Dominions 5

Dominions 5

Legowarrior Oct 30, 2020 @ 11:18am
Spells that New players (and Veterans) should probably Avoid
I was hoping to put together a list of spells that just aren't worth for most players or nations. Because the paths are hard to come back, because the cost is too high or because there is a better or cheap other that might be available.

This doesn't have to be a spell which is terrible for everyone, but just in general, people should have a game plan before casting them.

One that comes to mind is the Hidden Spells.
At 75 Earth or Water gems, the 3 Hidden spells don't offer much. If you have high Fortune, you have a chance at extra mages (testing shows magic doesn't impact it). So, if you have high fortune, and there are paths that you don't have natively, it can be worth it, but usually, if you have a decent amount of death, a Spectre Mage can get you the same results, for only 22 Death Gems.
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Showing 1-15 of 52 comments
mergele Oct 30, 2020 @ 12:30pm 
for starters Conjuration:

Summon Sea Dogs
Summon Crocodile
Spirit Curse
Black Servant
Summon Fire ants
Summon Shades
Summon Killer Mantis
Summon Amphiptere
Summon Cave Crab
Summon Bog Beasts
Summon Cave Drake
Summon Shade Beasts
Summon Cave Drake
Summon Shade Beasts
Summon Lammashtas
Summon Leogryphs
Summon kitharonic Lion
Summon spring Hawks
Spirit Mastery
Vermin feast
Contact Forest Giant
Summon Sprites
Harvester of Sorrows
Call the Eater of the Dead
The Kindly Ones
Call Abomination
Call Ancient Prescence
Legowarrior Oct 30, 2020 @ 12:36pm 
Shade Beasts and Leogryphs I will disagree with.

Leogryphs have good stats for the cost and are cheap.

Shade Beast are pricy but you get a lot at high levels of death. So it's not a spell I would cast on a death 3 ctis, but maybe with a Demiliche.


The Fire Ants makes me sad, because it's one of the few Fire/Nature cross path spells.
Last edited by Legowarrior; Oct 30, 2020 @ 12:42pm
mergele Oct 30, 2020 @ 12:47pm 
Shadebeasts I could see if you need something to pop fog warriors with whatever magic weapon you can get, but I think that is to niche to not call it bad generally. They just don't do any damage and die in droves.
Leogryphs are on the verge of being useful due to being cheap and massable quickly enough I can accept that as disputed.
Last edited by mergele; Oct 30, 2020 @ 12:48pm
Legowarrior Oct 30, 2020 @ 12:52pm 
Originally posted by mergele:
Shadebeasts I could see if you need something to pop fog warriors with whatever magic weapon you can get, but I think that is to niche to not call it bad generally. They just don't do any damage and die in droves.
Leogryphs are on the verge of being useful due to being cheap and massable quickly enough I can accept that as disputed.

I appreciate that. I should point out that not being bad (in my opinion) doesn't make them good in a lot of cases.

Emphyrio Oct 30, 2020 @ 1:08pm 
Ethereal undead with magic attacks have uses. Black servant can carry a bane venom charm. In one game I got rushed by hellbless burning ones and I had a bane venom servant just follow them around. It helped.

Whats wrong with forest giant for 2 gems. They compete with vine ogres and lumber construct but dont seem much worse.

Lammashtas have messed me up a couple of times but I've never gotten them to work right myself.

22 prot high hp amphibious cave crabs I would summon frequently if they didn't need a cave.

Why isn't vine man on the list? Are they considered useful?
Legowarrior Oct 30, 2020 @ 1:23pm 
Originally posted by Emphyrio 👌:
Ethereal undead with magic attacks have uses. Black servant can carry a bane venom charm. In one game I got rushed by hellbless burning ones and I had a bane venom servant just follow them around. It helped.

Whats wrong with forest giant for 2 gems. They compete with vine ogres and lumber construct but dont seem much worse.

Lammashtas have messed me up a couple of times but I've never gotten them to work right myself.

22 prot high hp amphibious cave crabs I would summon frequently if they didn't need a cave.

Why isn't vine man on the list? Are they considered useful?

I think the issue with Forest Giants is efficiency. You are using up a Nature 3 turn, so you are giving up at 11 research points, or chance to forge a Vine Shield or Thistle or using it in battle and casting Mass Protection.

Also, there aren't many pure Nature 3 mages, so you are usually giving up a little more than that.

