======Magic====== Magic is a key component of Dominions. It is one of the main articles of differentiation between nations and is crucial to success beyond the early game. It is powerful, varied, and pervasive. =====Classifications / Overview===== Dominions 6 has ten magic paths. Nine of these are **arcane** magic, thus requiring [[Research]] into new spells but also enabling that Research, while the tenth is **divine** magic and merely requires priestly authority. Pretender Gods and Disciples **cannot** use divine magic, but they can freely purchase levels in the other nine paths. Eight of the arcane paths are closely-knit, though separated into two broad categories: **The Elements**\\ {{:misc:magic:fire.png|}}[[Fire]] \\ {{:misc:magic:air.png|}}[[Air]] \\ {{:misc:magic:water.png|}}[[Water]] \\ {{:misc:magic:earth.png|}}[[Earth]] **The Sorceries**\\ {{:misc:magic:astral.png|}}[[Astral]] \\ {{:misc:magic:death.png|}}[[Death]] \\ {{:misc:magic:nature.png|}}[[Nature]] \\ {{:misc:magic:glamour.png|}}[[Glamour]] The other two paths are considered separate, and have their own spell schools: {{:misc:magic:blood.png|}}[[Blood]] ← Practitioners are **Blood Mages**, and get their spells through Research in [[Blood Magic]].\\ {{:misc:magic:holy.png|}}[[Holy]] ← Practitioners are **Priests**, and use [[Divine Magic]]. Most do not gain Research ability from their Holy levels.\\ On stat sheets, the order is **F**ire, **A**ir, **W**ater, **E**arth, A**s**tral, **D**eath, **N**ature, **G**lamour, **B**lood, **H**oly. Most guides and the wiki also use this order. =====Spell Schools===== Spells cast in Dominions come from one of eight schools. The elemental and sorcery magic paths allow the casting of spells from these six schools: * [[Conjuration]] → Drawing powers into this realm. (Usually summoning units.) * [[Alteration]] → Changing the physical world. (Usually changing units somehow.) * [[Evocation]] → Projecting power into space. (Usually shooting spells.) * [[Construction]] → Assembling or refining items. * [[Enchantment]] → Imbuing beings with magic. (Usually giving units additional traits.) * [[Thaumaturgy]] → Molding the fabric of magic. (A variety of spells, often dealing with the mind of units.) The other two schools are: * [[Blood Magic]] → Sacrificing slaves to power spells. * [[Divine Magic]] → Magic from the understanding and worship of a pretender. Cannot be researched. This isn't to say that the eight primary paths are useless for Blood Magic, nor is it to say that Blood and Holy levels are useless for these six schools. Sometimes, spells require both elemental or sorcery paths and Blood or Holy paths. Research within the seven schools that require it (Conjuration, Alteration, Evocation, Construction, Enchantment, Thaumaturgy, and Blood Magic) increases your entire faction's understanding of magic, increasing the number of spells available to all spellcasters. (All Holy spells are available from the beginning.) Ability to cast spells is an individual matter, however, determined by the individual spellcaster's levels in each of the ten paths. The nation may have researched to the highest levels of Alteration and