OK. here is nature+chaos for you
From Nature's perspective, what nature would gain when working with chaos...
Save-or-die & direct attack spell
- Nature's movement restriction would be advantage which chaos need to rely on for whole game
- Chaos has overall better damage dealing spell but apart from icebolt, spell are not that much overlapped and would have chance to using some nature direct attack spell from time to time
- Chaos channeled magician could not cast nature spell which would be major inconvenience coming with doom mastery
Summon & Unit enchantment
- Chaos would able to provide flyer units which nature lack of
- Very Rare chaos creatures are generally more powerful than nature's especially in term of mobility
- Due to how nature's summon is fight by brute force, immolation would be useful spell to support nature's melee summon
- Chaos-channel and Doom Mastery allow marginally useful but very cheap unit enchantment like land link to be to use on normal unit at full effect
- Chaos-channel and Doom Mastery allow survival instinct to effect normal units too, thus enhance spell coverage a lot
- Nature summon would get detrimental effect from warp reality on this would lead to player need to rely less on nature summon by late game if player want to use warp reality as part of greater unified chaos combo
City & Global Enchantment
- chaos's raise volcano allow nature to able to turn tundra into economically useful terrain
From Chaos's perspective, what chaos would gain when working with nature...
Save-or-die & direct attack spell
- Petrify would be save-or-die spell that player would rely on until player could access to disintegrate or apocalypse on very rare level (which could not rely to have it if you play double realm)
Summon & Unit enchantment
- land link and survival instinct are useful spell for both chaos fantastic creature and chaos-channeled units, this spell allow doom mastery to be one or two step better than what it could be gain from single realm chaos especially on resistance which chaos lack
- resist element and elemental armour allow chaos summon to last longer in magic barrage and breath attack (but not most of spell resistance roll)
- nature's cure and Herb mastery increase survival rate for chaos units and solve healing problem
- hydra weakness could be mitigate by nature's unit enchantment (resist element/elemental armour/land link/iron skin)
- Nature summon generally better than chaos's summon until rare and very rare level
City & Global Enchantment
- nature support economic aspect which chaos lack
- nature allow wizard to restore natural balance of newly conquest wasteland which destroy by world-shattering spell which player casted (or other wizards) earlier
Only real synergy here is on enchantment part and it is more on nature help support chaos in term of enchantment and chaos flyer support landwalker nature as well as unique combo for terraforming the world. By late game many chaos spell would end up weaken nature summon if decide to use but there is also option to play monster summoner too depend on what spell you would have in your spellbook, plan could be change mid-game by time you know more or less on what you have inside. It has big general weakness in lack of illusion immunity to spot invisible unit, only unit this combo could get with illusion immunity is colossus which is very rare nature creature that may end up not able to fight at full power due to your own warp reality.
Nature + Chaos is clearly difference from playing Nature (which tend to rely on summon) or Chaos (rely on summon + normal unit support) alone as it clearly design to play with enchantment and warlord retort rather than mainly rely on summon (summon here end up become supporting cast as warp reality would make you unable to rely on nature's creature which player rely early anymore) but it would make normal racial units to be as strong as uncommon summon creatures most of the time. Or you could play normal 2 realms wizard until mid game when you start to build up army to prepare for late-game mass-buffed. But the biggest weakness of this pair is how weak it against normally less harm "Holy Words" which could easily wiped player's army out.
Think about it as play chaos warlord emphasis on enchantment. Pick race which either give you advantage on resistance or archery/throw and thing would go mostly smooth if you know what you are into. This combination has advantage in how cheap mana upkeep you could have and how much power you could generate (once you have Armageddon). You would have 60% of lionheart at cost less than half of what you need to pay for lionheart per turn. You also able able to take advantage from other people's Divine Order too. But I think this combination not suitable for play with retort like conjuror unless you plan to not use Warp Reality.
In case you do combine all stacking enchantment and global enchantment (stat only) together
(flame blade) (upkeep 1 mana)
+3 Melee Attack +2 missile attack, ignore weapon immunity
(chaos channels/Doom Mastery)(permanent)
+3 defense or +4 fire breath attack or gain flying
(land linking , with chaos channeled) (upkeep 1 mana)
+2 Attack +2 defense
(survival instinct, global enchantment)
+1 defense +1 to hit +2 resistance
(chaos surged, global enchantment)
+3 melee attack +2 range/breath attack +2 resistance
Total stacking bonus on all normal units under chaos channeled units (flame blade, land linking, survival instinct, doom mastery, chaos surged, not included chaos channels's bonus due to randomness, also not include iron skin, and not include herb mastery, and not include combat enchantement, not sure that land linking increase range attack or not so I assume it is not in this combination)
+8 melee attack +4 range attack +2 magic/breath attack +3 defense +4 resistance +1 to hit, ignore weapon immunity
here is combine life only unit/global enchantment for reference (holy weapon, endurance, holy armour, invulnerability, lion heart, charm of life, not include combat enchantment)
+3 attack +3 defense +3 resistance +1 movement point +25% hit point +8 hit point +1 to hit, ignore weapon immunity, illusion immunity, -2 damage receive, weapon immunity
(as you may have already noticed, life-chaos enchanter warlord would get stronger buff than nature-chaos enchanter warlord but cost would be much more expensive and more busy casting)
The weakest weakness of unified chaos+nature combo are "holy word" and "great unsummoning" it could wiped whole army out.
Quote from Seravy's opinion from CoM 2
Quote:Chaos+Nature
+Both realms offer solid, easy to use strong points : summoning and direct damage.
+Offers a powerful early (Nature) and late (Chaos) game.
+Raise Volcano is a combo with Nature's terrain modifying spells (but not a particularly good combo, it's more fun than effective)
+Survival Instinct with Doom Mastery
+Gargoyles with Land Linking are a serious force in the early game due to their low cost and being almost impossible to damage
+Nature is very good at stalling out combat, which can be used to throw lots of powerful damage spells from Chaos at the enemy
+Earth To Mud with Flame Blade bowmen is extremely good early on.
-Too much spell redundancy, both in combat spells and overland summoning spells.
-Even more spell redundancy : building destruction spells, Fire Storm/Blizzard.
Overall, it's kinda average but being the most newbie friendly and easiest to play that's probably not a bad thing.