Raiddinn Raiddinn

How do you rank the different schools of magic?

How do you rank the different schools of magic?

I think I would have to put them in this order from most to least powerful

 

Air

Life

Death

Water

Earth

Fire

 

The spells I am using to build the ranking charts are these:

Air - Haste, Cloud Walk, Aura, Titan's Breath

Life - Heal, Aura, Shrink, Call to Arms, Sovereign's Call, Wellspring

Death - Shadow Bolt, Blindness, Wither, Curse/Group Curse

Water - Inspiration, Freeze, Blizzard, Mantle of Oceans

Earth - Aura, Enchanted Hammers, Tremor

Fire - Aura, Flame Dart, Fireball

Are there any spells I seem to be overlooking that would greatly affect the rankings?  If I should be casting something that I am not, I would be interested to know what.

53,549 views 45 replies
Reply #26 Top

Quoting csac1979, reply 25
Who said that I only use 3 troops in my army??? The Tarth race is still the strongest one due to the double attack.
End of csac1979's quote

I'm playing Tarth for the first time in my current game; I am winning with them on Ridiculous+ (XtraSavage mod), but I'm not a huge fan. You might as well throw away the bow Irane starts with, and their great strength is archery, which is a long way into the tree. +50% damage vs. beasts has got to be easily the worst profession bonus. The small army boost is quite handy at the start of the game, but is nearly useless later. Normal movement through difficult terrain is handy but not earth shattering, similarly with Stealth. If you survive long enough to get the better bows then yes archers with double-strike are powerful, but that's quite a long time. I've had some success in my current game because I had plenty of city sites to settle, and I was able to spam Pioneers as I was using Sovereign's Call + Tower of Dominion for growth rate of +4 even when approaching my food cap. Wisp and Lightbringer are quite good for shielding archers. It does all depend on being able to survive long enough to get archers though. I was fairly lucky in my current game as my neighbours did leave me alone for a long time, too busy fighting each other I think.

Give me Resoln any day, although it has been quite interesting experimenting with Sovereign's Call and Heal, which are spells I don't normally have available.

Reply #27 Top


Sorry, but I don't really understand you.

1. Which difficulty level is "ridiculous"? Highest, second hightest?

2. Lady Irane has a "normal" bow? Each sovereign can start with this bow. What do you mean?

3. I already wrote that I prefer mages. For them I need crystal; thus I try to grad up my towns as soon as possible (level 4 conclave gives +2 crystal every round).

4. To my opinion shooters are always stronger then melee units, even the weak archers you can get at an early time because the enemy won't have good armor at this moment.

5. If I understand you right you prefer the race Resoln? Why?

 

Back to topic: To my opinion it is important to grade up the towns for better research, production, gold income and so on. And the best way to do this is to enchant them with sovereigns call (+2 growth) from LIFE and +1 material from EARTH. Thus LIFE is the strongest magic school followed by EARTH (at the beginning of a new game).

 

Reply #28 Top

Quoting csac1979, reply 27
1. Which difficulty level is "ridiculous"? Highest, second hightest?
2. Lady Irane has a "normal" bow? Each sovereign can start with this bow. What do you mean?
3. I already wrote that I prefer mages. For them I need crystal; thus I try to grad up my towns as soon as possible (level 4 conclave gives +2 crystal every round).
4. To my opinion shooters are always stronger then melee units, even the weak archers you can get at an early time because the enemy won't have good armor at this moment.
5. If I understand you right you prefer the race Resoln? Why?
End of csac1979's quote

1.Ridiculous is second highest.

2.The bow is pretty useless, giving her a big initiative hit and doing minimal damage, even using her +50% vs. Beasts. I ditched it for the first dagger I could get. I'd much prefer to use her as spellcaster with decent initiative.

3. Fair enough, but I aim to finish my games faster than that. It's fairly rare for me to get a Conclave to level four. Although admittedly Sovereign's Call makes it a lot more feasible, especially now the higher city levels require lower population.

