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EnaiSiaion
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Odin countdown: Destruction

Destruction

They say it's easier to destroy than to create. Maybe. It certainly is more fun, though.

In vanilla, there is only one useful ranged spell to choose from at each tier. So you just take that one and click heads. Odin adds more elemental spells with shorter range that allow players to do more damage at the cost of taking on more risk.

There are more concentration spells to fill the Flames shaped gap in your life. Each level gets progressively more awesome.

Like vanilla, each element gets similar-but-different spells on most tiers. Fire has the longest range, frost has a cone or linear AoE, shock has the shortest range but explodes for splash damage.

Cloaks and walls display the correct damage, and do more.

Weapon buffs that deal AoE elemental damage.

Touch range spells, but better. They have a small AoE at melee range, and have a much bigger impact than touch spells in most other spell packs.

Destruction is inevitably the biggest school because there are three elements and due to the expectation that each tier brings awesome new spells, which inevitably overshadow earlier spells. However, all spells from adept level onwards are viable as main attacks and all novice and apprentice spells have upgrades with more damage (and spectacle) at expert level, so you won't need to give up spells you enjoy. In the end, only 9 out of 45 spells actually become redundant.

Novice

Apprentice

Adept

Expert

Master



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