If it was Nature 2, I would probably get a bunch of them to crack open a castle, or take some Soul Slay Hits (although 9 MR is slightly awful).
joeball123 Oct 30, 2020 @ 3:53pm 
Originally posted by Emphyrio 👌:
Whats wrong with forest giant for 2 gems. They compete with vine ogres and lumber construct but dont seem much worse.
Awaken Vine Ogres gives you 2+[ivylord] Vine Ogres for 3 gems whereas Contact Forest Giant will only ever give you one Forest Giant, so Awaken Vine Ogres is a more efficient use of an N3 mage-turn by base and can be much more efficient if you're willing to invest in things that give you the Ivy Lord bonus (Ivy Crown, Treelord's Staff, Crown of the Ivy King for items; Treelords or Ivy Kings for summoned commanders; Animists and Dryad Mothers for recruitable commanders; Irminsul and Arch Druid for pretenders).

As to comparing the units:
- Pierce and blunt resistance means that the Vine Ogre's 55 HP / 9 protection and the Lumber Construct's 56 HP / 17 protection will probably go further against mundane damage than a Forest Giant's 66 HP / 11 protection, though that may be at least partly offset by the giant's higher defense skill.
- Vine Ogres and Lumber Constructs are resilient mindless magic beings, making them more or less perfect troops for the typical mage with 5-20 magic leadership and a morale penalty to squads under their command, whereas Forest Giants are undisciplined mundane units, which makes them inconvenient to mix into an army that doesn't already use undisciplined units.
- Forest Giants have a single strong attack which will probably overkill most units whereas Vine Ogres have two somewhat-weaker attacks and so Vine Ogres are better at killing human-ish infantry while Forest Giants may be better against tougher opponents. Lumber Constructs almost may as well not attack due to their terrible attack skill, but if they do connect they have a single attack that's similar in power to a Vine Ogre's making them worse against both massed infantry and single large targets than either the giants or the ogres.
- Size-4 Vine Ogres can intermingle with size-2 infantry whereas size-5 Lumber Constructs and Forest Giants cannot.
- Poor amphibian (Construct and Ogre), forest survival (Ogre and Giant), and spirit sight (Construct) can be useful abilities.
- Poison resistance (Construct and Ogre) may be nice to have if you're using N battle magic.
Generally speaking, I would say a Forest Giant is typically worse than a Vine Ogre, because most of the time the giant's high attack damage is going to go to waste and between size-5 and undisciplined they're a bit more inconvenient to fit into your army, plus mindless is usually better than morale 15 for meatshields.

I would also comment that ritual spells are competing with one another for mage-turns, spells, and research, so if you have a low-research spell (e.g. Awaken Vine Ogres at Conj-4) and a high-research spell (e.g. Contact Forest Giant at Conj-6) that do similar things (in this case, summon relatively resilient large units) for similar costs in mage-turns and gems then the high-research spell is probably worse if you don't have some other reason to invest the research required to get it, especially if - as is the case here - the two spells are in the same school of magic and so you will get the lower-research one on the way to the higher-research one.

Beyond that, something like a Forest Troll fills a similar niche to the Forest Giant (high single-target damage and a lot of HP per tile that only requires mundane leadership), but Contact Forest Trolls gives 5+ trolls for a single N3 mage-turn whereas Contact Forest Giant only gives one giant for the same N3 mage-turn. Five Forest Giants might perhaps be a better use of 10 nature gems than five Forest Trolls, but is it enough of a better use of 10 nature gems to justify spending four extra mage-turns to do it?
Maerlande Oct 30, 2020 @ 9:52pm 
Well my old friend.

Originally posted by mergele:
for starters Conjuration:

Summon Sea Dogs
Summon Crocodile
Spirit Curse
Black Servant
Summon Fire ants
Summon Shades
Summon Killer Mantis
Summon Amphiptere
Summon Cave Crab
Summon Bog Beasts
Summon Cave Drake
Summon Shade Beasts
Summon Cave Drake
Summon Shade Beasts
Summon Lammashtas
Summon Leogryphs
Summon kitharonic Lion
Summon spring Hawks
Spirit Mastery
Vermin feast
Contact Forest Giant
Summon Sprites
Harvester of Sorrows
Call the Eater of the Dead
The Kindly Ones
Call Abomination
Call Ancient Prescence