4. Well, maybe, but in any case in practice you won't be able to train archers until what, turn 50? Turn 75? because you won't have researched them yet. The start of the game is the most crucial part; Tarth gets the small army bonus and the Stealth bonus to help, but doesn't get decent troops till quite late. Almost any of the other factions get cheap troops early; Resoln gets free shrine troops, Beastlords get Beasts, Magnar gets slaves, Kraxis benefits from spears + wooden shield early, etc. Verga gets -50% wages and it doesn't take that long to research Juggernauts, which are his best troops. Pariden doesn't get a whole lot, but the Scying Pools and Procipinees Crown are well worth having from the start of the game, and Summoner is not a bad trait (especially as with the Crown summoned creatures will cost zero maintenance). Gilden gets extra hitpoints and better armour. Tarth gets Masterwork Chainmail, but this is right at the end of the research tree, I quite often don't get that far. And Rebels is a really nasty Trait, the last thing you want is extra unrest. Tarth has Rebels; a useless profession for the sovereign; an awful starting weapon for the sovereign; and special equipment that is not available at the start of the game. The only faction which has a similarly hard start is probably Altar. In fact Relias probably has it harder as he doesn't get Life magic, so no Sovereign's Call until you've got a hero with Life magic, and Altar starting troops won't get the Tarth small army bonuses and extra movement. Both Altar and Tarth can be strong if you can make it to their strong points of Henchmen and bows, but they may find the start of the game difficult.

5. I prefer Resoln because it suits my playing style. I like Death magic, I like Water magic, I don't care that much about armour past leather. They're a "fun" faction, they play differently to other factions. In terms of strongest faction I would go with Umber; Kulan's the only sovereign I've beaten the game on Insane (highest difficulty level) with. Although I think I could probably do it with Resoln if I tried enough times and got a good starting position. But beating Insane is hard work, I didn't find it a great deal of fun.

Reply #29 Top

Ridiculous is the second highest level.

I prefer Inspiration (water) over Enchanted Hammers, as it's relative bonus is a lot bigger in the early game. EH might be more useful in the long run, but I usually have access to it by then.

Reply #30 Top

I agree that inspiration is a really good enchantment.

Reply #31 Top


Merlinme: It seems that you don't know that you can create your own sovereign?

Reply #32 Top

Quoting csac1979, reply 31
Merlinme: It seems that you don't know that you can create your own sovereign?
End of csac1979's quote

Eh? Sure I understand you can create your own sovereign. I did it once a while back. I don't really see the point though, the pre-designed ones are supposed to be balanced and have all the lore. I imagine most people would choose to create a sovereign with combinations of traits which are very overpowered. (Although I still think Kulan is hard to beat.) Most of the time I'm looking to make the game harder though, not easier.

I'm just finishing off completing the game with all the standard factions, Tarth is the last one. I guess the Undead will be next. Maybe I'll try beating Insane again with a custom sovereign after that.

Reply #33 Top

Are the pre-designed ones supposed to be balanced?

I thought they were supposed to just go along with the story regardless of how that related to their strength in the game?

There have obviously been balancing attempts made over time, but I am not sure I would call the finished product balanced at this point.

Besides, if the game is supposed to be balanced then traits are also supposed to be balanced and it doesn't really matter what you pick as long as you use it well.

For myself, I almost always play customs.  I think it might not be a stretch to say that the only built in sovereigns I have ever played with were Procipinee and Ceresa and the latter only because I wanted to offer more to the Resoln discussion thread recently, not because I actually had any interest in playing with her.

I look at myself as yet another civilization in this world that is just trying to get by, rather than pretending I am one of the major players.

If you want to make the game harder, play a custom and I will pick the traits.

Slave Lord, Light Plate, Betrayers, No Ranged, Krax, Bandit Lord, Scarred, Warrior Profession, Attunement, Sovereign Bond, Earth 1, Fire 1, Discipline.

Reply #34 Top

Quoting Raiddinn, reply 33
If you want to make the game harder, play a custom and I will pick the traits.
Slave Lord, Light Plate, Betrayers, No Ranged, Krax, Bandit Lord, Scarred, Warrior Profession, Attunement, Sovereign Bond, Earth 1, Fire 1, Discipline.
End of Raiddinn's quote

That would certainly be hard! I hadn't considered making a weak custom sovereign, but of course there's no reason not to. I just assumed the point was to try to get the best combination of traits you can, but of course you could go the other way.

Out of that lot, the thing that would make me struggle the most would be Earth and Fire magic. The rest may be a bit rubbish but I could probably live with them if I had Life or Death magic, or at the very least Water or Air magic. I guess maybe I could reverse my normal strategy and make my sovereign a Commander and my first hero a mage if they had better magic schools. Or I could just concentrate on making my sovereign a good summoning mage as quickly as possible. If I could survive long enough to get the levels and mana to be able to consistently cast Fireball / Diamondskin / Giantform it might be ok I guess.