gained access to the spell ??Wish??, but very few mages have the {{path>S9}}, (nine levels in Astral), to cast it. =====How to Cast Spells===== To cast a spell your faction knows, you must have the required levels, at least. For example, a {{path>F1}} ??Initiate?? can cast ??Fire Darts??, a {{path>F1}} spell. He cannot cast ??Fireball??, however, because that is a {{path>F2}} spell. Many spells have a secondary path, which is also needed. For instance, a {{path>W3}} ??Hydromancer?? cannot cast ??Geyser??, a {{path>W1F1}} spell. He has more than enough power/skill with water magic, but he doesn't even know where to begin with the fire part of the spell. For mages who lack the levels they need, they may **boost** up with spells and [[items]]. These cannot boost paths the mages have no levels in, however; holding a ??Thistle Mace?? will not give a mage a Nature level unless they have at least {{path>N1}} (one level as a nature mage), for instance. They may also try [[Empowerment]], which isn't considered a boost but rather an increase to their innate magical ability, but it comes at a great cost. There are two broad types of spells: "**Combat Magic**", which can be used in battle, and "**Rituals**" that can only be cast in a [[laboratory]]. ====Overcasting==== Many combat spells (and some ritual spells) are stronger when cast by someone with a higher skill level than necessary. This only measures the **primary** path of the spell, when there are two; or, in other words, the path level listed first. For combat magic, every spell benefits from the **[[Fatigue]]** reduction granted by excess spell levels. The Fatigue a spell generates is **divided** by **(your excess skill levels + 1)**, though [[Encumbrance|Spellcasting Encumbrance]] is added on after this. For example, ??Horde of Skeletons?? generates 40 Fatigue for a {{path>D2}} mage, but only 10 Fatigue for a {{path>D5}} mage. This is very important to consider, as a mage with 100 Fatigue or more may not cast spells. Some spells go against **[[Magic Resistance]]**. These spells have a **Penetration** value, typically 11, to duel with Magic Resistance in the **[[DRN]]** matchup, and the winner decides whether or not the spell does anything. Every **second** extra level in the relevant magic paths adds **1** to the spell's Penetration. For example, ??Mind Burn?? has a Penetration score of 11 for {{path>S2}} mages, but it's increased to 12 for {{path>S4}} mages. ====Gems (for Combat Magic)==== If a mage has some skill in the spell's one-to-two paths, but not enough skill in the spell's **primary** path, they can fill the gap with [[gems]]. This may only close a one-level gap. For instance, a {{path>F1}} ??Initiate?? with {{gems>2F}} can cast ??Fireball?? (a {{path>F2}} spell) by expending **one** fire gem, but he cannot spend two fire gems to cast a {{path>F3}} spell such as ??Falling Fires??. Gems can also be used to reduce the physical or mental strain of spellcasting. A mage may expend as many gems as their level in the matching magic path, to boost their spellcasting level for the purpose of Fatigue-reduction; for the purpose of boosting the mage's skill level (for