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Multi realm synergies

(January 8th, 2021, 00:25)Suppanut Wrote: Sound like interesting combo, but does this mean that if warping creature roll and get half attack strength or 0 defense would not lead to miss chance for get new undead pet? 

You can target the Warped creature again. If it fails its resistance roll, it'll randomly gain one of the other three Warped effects. Eventually, this gets you 0 resistance. At that point you start casting Life Drain. This works best with Apprentices, Magicians, heroes, a flying unit, or a fast-moving unit. & as previously mentioned, Web can also help pin down a dangerous creature while you're trying to Warp & reanimate it.
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As now Anskiy start game on sorcery-chaos bi-realm, here is my idea on their synergy.

From Chaos's perspective, what chaos would gain when working with sorcery...
Save-or-die & direct attack spell
- Sorcery has several layer of power-generating and casting skill-generating spells, something that successful chaos wizard would love to have a lot of it if wizard want to play with direct damage spell

Summon & Unit enchantment
- your buffed elite arrow/stone throwing units no longer useless in late game with help from focus magic
- resist magic is something that all chaos creature would love to have, especially with its 0 upkeep, this would fix problem of how chaos creature vulnerable in resistance issue
- floating island and hellhound is one of the most effective rush combo
- guardian wind would allow hell hound survive early game arrow and stone attack enough to reach melee range
- any chaos summons would become nightmare for enemy with magic immunity or invisibility
- hydra and chaos spawn is badly need haste.
- Although generally consider to be detrimental toward magician, chaos channeled magicians with focus magic could casted lightning bolt, warp lightning and mystic surge which could lessen problem coming from doom mastery when compare to problem other realm would have as chaos magician in CoM I could not cast spell from other realms than chaos.
- And for the same same reason as above, Efreet with focus magic not only shoot more powerful range magic, it also able to additionally cast doom bolt, magic vortex, blazing march, and disintegrate (many of which better to be casted by Efreet than the wizard himself)
- Phantom units allow chaos wizard an option for spotting invisible units

City & Global Enchantment
- Aether Binding, Power Link global enchantments and Uranus blessing are what chaos would dream for its early game before it has armageddon
- Combo of Aura of Majesty, and Charisma could be powerful enough to make ruthless AI to look other way if you cast disjunction or global curse especially if you share realm with them (in this case Chaos and Sorcery)
- Spell Binding allow combo straving chaos to able to fulfilled its combo even when player don't have that realm of magic in study (such as survival instinct (nature) to combo with doom mastery or evil omen (death) to combo with Armageddon and Doomsday)


From Sorcery's perspective, what chaos would gain when working with chaos...
Save-or-die & direct attack spell
- Warp creature (casting by magicians) could guarentee several resistance roll effects from several debuff such as confusion, vertigo, stasis and save-or-die spell such as banish

Summon & Unit enchantment
- Air elemental with chaos direct damage spells could turn your doomed battle into all-doomed battle
- Chaos could contribute hard hitting creatures for sorcery wizard in general.
- chaos combat and global enchantments have none or negative effect toward non-chaos creature of the same side (thus detrimental to synergy)

City & Global Enchantment
- can't think about any of it yet.

In summary, sorcery is good synergizer to every realm in general, it contribute a lot to selfish realm like chaos. While sorcery get less from chaos synergically but it get optional replacement which may consider more economical or hard hitter for wizard in general (especially after buffed with resist magic, although equivalent creature between chaos and sorcery, sorcery tend to have 1 tier better one)

Quote from Seravy's opinion from CoM II

Quote:Chaos+Sorcery
+Several unique, powerful spell combinations : Mind Storm+Disintegrate, Magic Vortex+Magic Immunity
+Inner Power buffs most Sorcery creatures
+Extremely good at defending or conquering cities without using much, if any, units. (dispel city buffs, rain fire, summon an air elemental, spam flame strike, etc)
+Invisibility+direct damage spells = win
+Most powerful late game spells in the game in both realms
+Sorcery magic is best to cover for the weaknesses of Chaos creatures or support them. (Invisible Chaos Spawn, Reinforce Magic and Focus Magic for Efreets, etc)
+AEther Binding offers high casting skill for Chaos spells
+Can dispel buffs that would protect from direct damage
-Extremely mana hungry
-Early game is slow

My favorite combination, definitely good enough.
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As now Anskiy about to start game on life-chaos bi-realm, here is my idea on their synergy.

