As I mentioned in my "I hate cracks call" rant, I've never been able to get into MOM, but I'm now giving it a shot. Can anybody tell me how to most effectively use the different types of magic/how easy or hard each spelltype is to use? I've read the FAQ, and it's all about 11-book strats and casting Incarnation for negative mana and so on. I'm thinking of basic differences in tactical uses of magic. I would ask for a list of all the game's spells so I could figure it out for myself, but after an exhaustive google search I haven't been able to turn one up...
I've already figured out that life is best for boosting your units and, to some extent, cities, but really doesn't offer much in the way of creatures or versatile attacks...until you get Holy Word, which I freaking love BTW. And Torin the Chosen Unbalancer.
Nature seems to be a big attempt at well-roundedness that falls flat. For support spells, you get stuff like Gaia's blessing and giant strength, which is meh. The units? Until you get Great Wyrms or Gorgons, it's pitiful crap like sprites and warbears. It can't come close to Chaos attack-wise, even if you ignore those vicious summoned units like Great Drakes. Cracks Call is cheap, especially with web, but it has nothing on stuff like Warp Lightning. What have I missed that makes nature useful?
Sorcery: Confusion's just fun, as are all the souped-up counterspells, Magic Immunity and such. But while your monsters aren't vulnerable to stuff like starfires that attack "good" or "evil" units, illusions immunity really hurts the effectiveness of your magic in general. And the global enchantments seem pitiful. Wind Mastery or Crusade? Hmm, let's think...anyway, how can Sorcery best be used?
Chaos is the great power of YouDieNow. I figured that out.
Death: Few direct attacks, your unit-boosters usually weaken your units in one way or another in addition to the bonus they offer, city enhancements are slim, Life Magic makes your monsters an enemy wizard's b****h. Mana leak might be nice if the AI didn't like to live with almost no MP anyway. What's the point of Death magic?
I've already figured out that life is best for boosting your units and, to some extent, cities, but really doesn't offer much in the way of creatures or versatile attacks...until you get Holy Word, which I freaking love BTW. And Torin the Chosen Unbalancer.
Nature seems to be a big attempt at well-roundedness that falls flat. For support spells, you get stuff like Gaia's blessing and giant strength, which is meh. The units? Until you get Great Wyrms or Gorgons, it's pitiful crap like sprites and warbears. It can't come close to Chaos attack-wise, even if you ignore those vicious summoned units like Great Drakes. Cracks Call is cheap, especially with web, but it has nothing on stuff like Warp Lightning. What have I missed that makes nature useful?
Sorcery: Confusion's just fun, as are all the souped-up counterspells, Magic Immunity and such. But while your monsters aren't vulnerable to stuff like starfires that attack "good" or "evil" units, illusions immunity really hurts the effectiveness of your magic in general. And the global enchantments seem pitiful. Wind Mastery or Crusade? Hmm, let's think...anyway, how can Sorcery best be used?
Chaos is the great power of YouDieNow. I figured that out.

Death: Few direct attacks, your unit-boosters usually weaken your units in one way or another in addition to the bonus they offer, city enhancements are slim, Life Magic makes your monsters an enemy wizard's b****h. Mana leak might be nice if the AI didn't like to live with almost no MP anyway. What's the point of Death magic?
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