making the spell better), however, this only increases their level by one. Note that, even for high-level mages, many spells have a required gem cost. For example, ??Summon Fire Elemental?? is a {{path>F3}} spell that requires {{gems>1F}}. A {{path>F2}} mage such as an ??Anathemant Salamander#1698?? may spend {{gems>2F}} to cast the spell, while a {{path>F3}} mage such as an ??Anathemant Dragon#1699?? may spend only {{gems>1F}} to cast the spell (but may spend {{gems>2F}} or {{gems>3F}} instead to reduce Fatigue, if allowed to), but a {{path>F4}} mage such as an ??Anointed of Rhuax?? must also spend {{gems>1F}}. Also note that, in battle, mages **may only expend as many gems at once as their level in that path**. For example, ??Earthquake?? is a {{path>E4}} spell that costs {{gems>3E}}. An ??Oracle of the Ancients?? may have {{path>E4}} (four levels as an earth mage), in which case they can cast the spell, possibly spending the maximum {{gems>4E}} to reduce the Fatigue they accrue. If the Oracle has only {{path>E3}}, however, they cannot cast the spell; they may only spend {{gems>3E}} at once, so they cannot spend a fourth earth gem to close the level gap. =====Casting Rituals===== **Rituals** are different from spells in combat. Cast on the strategic map, they are elaborate (for the mages) and time-consuming, taking an entire turn and requiring one or more [[gems]]. They also have to be cast at a [[Laboratory]]. Due to the time required, the rules for how gems affect combat spells do not apply to rituals. The only effective path-boosts for rituals come from items, other rituals, and some [[magic sites]]. =====Indirect Magic===== Merely having power or skill in a path confers some benefits. Most offer some innate leadership ability, though largely only for [[magic-being|magic beings]]. Understanding of certain paths will lengthen a mage's youth by an additive 50%, too; **Death** for the [[Undead]], **Earth** for [[Inanimate|Inanimates]] (who aren't Undead), **Blood** for [[Demon|Demons]] (who aren't Undead or Inanimate), and **Nature** for everything else. For those whose youth would be extended by Nature, knowledge of **Fire** will cause them to reach [[old age]] faster; a subtractive 5% per level. On top of this, almost every arcane path offers a set bonus when **level 3** is attained (generally considered "mastery" in game), and every arcane path offers a bonus when **level 4** is attained (generally considered "god-like power" in game). ^ Path ^ Leadership (multiples of 10) ^ Mastery Bonus ^ Godlike Skill Bonus ^ | {{:misc:magic:fire.png?nolink}} | Regular (1), Magic (1) | {{:abilities:resist_fire.png?nolink}} [[Fire Resistance]] (5) | {{:abilities:resist_fire.png?nolink}} Fire Resistance (5) | | {{:misc:magic:air.png?nolink}} | Magic (1) | {{:abilities:resist_shock.png?nolink}} [[Shock Resistance]] (5) | {{:abilities:resist_shock.png?nolink}} Shock Resistance (5) | | {{:misc:magic:water.png?nolink}} | Magic (1) | {{:abilities:resist_cold.png?nolink}} [[Cold Resistance]] (5) | {{:abilities:resist_cold.png?nolink}} Cold Resistance (5) | | {{:misc:magic:earth.png?nolink}} | Magic (1) | +3 [[Natural