead are nearly immune. For dealing with undead and demons you have a recruitable H3 and H1s in communion with banishment plus cleansing water.
wingren013 Jun 8, 2019 @ 8:11pm 
As far as good water spells go:

Water Elemantals are the best thing in water magic and very powerful. They are tricky to buff bevause you have to place your mages correctly but they take buffs very well.

Slime is a good early spell that debuffs whatever it hits. It's mainly useful for helping vs early rushes.

Quickness and Quickening are two good buff spells thag will significantly increase the killing power of what they hit. Unfortunately MA Atlantis can't recruit anything that is worth using this spell on, and they lack the paths to summon things that are aside from water elementals.

Frozen Heart is a spell that can be cast by any W mage and does a large amount of armor ignoring cold damage to a single dude. The spelltargeting AI prefers hitting things with high hp, so it's perfect for killing elite units.

Sailor's Death is a somewhat situational answer to elite units as well. It's AOE and the damage is nontyped, but it can be resisted by MR and many things are immune to it (like all undead). Use it in situations where there are difficult to kill units that are vulnerable to it.

Numbness is another anti elite spell. It's low research and freezes them, greatly increasing their fatigue.

Liquid body can be used by your thugs to help protect them from enemy weapons and keep themselves uninjured.


Slow and its derivatives debuff enemies offensively, slowing down the rate at which they kill your stuff. MA Atlantis has terrible troops so it's nice for those situations you need to hold the enemy in place for a few more turns.

Grip of Winter is a powerful battlefield enchantment that cause cold fatigue damage to teveryone on the battlefield and gets stronger the higher the cold scales in the province. Unfortunately MA Atlantis has no natuve cold resistance, so if you want to use this either bring some cold resistant summons, use it in support of cold resistant thugs and accept your normal troops will fall asleep, cast cold resistance spells on your army, or use a combination of those.

Murdering Winter is a powerful ritual that causes cold damage to an enemy army. It will devastate most human hp armies you target it at if they are in cold scales.

Vengeful Waters is a powerful global that causes enemy commanders to be assassinated by water elementals. It can have diplomatic consequences for casting it. If you are in a good position casting it can secure your win, while if you are in a bad one it can help save you.

As far as crosspath spells:

W/F gives you the Acid spells which do aoe untyped damage that ignores half of the enemies armor and can weaken or break their armor as well. Naked enemies die easily and acid spells can do decent damage to unuts that aren't heavilly prot buffed so they are staple spells for Atlantis in all eras.

W/F also gives manifest Vitriol which is a very useful summon that can be used to help compensate for the awfulness of your troops.

E/W gets you rust mist which rusts enemy armor. It's somewhat of a weak spell, but if your E mages already did all the Earth magic they needed to, then it's worth casting.

W/E also goves claymen which is a useful summon that gives you a bunch of unbreakable chaff that regenerate. Throw E buffs on top of them and they'll take a while to die.

W/S doesn't give much in the way of spells but it does give a few items. Mainly you'll use those guys for Astral magic.


That's just a brief look but it covers all the important spells. Water is a fairly weak path in terms of combat utility. It mainly shines in combination with other stuff and for item forging.
Last edited by wingren013; Jun 8, 2019 @ 8:25pm
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Date Posted: Jun 5, 2019 @ 1:58am
Posts: 5