====== MelficeBelmont's Boosting & Access Guide ====== ~~NOTOC~~ [[https://discord.gg/GZDmhBVdHw|{{ :guides:clippy_discord_link.png?300}}]]Original guide can be found [[https://docs.google.com/document/d/10gLUCpnErweG6naoRvperf4hwGJrz_ckExot1h3bMt8/edit|here]] This guide is significantly derived from the work of Telos’ [[https://www.moddb.com/games/dominions-4-thrones-of-ascensions/forum/thread/dom4-magic-path-booster-guide-by-telos|guide]] for Dominions 4 path boosting which in turn has drawn upon Sector24’s [[http://forum.shrapnelgames.com/showthread.php?t=37423|guide]] for Dominions 3. That in turn was transcribed from occult ancient Sumerian stone carvings. Special thanks to Nunnullus and Althaea for additional suggestions and edits. Additional special thanks to youtuber [[https://www.youtube.com/channel/UCwURCFaZsdynkjjOuI_RV0A/featured|Attica]] and their video [[https://www.youtube.com/watch?v=By3PwhSK368&list=PLoRPnUcIe7dm9Tfb55bOiqO_qP6uW827z|Dominions 5 - Magic Path Boosting & Diversity Guide]] which talked about some stuff missed in v1 of this document. Red_Rob has written a similar [[http://dominionsmods.com/index.php?act=ST&f=32&t=4005|guide]] for the game with the Dominions Enhanced mod. For any typos or errors in path levels or gem values feel free to comment on the google doc. Anymore significant suggested alterations please submit via email at melficebelmont@gmail.com or discord at MelficeBelmont#1431 ==== What is and isn’t included ==== This guide is designed to point out the commonly available ways that magic paths can be boosted and suggest which ones are useful and viable. This means that using specific throne or site recruitment, national spells or items will not be discussed in this guide. Additionally, most things with less than a 10% chance of getting the paths needed will be skipped, since that list is rather extensive and getting them in a reasonable time frame is not guaranteed. Communions are a common means to boost paths in combat but there are guides specific to that feature so it will not be delved into in depth here either. Lastly, only relevant summons will be included so anything that requires a higher path access than it results in will be omitted. \\ \\ ====== General Tips ====== * When creating a pretender, it can be useful to consider from the outset what it can do for path boosting for a nation and what that gets you. If a nation has lots of efficient low level access and no high access to a path it might be worthwhile to try and design the pretender to assist in boosting that path to properly make use of the large number of gems you will have available. Most paths have a certain level that is a bit of a hurdle and the pretender can be used to bridge that gap either by filling it in or having a crosspath that assists in making a booster or summoning something that can bridge it. Don’t forget to consider the pretenders items slots if you plan on them using boosters. * When it is an option, trading is another thing that can be very useful in trying to boost a path but it is not something that can be relied upon and will be mentioned only sparingly. When it comes to nations that have a difficult time with a certain booster or path level, most experienced players will be reluctant to trade a booster to said nation and will either outright refuse or price gouge. On the other hand, when a nation is able to make a booster, the likelihood of outright refusal or price gouging goes down and as a result sometimes trading will help save on a certain type of gem, allowing skipping of the recruitment of a certain mages, or avoiding certain research. * Some nations have access to seduction and this, while not reliable, could potentially give full access when applied to the right nations or mages. Independent units can be targeted this way too so thrones can be solid targets for this and may result in some windfalls. * Be cautious about using booster items in battle; not only can you lose them but the opponent can gain them. At the same time, they can be the edge you need in a battle but if at all possible rely on gem boosting or bringing reasonably priced mage summons to get access for key spells. * Gem boosting is when a mage in battle uses a gem to increase his path level by 1 for a spell or to reduce fatigue, e.g. an {{path>E1}} mage can use a gem to cast ??Summon Earthpower??, an {{path>E2}} spell. A mage can only use as many gems in casting a spell as their path level, so this can prevent certain spells from being able to be gem boosted to due to their innate gem cost, e.g. Howl is {{path>N3}} and costs {{gems>3N}} gems so cannot be cast with gem boosting. * Empowerment is very expensive in most cases and generally to be avoided if possible but it is always an option. Empowerment costs 50 gems for the first level and 15 x target path level for every subsequent level. * Construction 8 has nice boosters but the research cost is so prohibitive that they are generally not very useful and should not be considered when evaluating path boosting opportunities in a game. Even Construction 6 