From Chaos's perspective, what chaos would gain when working with life...
Save-or-die & direct attack spell
- chaos would gain better mid-game save-or-die spell for destroy summoned and fantastic creature mid-game from life (exorism and holy word) but by end-game point chaos would have something better in store.
- life offer heal which would increase survival rate of unit greatly, something that chaos does not have

Summon & Unit enchantment
- Defensive enchantment from life is all here
- movement enchantment from life could help slow chaos creature too.
- Life combat enchantment could increase unit resistance which is something chaos clearly lacking
- heavenly light, prayer, and high prayer would give resistance you lack
- charm of life, crusade, holy arm would help a lot for life-chaos warlord built.
- life's true sight allow chaos to counter illusion and invisible units

City & Global Enchantment
- Life offer a lot city enchantment chaos lack
- Life's divine order would make wizard could not rely on chaos summoning creatures.

From life's perspective, what life would gain when working with chaos...
Save-or-die & direct attack spell
- more efficient direct attack spell from chaos would help life realm which lack of such tool greatly.
- warp creature may help increase chance for success of life's save-or-die spell
- chaos offer debuff spell which life does not have
- late game save-or-die from chaos better than life one

Summon & Unit enchantment
- Chaos summon and midgame flyers from chaos would help life which lack of these option
- early offensive enchantment for regular units would cover weak part which life have about offensive option.
- doom mastery would help for life-chaos warlord but it would not synergy as combo on its own and may lead to vulnerability to banish, great unsummoning, holy word, exorism, and star fire too (life has no resistance prevention of threat from sorcery)
- if you not plan to mostly rely on chaos creature or doom mastery, Warp Reality would be waste of opportunity

City & Global Enchantment
- Chaos could give curse option which life is lacking.

In summary, Life-Chaos would force you on to the path of light, fire, and inquisition evangelical cultist warlord sooner or later. You have may have option of relying on chaos summon early with life spell to extended their survivial chance but by late game your would forced to rely on enchantment due to how life spell efficiency dictate you.

Quote from Seravy's opinion
Quote:Life+Chaos
+Chaos covers fills in best for most of Life's weaknesses : combat direct damage, counter flight, undispellable buff in Chaos Channels, being unable to directly hurt enemies, being bad at summoning.


+Life and Chaos buffs stack very well and especially in late game both realms have powerful global enchantments to buff all of your normal units.
+Both realms have a very heavy focus on global enchantments in the late game and have a spammable economy spell, so this works well for Runemaster and Spellweaver.
+Can destroy enemy economy globally while being protected from anyone else attempting the same, leading to easiest economy victories
+Cold Immunity, True Sight and Lightning Resistance items allow safe use of heroes vs every realm except Nature in the game.
-Both realms are hard to use in the early game, and potentially vulnerable to a lot of things.
-No access to sea travel magic, so has to rely on boats

Overall, I think lots of good synergy here and if Chaos early game gets better then I see no major disadvantages.
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So I'm pretty much done with all the Chaos realm synergies. Here's how they stack up in practice:

Chaos + Death: Warp Creature + Life Drain is cute but not reliable. Beyond that, there's fairly little synergy outside of Ghouls liking Hell Hounds as a meat shield early on. Later on, Night Stalkers can be good for a spellcasting oriented approach, and they have the potential to fuck up enemy wizards by layering multiple curses, but this is far from the strongest approach in Caster of Magic. 4/10

Chaos + Nature: War Bears more than make up for Chaos' weaknesses early game, and later Chaos Channelled units and Chaos creatures themselves like Land Linking, Survival Instinct, and all other summon oriented buffs. However there is conflict between Chaos and Nature summons, with Nature summons being generally superior except for Efreets. This combo would also *really* like Doom Mastery. Overall a decent combination. 7/10

Chaos + Sorcery: Focus Magic is a really strong combo maker. However early game is rather rough due to a lack of powerful moves outside of planting Hell Hounds on Floating Islands. Later, Resist Magic ends up covering the low resistance of Chaos summons, and Focus Magic on Efreets or Chaos Channelled magicians is very potent. Aether Binding and Uranus' Blessing are very welcome, especially considering how mana hungry both schools are. Invisibility has strong potential for spellcasting heavy playstyles. Decent, but let down by mediocre early game tools. 6/10

Chaos + Life: Sounds strong on paper, in practice it takes too long for synergies to unlock, outside of Flame Blade + Holy Weapon. Divine Order is appreciated if you rely on Chaos Channelling. Later it even gives discounts on Chaos' amazing global enchantments and city curses. A big problem here is a lot of the synergy is strictly late game, since it's dependent on overland and combat globals which are Rare or Very Rare. Powerful but not really upto the hype. 6/10

I'll now move on to Nature synergies.
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As now Anskiy about to start game on nature-sorcery bi-realm, here is my idea on their synergy.