Protection]] | {{:abilities:affliction_resistance.png?nolink}} [[Afflictions|Affliction]] Resistance (1) | | {{:misc:magic:astral.png?nolink}} | Magic (2) | 8-o | {{:abilities:twiceborn.png?nolink}} +1 [[Magic Resistance]] | | {{:misc:magic:death.png?nolink}} | Undead (5) | {{:abilities:old_age.png?nolink}} Less [[afflictions|deprecation]] from [[Old Age]] | +10 [[Morale]] | | {{:misc:magic:nature.png?nolink}} | Magic (1) | {{:abilities:resist_poison.png?nolink}} [[Poison Resistance]] (5) | {{:abilities:resist_poison.png?nolink}} Poison Resistance (5) | | {{:misc:magic:glamour.png?nolink}} | Magic (1) | [[False Damage]] Regeneration (1/round) | {{:abilities:true_sight.png?32&nolink}} [[True Sight]] | | {{:misc:magic:blood.png?nolink}} | Magic (1), Undead (1) | {{:abilities:profuse_bleeding.png?nolink}} +5 [[Hit Points]] | {{:abilities:profuse_bleeding.png?nolink}} +5 Hit Points | {{:abilities:supply_bonus.png?nolink}} On top of the above, **Nature** mages generate 10 units of [[Supplies]] times their skill level. ===== Distribution ===== These tables will show what each age, and what each nation in that age, has on its recruits (or its national summons, if a nation without recruits). Paths with a less-than-10% chance are not included. The last column will list the highest level total (HLT) for mages the nation can recruit, including randoms. Paired with the summed-up magic levels on the column to its left, this will give a sense of how varied and/or capable each nation's mages are. ==== The Early Ages ==== {{:magicpath:path_h.png?nolink|}}{{magicpath:path_e.png?nolink|}}{{magicpath:path_n.png?nolink|}}{{magicpath:path_w.png?nolink|}}{{magicpath:path_f.png?nolink|}}{{magicpath:path_a.png?nolink|}}{{magicpath:path_d.png?nolink|}}{{magicpath:path_b.png?nolink|}}{{:magicpath:path_g.png?nolink|}}{{magicpath:path_s.png?nolink|}} <- Most common/powerful to least common/powerful, including randoms ^ Nation ^ {{magicpath:path_f.png?nolink|}} ^ {{magicpath:path_a.png?nolink|}} ^ {{magicpath:path_w.png?nolink|}} ^ {{magicpath:path_e.png?nolink|}} ^ {{magicpath:path_s.png?nolink|}} ^ {{magicpath:path_d.png?nolink|}} ^ {{magicpath:path_n.png?nolink|}} ^ {{:magicpath:path_g.png?nolink|}} ^ {{magicpath:path_b.png?nolink|}} ^ {{:magicpath:path_h.png?nolink|}} ^ Total ^ HLT ^ |[[arcoscephale-ea|Arcoscephale]]|**2**|**3**|**2**|**2**|**2**|0|**4**|0|0|1|16|7-8| |[[mekone-ea|Mekone]]|**3**|**2**|**2**|**3**|0|0|0|0|0|**2**|12|8-9| |[[pangaea-ea|Pangaea]]|0|0|**1**|**2**|0|0|**4**|**2**|**2**|**2**|13|7-8| |[[ermor-ea|Ermor]]|**3**|**1**|**1**|**1**|**2**|**3**|**1**|0|0|**3**|15|5-6| |[[sauromatia-ea|Sauromatia]]|0|0|**1**|0|**1**|**4**|**2**|0|**2**|1|11|6-7| |[[fomoria-ea|Fomoria]]|0|**4**|**1**|**1**|0|**3**|**1**|**3**|0|**2**|15|8-9| |[[tir-na-n-og-ea|Tir na