Some of these spells have situational use. I am sure Mergele knows his stuff and knows why he would ignore when black servants, forr example, are damn fine summons.
Last edited by Maerlande; Oct 30, 2020 @ 9:59pm
Maerlande Oct 30, 2020 @ 9:56pm 
Or maybe he just doesn't know how to play?
mergele Oct 31, 2020 @ 1:23am 
There is some kind of use, for some specific set of circumstances for almost all the spells. I once used ♥♥♥♥♥♥♥ ghost wolves. Doesn't mean they are good.
This is not "do not ever do this", this is, quoting the op "aren't worth for most players or nations" generally. If a player asks "Should I summon Black Servants" and provides no other context the answer is "No" and then you may list some exceptions were they are useful. Shadebeasts can work fine as chaff when you have marble warriors. But you'll probably have better things in that case anyways.
Compare say Lamias. You won't want them always, but by the time you get them you are quite likely to be able to give them some buffs, Magical AP Life Drain scales very well into late game, you can use them as life drain batteries (bad ones but can work) and you get them for both a decent prize and 5 per cast. That is a good spell.
Imagine you open up the turn of a new player asking for advice and you see he's summoned these units, do you instinctively go "Oh no" or "Ok, some of those"?
DasaKamov Oct 31, 2020 @ 1:23am 
Ah, here we come to the problem inherent in the premise; people's opinions can vary wildly.

I personally think "Hidden in Snow/Dust/Underneath" can be very useful for the powerful mages you get - a possible D3/W3/E3 for "Snow", and possibly breaking into Astral with "Underneath" and Fire/Astral with "Sand".
The "Summon Spectre" spell will give you a weaker mage, in general; maximum of D3, or 2W/E/S and D1.
Nevermind that "Snow/Sand" units have Cold/Heat power, Cold/Heat auras that stack with each other; and 20+ HP per unit.
Originally posted by mergele:
for starters Conjuration:
The only spells I'd agree with from that list are "Spirit Curse" (you're rarely so desperate to curse an enemy unit that you're willing to spend a Gem on it) and Killer Mantis (after the nerf to their attack, they've pretty much lost their only advantage).

I admit, I'm baffled how anyone thinks "Summon Spring Hawks" is a bad spell. :b
Last edited by DasaKamov; Oct 31, 2020 @ 1:24am
Legowarrior Oct 31, 2020 @ 5:08am 
Originally posted by DasaKamov:
Ah, here we come to the problem inherent in the premise; people's opinions can vary wildly.

I personally think "Hidden in Snow/Dust/Underneath" can be very useful for the powerful mages you get - a possible D3/W3/E3 for "Snow", and possibly breaking into Astral with "Underneath" and Fire/Astral with "Sand".
The "Summon Spectre" spell will give you a weaker mage, in general; maximum of D3, or 2W/E/S and D1.
Nevermind that "Snow/Sand" units have Cold/Heat power, Cold/Heat auras that stack with each other; and 20+ HP per unit.
Originally posted by mergele:
for starters Conjuration:
The only spells I'd agree with from that list are "Spirit Curse" (you're rarely so desperate to curse an enemy unit that you're willing to spend a Gem on it) and Killer Mantis (after the nerf to their attack, they've pretty much lost their only advantage).

I admit, I'm baffled how anyone thinks "Summon Spring Hawks" is a bad spell. :b

The Hidden spells are 75 water or earth gems. That's a Troll King and his better troops, plus 2 pairs of Boots. That's a Sea King and his troops plus a Sea Cloak and Bracket booster.

That's the equivalent of casting Riches Beneath and have gems left over.

And that's all before you factor is the impact of scales.

If it's crosspaths you are looking for, less, the spectre is far superior, as is the Lamia Queen, each for far less. 3 of either for the same price.
Last edited by Legowarrior; Oct 31, 2020 @ 5:09am
onard2 Oct 31, 2020 @ 9:13am 
Spectre and Lamia are Conjuration and use different kinds of gems (and paths) though.

If you've researched Enchantment instead and have a pile of Earth or Water gems and have Earth/Water mages, then casting hidden in X is hardly a bad choice if you need some extra mages and troops right now instead of waiting a bunch of turns to research another school.

That's a common mistake many players make, hoard their gems because there's a more "efficient" way to spend them if they wait some more time.

But gems stuck on your treasury won't help you in the present. And sometimes the right choice is conjuring reinforcements right now to give you an edge right away with your current war.