From nature's perspective, what nature would gain when working with sorcery...
Save-or-die & direct attack spell
- Vertigo and mind storm may enable petrify to kill high resistance target
- direct attack from sorcery realm have utility in it but both of them are equally useless against undead

Summon & Unit enchantment
- focus magic would turn spirits into broken magic shooting beasts
- focus magic would turn giant spider and great wyrm into poison splitter
- focus magic would turn cockatrice into stoning cannon
- focus magic would allow Bahemoth to additional cast entangle, earth elemental
- focus magic would allow magician to additional cast crack's call, construct catapult, iron skin, regeneration if have these spells in spellbook
- resist magic help increase resistance for summon creatures
- guardian wind would make physical range attack mostly obsolete early as nature summon would not need to fear those anymore (especially spirites, they would become unreachable until start to encounter shaman/priests/magicians)
- no one would see flying/magic immune great wyrm or invisible stone giant/colossus coming
- no one would able to stop nature's stempede with haste.
- spell lock would make nature summon could not be banished
- sorcery would offer flying units which nature lack of

City & Global Enchantment
- Uranus blessing, aether binding and power link would give power and casting skill which nature wizard lack of
- Sorcery spell such as spell ward would give protection against death spell which nature weak against

From sorcery's perspective, what sorcery would gain when working with nature...
Save-or-die & direct attack spell
- nature would give overland attack spell which sorcery lack of
- direct attack from nature realm have more efficient damage per cost but both of them are equally useless against undead

Summon & Unit enchantment
- sorcery summon would get bonus from land linking, survival instinct
- spell binding may enable combo for nature with any other realm than sorcery (such as chaos's doom mastery combo with survival instinct, etc)
- resist element and elemental armour help sorcery summon better defend against magic range attack mid and late game
- iron skin help all fragile rare and very rare sorcery summons in general
- herb mastery and regeneration would turn sky drake into broken machine
- nature cure allow sorcery units to have method to quick heal outside battle

City & Global Enchantment
- Nature would give physical enchantment and terrain/resource manipulation which sorcery lack.

Focus magic is the biggest combo opener here as it make early and midgame nature summon into more dangerous monsters, Guardian wind would make spirites become unreachable by enemy early and good for rush for neutral towns, and maybe also lairs. flight, Invisibility, and magic immunity would also help nature summon in general. While nature enchantment would make sorcery summon much less fragile and higher survival chance at relatively low cost.

Quote from Seravy's opinion
Quote:Nature+Sorcery
+Focus Magic on Cockatrices
+Resist Magic covers for low resistance of Nature summons
+Nature covers for Sorcery's weak summoning and early game and lack of city economy options
+Earth Lore+Floating Island to scout the Myrran plane without opening it up (I think this even allows you to get Myrran mercenaries?)
+Good options for heroes/artifacts.
+Versatility in combat summoning (Nature offers durable, Sorcery offers high damage units)
+Regenerating in general is very powerful in the hands of a realm that is good at stalling for time (Flight/Invisibility/etc)

Definitely a solid combination here.
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As now Anskiy about to start game on nature-life bi-realm, here is my idea on their synergy.