n'Og]]|0|**1**|**2**|**1**|0|0|**3**|**4**|0|**2**|13|9-10| |[[marverni-ea|Marverni]]|0|0|**1**|**3**|**3**|0|**2**|0|0|**2**|11|8-9| |[[ulm-ea|Ulm]]|**1**|**1**|**1**|**3**|0|**1**|**3**|0|0|1|11|6-7| |[[pyrene-ea|Pyrène]]|0|**3**|**2**|**3**|0|0|**2**|0|0|1|11|7-8| |[[agartha-ea|Agartha]]|**2**|0|**2**|**4**|0|**2**|0|0|0|**3**|11|8-9| |[[abysia-ea|Abysia]]|**4**|0|0|**1**|**1**|0|0|0|**2**|**3**|11|8-9| |[[hinnom-ea|Hinnom]]|**3**|**2**|0|**3**|**3**|**1**|**2**|0|**3**|1|18|6-7| |[[ubar-ea|Ubar]]|**4**|**3**|0|**2**|**1**|0|0|**2**|**1**|1|14|10-11| |[[ur-ea|Ur]]|0|**2**|**3**|**3**|**1**|**2**|**4**|0|0|**3**|18|7| |[[kailasa-ea|Kailasa]]|0|0|**4**|**4**|**2**|0|**2**|**2**|0|1|15|7-8| |[[lanka-ea|Lanka]]|0|**3**|0|0|0|**2**|**2**|**2**|**3**|**2**|14|8-9| |[[t-ien-ch-i-ea|T'ien Ch'i]]|**2**|**2**|**3**|**2**|**2**|**1**|**2**|**2**|0|**2**|18|10-11| |[[yomi-ea|Yomi]]|**3**|**1**|0|**3**|0|**4**|**1**|0|0|1|13|9-10| |[[caelum-ea|Caelum]]|**1**|**4**|**1**|**1**|0|**2**|0|0|0|**2**|11|8-9| |[[mictlan-ea|Mictlan]]|**2**|0|**2**|0|**2**|0|**2**|0|**3**|**3**|14|8| |[[xibalba-ea|Xibalba]]|**2**|**1**|0|**2**|0|**4**|**2**|0|**4**|**2**|17|10-11| |[[c-tis-ea|C'tis]]|0|0|**1**|0|**1**|**4**|**2**|0|0|**3**|11|5-6| |[[machaka-ea|Machaka]]|**3**|0|0|**3**|0|**3**|**3**|**2**|0|**2**|16|8-9| |[[berytos-ea|Berytos]]|**3**|**3**|**3**|**2**|**1**|0|0|0|**3**|**2**|17|10-11| |[[vanheim-ea|Vanheim]]|**1**|**3**|0|**3**|0|**1**|0|**3**|**2**|**2**|15|8-9| |[[helheim-ea|Helheim]]|**1**|**2**|0|**3**|0|**4**|0|**3**|0|**2**|15|8-9| |[[rus-ea|Rus]]|**3**|**3**|0|**1**|**1**|0|**2**|0|0|**2**|12|7-8| |[[niefelheim-ea|Niefelheim]]|0|0|**4**|0|**1**|**3**|**1**|**2**|**3**|**2**|16|8-9| |[[muspelheim-ea|Muspelheim]]|**4**|**2**|0|0|**1**|**2**|**1**|**2**|**2**|**2**|16|8-9| |[[pelagia-ea|Pelagia]]|0|**1**|**4**|**1**|**2**|0|**2**|0|0|**3**|13|10-11| |[[oceania-ea|Oceania]]|0|**1**|**3**|**2**|0|0|**4**|**2**|0|**2**|14|7-8| |[[therodos-ea|Therodos]]|**1**|**2**|**3**|**3**|0|**1**|**4**|0|0|**2**|16|8-9| |[[atlantis-ea|Atlantis]]|**2**|0|**3**|**4**|**1**|0|0|0|0|**3**|13|7-8| |[[r-lyeh-ea|R'lyeh]]|0|0|**4**|**1**|**4**|**2**|**1**|**1**|0|**3**|16|7-8| ==== The Middle Ages ==== {{:magicpath:path_h.png?nolink|}}{{magicpath:path_s.png?nolink|}}{{magicpath:path_n.png?nolink|}}{{magicpath:path_w.png?nolink|}}{{magicpath:path_e.png?nolink|}}{{magicpath:path_f.png?nolink|}}{{magicpath:path_a.png?nolink|}}{{magicpath:path_d.png?nolink|}}{{:magicpath:path_g.png?nolink|}}{{magicpath:path_b.png?nolink|}} <- Most common/powerful to least common/powerful, including randoms The Middle Ages has some weirdness: [[ermor-ea|a nation who has to summon all of their mages]], and [[ulm-ma|a nation whose third and fourth arcane paths are in 5% chances]]. That's not all that differentiates it from the other eras, though. ^ Nation ^ {{magicpath:path_f.png?nolink|}} ^ {{magicpath:path_a.png?nolink|}} ^ {{magicpath:path_w.png?nolink|}} ^ {{magicpath:path_e.png?nolink|}} ^ {{magicpath:path_s.png?nolink|}} ^ {{magicpath:path_d.png?nolink|}} ^ {{magicpath:path_n.png?nolink|}} ^ {{:magicpath:path_g.png?nolink|}} ^ {{magicpath:path_b.png?nolink|}} ^ {{:magicpath:path_h.png?nolink|}} ^ Total ^ HLT ^ |[[arcoscephale-ma|Arcoscephale]]|**2**|0|**2**|**2**|**4**|0|**1**|0|0|**2**|13|4-5| |[[phlegra-ma|Phlegra]]|**4**|**2**|**2**|**3**|0|**2**|**1**|0|0|1|15|7-8| |[[pangaea-ma|Pangaea]]|0|0|**1**|**3**|0|0|**4**|**1**|**2**|**2**|13|6-7| |[[asphodel-ma|Asphodel]]|0|0|**1**|**1**|0|**3**|**4**|**2**|0|**2**|13|7-8| |[[ermor-ma|Ermor]]|**2**|**1**|**1**|**1**|**2**|**4**|0|0|0|**3**|14|6-7| |[[sceleria-ma|Sceleria]]|0|**1**|**1**|0|**3**|**3**|0|0|0|**3**|11|8-9| |[[pythium-ma|Pythium]]|**1**|**3**|**2**|0|**4**|0|0|0|0|**3**|13|10-11| |[[man-ma|Man]]|**1**|**1**|**1**|**2**|0|0|**4**|**3**|0|1|13|7-8| |[[eriu-ma|Eriu]]|**1**|**2**|**2**|**2**|0|0|**3**|**4**|0|**2**|16|8-9| |[[agartha-ma|Agartha]]|**1**|0|**1**|**4**|0|**2**|0|0|0|**3**|11|8-9| |[[ulm-ma|Ulm]]|**1**|0|0|**2**|0|0|0|0|0|**2**|5|4| |[[marignon-ma|Marignon]]|**4**|**1**|0|**1**|**3**|0|0|0|0|**3**|12|8-9| |[[pyrene-ma|Pyrène]]|**1**|**2**|0|**2**|0|0|**3**|0|**4**|**2**|14|7-8| |[[abysia-ma|Abysia]]|**3**|0|0|**1**|**3**|0|0|0|**4**|**3**|14|7-8| |[[ashdod-ma|Ashdod]]|**3**|0|0|**3**|**3**|**4**|0|0|0|**2**|15|6| |[[na-ba-ma|Na'Ba]]|**4**|**3**|0|**2**|**1**|0|**1**|**3**|0|**2**|16|9-10| |[[uruk-ma|Uruk]]|0|**1**|**3**|**1**|**4**|0|**2**|0|0|**3**|14|7-8| |[[ind-ma|Ind]]|**2**|0|**1**|**2**|**3**|**2**|**2**|0|**3**|**3**|18|8-9| |[[bandar-log-ma|Bandar Log]]|0|0|**1**|**1**|**4**|0|**3**|0|0|1|10|6-7| |[[t-ien-ch-i-ma|T'ien Ch'i]]|**2**|**2**|**3**|**2**|**2**|0|**2**|**2**|0|**2**|17|9-10| |[[shinuyama-ma|Shinuyama]]|**3**|0|**2**|**3**|0|**3**|**2**|0|0|1|14|9-10| |[[caelum-ma|Caelum]]|**1**|**4**|**3**|0|**1**|**1**|0|0|0|1|11|6-7| |[[nazca-ma|Nazca]]|**2**|**2**|0|**2**|**2**|**2**|**1**|0|0|**3**|14|13-14| |[[mictlan-ma|Mictlan]]|**2**|**2**|**2**|0|**3**|0|**3**|0|0|**3**|15|8-9| |[[xibalba-ma|Xibalba]]|0|**1**|**4**|**3**|0|**2**|**2**|0|**2**|**2**|16|9-10| |[[c-tis-ma|C'tis]]|0|0|**2**|0|**1**|**3**|**3**|0|0|**3**|12|6-7| |[[machaka-ma|Machaka]]|**3**|0|0|**3**|0|**2**|**3**|**3**|0|**2**|16|7-8| |[[phaeacia-ma|Phaeacia]]|0|**4**|**3**|**1**|**2**|0|0|**2**|0|**2**|14|9-10| |[[vanheim-ma|Vanheim]]|**1**|**3**|0|**3**|0|**1**|0|**3**|**2**|**2**|15|8-9| |[[vanarus-ma|Vanarus]]|**2**|**3**|**2**|**1**|0|**2**|**2**|**2**|**2**|**2**|18|8-9| |[[jotunheim-ma|Jotunheim]]|0|0|**3**|0|**2**|**3**|**2**|**3**|**3**|**2**|18|6-7| |[[nidavangr-ma|Nidavangr]]|0|**2**|**2**|**1**|**3**|**3**|**2**|0|**1**|1|15|8-9| |[[ys-ma|Ys]]|**1**|0|**3**|**1**|**2**|0|**2**|**4**|0|**2**|15|9-10| |[[pelagia-ma|Pelagia]]|**1**|**2**|**4**|**2**|**2**|0|**2**|0|0|**2**|15|6-7| |[[oceania-ma|Oceania]]|0|**1**|**3**|**2**|0|0|**4**|**2**|0|**2**|14|7-8| |[[atlantis-ma|Atlantis]]|**2**|0|**5**|**2**|**2**|0|0|0|0|**3**|14|6| |[[r-lyeh-ma|R'lyeh]]|0|0|**3**|**1**|**4**|0|**1**|**1**|0|**2**|12|6-7| Interestingly, the average national access decline is only a tenth of a level or so. The average strength of the best mages/priests declines by around a third of a level, or around 5%. ==== The Late Ages ==== {{:magicpath:path_h.png?nolink|}}{{magicpath:path_s.png?nolink|}}{{magicpath:path_w.png?nolink|}}{{magicpath:path_d.png?nolink|}}{{magicpath:path_f.png?nolink|}}{{magicpath:path_e.png?nolink|}}{{magicpath:path_n.png?nolink|}}{{magicpath:path_b.png?nolink|}}{{:magicpath:path_a.png?nolink|}}{{magicpath:path_g.png?nolink|}} <- Most common/powerful to least common/powerful, including randoms The Late Ages has [[lemuria-la|a nation whose mages are all summons]], and [[phlegra-la|a nation who gets expanded magic