Would be an interesting game, I might have to drop down from Ridiculous though.

What's Warrior Profession, by the way? I would have thought the weakest profession is Hunter (+50% vs. Beasts).

Reply #35 Top

I meant for Bandit Lord to be chosen before the game starts and Warrior on the first level up.  That would kinda put a clamp on any dreams of having a sovereign with powered up fireballs.

Maybe Hunter is worse than Bandit Lord, I haven't really thought about it or for that matter played either one.

Reply #36 Top

Quoting Raiddinn, reply 35
I meant for Bandit Lord to be chosen before the game starts and Warrior on the first level up
End of Raiddinn's quote

That's not a custom sovereign though, is it? I don't mind playing Scarred, but a Scarred Warrior without Life magic? ... um no thanks. That's not a challenge, that's just making really stupid choices. When making a custom sovereign all of the positive traits should have some benefits, even if some of them seem clearly better than others. On the other hand choosing Warrior if you've taken Scarred without Life magic is just idiocy.

Reply #38 Top

It still seems a really stupid idea though. Even if the objective is to make it hard for yourself, it would be more or less unplayable if your first hero didn't have Life magic, and that's random.

I might like a challenge sometimes, but I'm not that much of a masochist.

Reply #39 Top

Quoting merlinme, reply 38

...

I might like a challenge sometimes, but I'm not that much of a masochist.
End of merlinme's quote

 

Needed: A Marquis de Sade quote!

It is always by way of pain one arrives at pleasure.

 

 

 

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Reply #40 Top

Quoting Raiddinn, reply 33
If you want to make the game harder, play a custom and I will pick the traits.
End of Raiddinn's quote

If you really want to make the game harder, you'd design a custom faction with either no traits or only weaknesses, and you'd design a sovereign the same way (if you take a weakness, make sure it's one of the ones that doesn't have a redeeming feature). If you want the game even harder than that, you'd select the worst available weapon, the worst available weakness, and the worst available profession.

Your Sovereign's profession is the only trait that you actually have to give to a custom sovereign in order to use him for a game; there is no requirement within the game that you must spend all the design points you are given when creating a custom sovereign, or when creating a custom faction.

Reply #42 Top

Can you use first aid on yourself?  I thought you could.

If so, a warrior should be able to use that just fine.

A warrior can get an ability that heals itself when it does damage, can't it?

Does the hero ability that heals 3 hp per turn work if you have scarred?  If so that would get you 3 hp per hero per turn.

I wasn't trying to make the worst possible race/hero, just a pretty bad one ~

Reply #43 Top

death

fire

air

life

water

earth

Reply #44 Top


Merlinme: I agree to you that "Juggernauts are the best units". But you are fatally wrong if you think it doesn't take long to research them. That seems only true on first sight!! I played a game with this race and I was not stoked.

LIFE raises the city growth in such a way that you get much earlier to the next city level(s). And this gives you a great benefit to research and production! As a result of this you will have mages/archers who are able to deal with the Juggernauts when the enemy has them.

So to my opinion LIFE is by far the best magic school followed by EARTH.

Reply #45 Top

Quoting csac1979, reply 44
Merlinme: I agree to you that "Juggernauts are the best units". But you are fatally wrong if you think it doesn't take long to research them. That seems only true on first sight!! I played a game with this race and I was not stoked.
End of csac1979's quote

I played Verga in my last game, it was quite fun, but I wouldn't say I thought he has the strongest faction. What I would say is that I got to Juggernauts a lot faster than I got to bows when playing as Tarth in my current game, and I found having three Juggernauts a lot more devastating than having three archer units. Juggernauts were also surprisingly cheap to train, and their starting weapon (guillotine axe) is effective even in the end game, unlike a shortbow.

But in general my strategy mainly revolves around a mage sovereign with a few good units to speed up victory, help protect the sovereign and make sure I don't have to spend quite so much mana. In my current Tarth game I'm finding it quite difficult to keep my blocking melee units alive, as with two or three archers plus two heroes that only leaves one or two spots for melee units, and even with summoned units and Heal they're tending to get overwhelmed even if I win the battle.

In terms of which I think is the strongest faction, Umber (Kulan) wins hands down.