From nature's perspective, what nature would gain when working with life...
Save-or-die & direct attack spell
-save-or-die spell from life realm are mostly inferior to nature except mass save-or-die spell which nature don't have

Summon & Unit enchantment
-life does not help nature fight against flying option
-increase some offensive option for enchantment on summon (but not all of them could be use on summon)
-increase survival chance for nature units in battle with heal
-life combat enchantment could give supplement to resistance which nature creature lacking

City & Global Enchantment
-City enchantments of life and nature compliment one another without overlap and would create greatest physical economy duo

From life's perspective, what life would gain when working with nature...
Save-or-die & direct attack spell
-Nature offer some supplement for direct damage spell (fairy dust, against normal units which life seem lacking
-Nature offer some supplement for save-or-die spell (petrify) against normal units which life seem lacking

Summon & Unit enchantment
-Nature would offer early summon units option which life lack
-Additional enchantment and buff for life's summon creatures
-Nature help life dealing with flying enemy better with web, giant spider, and cockatrice
-incrase a lot of defensive enchantment on both regular and summon units but chance to miss is quite high
-adamantium weapon from transmute

City & Global Enchantment
-City enchantments of life and nature compliment one another without overlap and would create greatest physical economy duo

In most case it seem to be more on nature supplement what life is lacking. Nature-Life lack of combat synergy apart from how high defend stat you could buff on units, most of synergy coming from city development enchantment which awesome in its own way.


Quote from Seravy's opinion
Quote:Life+Nature
+Both realms buff city economy which stacks in a multiplicative way (more population from nature, higher outputs per population from life)
+Can stack a ridiculous amount of defense boosting effects on any unit
+Nature covers for Life's weaknesses second best - Web, good summoning, mediocre but playable direct damage and save or die effects, overland curses, best combat summoning realm which is a major benefit for life wizards who otherwise don't have that ability until very rare
+Transmute offers mass produced adamantium, acting like an undispellable unit buff that stacks with Life buffs
+Earth Gate allows quickly reinforcing newly conquered cities which allows the unstoppable hero or buffed stacks to advance way faster.
+Call Lighting+healing/defense buffs can wipe out entire enemy armies with a single medium tier unit
+Second best set of item powers for artificers, all the life buffs, immunity to Crack's Call via Merging, and Regeneration
-Many buffs don't stack because they are either normal or summoned unit exclusive
-Some (but definitely not all) healing effects might be redundant

I think this is also good enough.
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(February 2nd, 2021, 13:02)Suppanut Wrote: As now Anskiy about to start game on nature-sorcery bi-realm, here is my idea on their synergy.

From nature's perspective, what nature would gain when working with sorcery...
Save-or-die & direct attack spell
- Vertigo and mind storm may enable petrify to kill high resistance target
- direct attack from sorcery realm have utility in it but both of them are equally useless against undead

Summon & Unit enchantment
- focus magic would turn spirits into broken magic shooting beasts
- focus magic would turn giant spider and great wyrm into poison splitter
- focus magic would turn cockatrice into stoning cannon
- focus magic would allow Bahemoth to additional cast entangle, earth elemental
- focus magic would allow magician to additional cast crack's call, construct catapult, iron skin, regeneration if have these spells in spellbook
- resist magic help increase resistance for summon creatures
- guardian wind would make physical range attack mostly obsolete early as nature summon would not need to fear those anymore (especially spirites, they would become unreachable until start to encounter shaman/priests/magicians)
- no one would see flying/magic immune great wyrm or invisible stone giant/colossus coming
- no one would able to stop nature's stempede with haste.
- spell lock would make nature summon could not be banished
- sorcery would offer flying units which nature lack of

City & Global Enchantment
- Uranus blessing, aether binding and power link would give power and casting skill which nature wizard lack of
- Sorcery spell such as spell ward would give protection against death spell which nature weak against

From sorcery's perspective, what sorcery would gain when working with nature...
Save-or-die & direct attack spell
- nature would give overland attack spell which sorcery lack of
- direct attack from nature realm have more efficient damage per cost but both of them are equally useless against undead

Summon & Unit enchantment
- sorcery summon would get bonus from land linking, survival instinct
- spell binding may enable combo for nature with any other realm than sorcery (such as chaos's doom mastery combo with survival instinct, etc)
- resist element and elemental armour help sorcery summon better defend against magic range attack mid and late game
- iron skin help all fragile rare and very rare sorcery summons in general
- herb mastery and regeneration would turn sky drake into broken machine
- nature cure allow sorcery units to have method to quick heal outside battle

City & Global Enchantment
- Nature would give physical enchantment and terrain/resource manipulation which sorcery lack.

Focus magic is the biggest combo opener here as it make early and midgame nature summon into more dangerous monsters, Guardian wind would make spirites become unreachable by enemy early and good for rush for neutral towns, and maybe also lairs. flight, Invisibility, and magic immunity would also help nature summon in general. While nature enchantment would make sorcery summon much less fragile and higher survival chance at relatively low cost.