access after a certain turn threshold]]. For the latter, the expanded magic access is included. And, last-but-not-least, there's [[andramania-la|another nation who has magic diversity hidden behind 5% chances]]. ^ Nation ^ {{magicpath:path_f.png?nolink|}} ^ {{magicpath:path_a.png?nolink|}} ^ {{magicpath:path_w.png?nolink|}} ^ {{magicpath:path_e.png?nolink|}} ^ {{magicpath:path_s.png?nolink|}} ^ {{magicpath:path_d.png?nolink|}} ^ {{magicpath:path_n.png?nolink|}} ^ {{:magicpath:path_g.png?nolink|}} ^ {{magicpath:path_b.png?nolink|}} ^ {{:magicpath:path_h.png?nolink|}} ^ Total ^ HLT ^ |[[arcoscephale-la|Arcoscephale]]|**2**|0|**2**|**2**|**3**|**2**|**2**|**2**|0|**2**|17|6-7| |[[phlegra-la|Phlegra]]|**4**|**2**|**1**|**3**|**2**|**2**|0|0|0|**2**|16|9-10| |[[pangaea-la|Pangaea]]|0|**1**|**1**|**2**|**1**|0|**3**|0|0|1|9|5-6| |[[pythium-la|Pythium]]|**2**|**1**|**2**|**1**|**2**|**2**|**3**|**1**|**1**|**2**|17|6-7| |[[lemuria-la|Lemuria]]|0|**1**|**1**|0|**3**|**4**|0|0|0|**3**|12|9| |[[man-la|Man]]|**1**|**3**|0|**2**|**2**|**1**|0|**1**|0|**2**|12|4-5| |[[ulm-la|Ulm]]|**1**|**1**|0|**2**|**2**|**1**|0|**1**|**1**|**2**|11|4| |[[agartha-la|Agartha]]|**2**|0|**2**|**3**|**1**|**3**|0|0|0|**2**|13|7-8| |[[marignon-la|Marignon]]|**3**|**2**|**2**|**2**|**2**|0|**1**|**2**|**3**|**3**|20|6-7| |[[abysia-la|Abysia]]|**3**|0|0|0|**3**|**2**|0|0|**4**|**3**|15|7| |[[ragha-la|Ragha]]|**3**|**3**|**2**|0|**2**|**2**|0|0|**2**|**2**|16|6-7| |[[caelum-la|Caelum]]|**1**|**3**|**1**|**2**|0|**3**|0|0|0|**2**|12|8-9| |[[gath-la|Gath]]|**2**|0|0|**2**|**2**|**2**|**2**|0|**2**|**3**|15|7-8| |[[patala-la|Patala]]|0|0|**4**|**3**|**2**|0|**2**|**2**|0|**2**|15|10-11| |[[t-ien-ch-i-la|T'ien Ch'i]]|0|**2**|**2**|**2**|**2**|**2**|**2**|**1**|0|1|14|6-7| |[[jomon-la|Jomon]]|**2**|**2**|**3**|**2**|**2**|0|**2**|0|0|**2**|15|5-6| |[[mictlan-la|Mictlan]]|**2**|0|**4**|0|**2**|0|**2**|0|**3**|**3**|16|9-10| |[[xibalba-la|Xibalba]]|0|**1**|**4**|**3**|0|**3**|**2**|0|**2**|**3**|18|10-11| |[[c-tis-la|C'tis]]|**2**|0|0|**1**|**1**|**4**|0|0|0|**3**|11|6-7| |[[midgard-la|Midgård]]|0|**3**|0|**1**|**2**|**1**|0|**1**|**1**|**2**|11|6| |[[bogarus-la|Bogarus]]|**2**|**2**|0|**1**|**3**|**1**|0|0|**2**|**3**|14|7-8| |[[utgard-la|Utgård]]|0|0|**2**|0|**3**|**3**|**1**|**2**|**3**|**2**|16|6-7| |[[vaettiheim-la|Vaettiheim]]|0|0|**2**|0|**1**|**2**|**1**|**2**|**2**|1|11|6-7| |[[feminie-la|Feminie]]|**2**|0|**1**|0|**3**|0|**1**|**3**|0|**2**|12|9-10| |[[piconye-la|Piconye]]|**2**|0|**1**|**2**|**3**|0|**1**|0|0|**3**|12|7-8| |[[andramania-la|Andramania]]|**2**|0|**1**|**2**|**2**|0|**2**|0|0|**2**|11|9-10| |[[pyrene-la|Pyrène]]|**1**|**2**|0|**1**|0|0|0|**3**|**3**|**2**|12|6-7| |[[erytheia-la|Erytheia]]|**2**|**2**|**3**|**2**|**2**|0|**1**|0|0|**2**|14|5-13| |[[atlantis-la|Atlantis]]|**1**|**1**|**4**|**1**|**2**|**3**|0|0|0|**2**|14|8-9| |[[r-lyeh-la|R'lyeh]]|0|0|**3**|**1**|**4**|0|**1**|**2**|0|**2**|13|6-7| Interestingly, the average path decline is only a tenth of a path or so, maybe closer to a twentieth. However, the average strength of the best mages/priests declines by around half of a level, or around 7%; around 12% from the Early Ages.