Also Fire Ants are a favorite of mine precisely because they're pretty low research. You're getting 1 ant per gem if not better, relatively tough, immune to fear, hit hard with armor-piercing 14 dmg poisonous attacks that will make a dent on most things, 10 per cast minimum, so all in all can be pretty good at filling the ranks for an early war. Sure later on there's better uses for your fire gems, but Fire Ants can be conjured pretty fast and if my enemy decides to hoard their gems then I'll have a significant advantage at conquering them before they can get their "more efficient" spells online at all.
Last edited by onard2; Oct 31, 2020 @ 9:15am
DasaKamov Oct 31, 2020 @ 9:38am 
Well, again, differing opinions and different playstyles. I'm not saying that your opinion is invalid, but in general, and in every video game, I don't think any newcomer should be told, "Avoid these game features because I don't personally like them". People should be welcome to experiment on their own and form their own opinions. :)
Originally posted by Legowarrior:
The Hidden spells are 75 water or earth gems. That's a Troll King and his better troops, plus 2 pairs of Boots. That's a Sea King and his troops plus a Sea Cloak and Bracket booster.

That's the equivalent of casting Riches Beneath and have gems left over.
The trolls being "better" troops is definitely arguable. They're better tar pits and good anti-giant units, but have lower attack skills and no special abilities to take down high Defense or Ethereal enemies. And the Troll/Sea King has zero versatility in their magic paths, while the "Hidden In..." mages have the potential to be more powerful in raw magic levels overall.

Also, you're rarely going to be in a sitution where you're saying, "This turn, my ONLY choices are to cast Riches from Beneath OR Hidden Underneath". If you want to up your gem income, you cast Riches. If you want unique troops now, you cast Hidden. Once you cast one, you build up your gem resources and then perhaps you cast the other. It's not a binary choice.
If it's crosspaths you are looking for, less, the spectre is far superior, as is the Lamia Queen, each for far less. 3 of either for the same price.
The Spectre is actually a weaker mage, generally speaking, and requires 3D, whereas the "Hidden In..." spells only require 1D. The Lamia Queen is indeed an excellent mage, but requires 2N, while none of the "Hidden" spells use any Nature magic. The Lamia Queen is probably not going to compete for Gem resources.

And, again, you're paying 22 and 25 gems for a single mage only, without any of the supporting troops AND powerful commanders you get from the "Hidden" spells.
Last edited by DasaKamov; Oct 31, 2020 @ 9:40am
Legowarrior Oct 31, 2020 @ 10:00am 
Originally posted by onard2:
Spectre and Lamia are Conjuration and use different kinds of gems (and paths) though.

If you've researched Enchantment instead and have a pile of Earth or Water gems and have Earth/Water mages, then casting hidden in X is hardly a bad choice if you need some extra mages and troops right now instead of waiting a bunch of turns to research another school.

That's a common mistake many players make, hoard their gems because there's a more "efficient" way to spend them if they wait some more time.

But gems stuck on your treasury won't help you in the present. And sometimes the right choice is conjuring reinforcements right now to give you an edge right away with your current war.

Also Fire Ants are a favorite of mine precisely because they're pretty low research. You're getting 1 ant per gem if not better, relatively tough, immune to fear, hit hard with armor-piercing 14 dmg poisonous attacks that will make a dent on most things, 10 per cast minimum, so all in all can be pretty good at filling the ranks for an early war. Sure later on there's better uses for your fire gems, but Fire Ants can be conjured pretty fast and if my enemy decides to hoard their gems then I'll have a significant advantage at conquering them before they can get their "more efficient" spells online at all.

I am not waiting on getting more efficient spells online though. I am spending my gem like water on things that help me win wars, or make progress. 75 earth gems is Riches Beneath at the same Enchantment level, so I would use it on that instead.

75 gems could be used on Girdles or Might or Earth boots, to help my mages throw down Earth Elemental, or extra powerful Maws of Earth. 75 earth gems can be spent on Dwarven Hammers or Smashers.

If you spent the whole first part of your game saving up for Hidden in the Sand or Hidden Underneath, you've probably behind in other areas that could have benefited from the use of Earth Gems.

Water is similar.

The argument I have against the Hidden spell is that 75 earth gems could have been doing a lot of work, instead of sitting in your treasurer, and its not worth saving up for something that is a huge gamble.
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Date Posted: Oct 30, 2020 @ 11:18am
Posts: 52