Quote from Seravy's opinion
Quote:Nature+Sorcery
+Focus Magic on Cockatrices
+Resist Magic covers for low resistance of Nature summons
+Nature covers for Sorcery's weak summoning and early game and lack of city economy options
+Earth Lore+Floating Island to scout the Myrran plane without opening it up (I think this even allows you to get Myrran mercenaries?)
+Good options for heroes/artifacts.
+Versatility in combat summoning (Nature offers durable, Sorcery offers high damage units)
+Regenerating in general is very powerful in the hands of a realm that is good at stalling for time (Flight/Invisibility/etc)

Definitely a solid combination here.

So what would be a good race/retort combo for nature/sorcery?
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(February 7th, 2021, 04:58)prokolyo Wrote: So what would be a good race/retort combo for nature/sorcery?

You should go full magic race such as dark elf and high elf, or race with good economy and full access to magic buildings. For retort, due to nature of how you would always have to relying on summoning and enchanting on summon, conjuror and channeler would working well on this synergy. Omniscient retort seem to working well economically for all multi-realm in general.
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Here is my idea on nature-death synergy.

From nature's perspective, what nature would gain when working with death...
Save-or-die & direct attack spell
- A lot of save-or-die and direct damage spell from death realm could help fill limit choice player have with same kind of spell from nature.
- black prayer allow your petrify spell become more potent
- good luck try to find my dark stalker in the middle of call lightning!
- but you still have no option for attack undead units in direct attack except for call lightning in late game


Summon & Unit enchantment
- wraith form and cloak of fear are unit enchantment which would be very useful for melee-orient summon from nature realm
- death creatures would offer mid and late game ranged option replacing later outdated spirits
- death realm would offer a lot of flying option to support nature realm
- nothing could fix your creatures' low resistance
- most of death's combat enchantment not help any of your nature and regular creatures

City & Global Enchantment
- death give option for you to curse enemy
- evil omen rise cost of spell casting overland by enemy so more spell could trigger your fairy ring!


From death's perspective, what death would gain when working with nature...
Save-or-die & direct attack spell
- sliver option for attack undead through called lightning and crack's call


Summon & Unit enchantment
- Nature offer method for player to heal undead units through nature cure, herb mastery, regeneration
- Undead units could be land linking and survival instinct would buff undead.
- You could trade range magic attack blow longer with resist element and elemental armor
- Nature is a realm (apart from Life) that could extend shelf-life of werewolf as useful unit during mid-game by take advantage of it excellent buff-able potential and regeneration. (turn them into ironwolf?)
- nothing could fix your creatures' low resistance but survival instinct could mitigate it a bit

City & Global Enchantment
- nature give death option for bless your city and direct attack toward enemy city and units overland


Everything summed up into voodoo trope of healer and living deads. Only way to fully embraced the combo is once gain herb mastery, gradually turn your summons into undead by bloodlust.

Quote from Seravy's opinion

Quote:Nature+Death
+Can destroy both buildings and production/population to effectively destroy enemy cities without having to conquer them
+Can heal undead
+Survival Instinct buffs undead
+Both realms can summon early regenerating units
+Strong early game through versatile, powerful summons, decent combat spells, and cheap hordes of undead
-Shares the weakness of low resistance
-Too reliant on save-or-die effects

Overall good but could be better?
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My evaluations:

Nature + Sorcery:

Great synergy with Focus Magic and Resist Magic, especially with specific creatures like Sprites and Cockatrices. Sorcery also gives good naval capabilities for Nature's summons in the form of Floating Island later, though Nature does have Water Walking so it's a bit of a wash. Overall pretty solid, 8/10.

Nature + Life:

Amazing cities, with both schools having their own flavor of city buffs that stack amazingly well. Nature and Life also have high buffing potential albeit it's not as great as with Nature + Chaos. However, the great cities more than make up for it. 7/10

Nature + Death:

Struggles a little at the start since there's little synergy outside of War Bears as Ghoul meatshields. Once Nature gets to its buffs, they're pretty strong on Death creatures, though resistance remains a major weak point. Night Stalkers also open niche avenues of attack, which is what Nature may need against certain formidable foes. Overall pretty solid though weird to start out with, 7/10.
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