boosters should be cautiously considered based on how soon a nation would like access to a spell and their general research capability. * The structure of climbing a path generally falls along the lines of having a national mage or finding an indie mage to make a booster, then equipping the booster to summon a higher path mage and moving that booster to the new mage. * When climbing a path it is always important to consider whether you will still have gems leftover to do anything useful after getting high access. \\ \\ ====== Universal Boosters ====== //Universal/Sorcerous/Elemental Boosters and other unique path boosting options// ==== Items ==== 2-hand \\ Path: {{path>F4W4}} \\ Path: {{path>A4E4}} Construction 6 \\ Cost: {{gems>25F25W}} \\ Cost: {{gems>25A25E}} **??Staff of Elemental Mastery??** **+1 Elemental paths** \\ Good target for rainbow pretenders to forge. Misc \\ Path: {{path>E3F1}} Construction 6 \\ Cost: {{gems>15E5F}} **??The Copper Arm??** This doesn’t boost in of itself but potentially allows more boosters on a single mage, an example being in Nature with a ??Thistle Mace?? and a ??Treelord's Staff?? Misc \\ Path: {{path>S6}} Construction 6 \\ Cost: {{gems>60S}} **??Ring of Sorcery??** **+1 Sorcery paths** \\ Getting both a Ring of Wizardry and a Ring of Sorcery is generally too expensive in pearls to be reasonable for most games. Misc \\ Path: {{path>S7}} Construction 6 \\ Cost: {{gems>80S}} **??Ring of Wizardry??** **+1 All paths** \\ Getting both a Ring of Wizardry and a Ring of Sorcery is generally too expensive in pearls to be reasonable for most games. Armor \\ Path: {{path>A5B5}} Construction 6 \\ Cost: {{gems>40A40B}} **??Robe of the Magi??** **+1 All paths** \\ 5% Horror Mark chance Two-handed \\ Path: {{path>E4S3}} Construction 8 \\ Cost: {{gems>25E15S}} **??The Sword of Many Colors??** **+1 Elemental paths** \\ //Artifact// Misc \\ Path: {{path>E6}} Construction 8 \\ Cost: {{gems>60E}} **??The First Anvil??** **+1 All paths when forging items** \\ //Artifact// ==== Rituals ==== Ritual \\ Path: {{path>N4}} Thaumaturgy 5 \\ Cost: {{gems>20N}} **??Gift of Reason??** Upgrade various units to commanders for access Ritual \\ Path: {{path>S5}} Thaumaturgy 7 \\ Cost: {{gems>25S}} **??Divine Name??** Upgrade various units to commanders for access Global Ritual \\ Path: {{path>E5}} Construction 7 \\ Cost: {{gems>80E}} **??Forge of the Ancients??** Global that gives your mages 20% forge discount & +1 to all paths when forging items. Ritual \\ Path: {{path>S9}} Alteration 9 \\ Cost: {{gems>100S}} **??Wish??** Capable of summoning various commanders or forging boosters. See [[Wish]] Ritual \\ Path: {{path>D7}} Conjuration 9 \\ Cost: {{gems>10D}} **??Tartarian Gate??** Various paths on great chassis, but with afflictions, insanity, and only 20% are commanders. * This one is generally not useful but is really fun. * ??Gift of Health?? or ??Shroud of the Battle Saint?? + a recuperation bless are currently the only way to cure their afflictions without mods ==== In Combat ==== Misc \\ Path: {{path>E1S1}} Construction 4 \\ Cost: {{gems>5E5S}} **??Crystal Matrix??** Makes a mage a Communion Master at the beginning of combat Misc \\ Path: {{path>E1S1}} Construction 4 \\ Cost: {{gems>5E5S}} **??Slave Matrix??** Makes a mage a Communion Slave at the beginning of combat Shield \\ Path: {{path>S3E2}} Construction 2 \\ Cost: {{gems>15S10E}} **??Crystal Shield??** Casts ??Power of the Spheres?? at the beginning of combat Combat spell \\ Path: {{path>S1}} Conjuration 3 \\ Cost: {{gems>1S}} **??Power of the Spheres??** **+1 all paths** \\ Self buff. Will affect communion slaves. Combat spell \\ Path: {{path>B3}} Blood 3 \\ Cost: {{gems>3B}} **??Hell Power??** **+2 all paths** \\ Causes horror marks on casters \\ Self buff, will affect communions slaves \\ \\ ====== Fire ====== Fire is one of the hardest paths to break into, and one of the hardest paths to boost to high levels once you do break in. The Fire/Death crosspath really helps in getting into the higher paths of fire, or you can use the unique high-level blood summons a little later in the game. Without those, you can find yourself stuck at {{path>F2}} or {{path>F3}}. All that being said, high-level fire is rarely a significant factor in the vanilla game. ==== Items ==== Misc \\ Path: {{path>F1D1}} Construction 6 \\ Cost: {{gems>5F5D}} **??Skull of Fire??** **+1 Fire** Helmet \\ Path: {{path>F4}} Construction 4 \\ Cost: {{gems>25F}} **??Flame Helmet??** **+1 Fire** Misc \\ Path: {{path>S5F1}} Construction 8 \\ Cost: {{gems>40S5F}} **??The Staff from the Sun??** **+1 Fire** \\ //Artifact// Misc \\ Path: {{path>F3}} Construction 8 \\ Cost: {{gems>15F}} **??The Ruby Eye??** **+1 Fire** \\ //Artifact. Cursed.// Misc \\ Path: {{path>F4S4}} Construction 8 \\ Cost: {{gems>40F40S}} **??The Forbidden Light??** **+2 Fire +2 Astral.** \\ 50% horror mark chance, cursed, horror assassinations regardless of horror marks and mindless status.\\ //Artifact. Cursed.// ==== Independent Mages ==== Commander Lab **??Garnet Sorceress??** Mage with {{path>F1B1,10%B}} ==== Rituals ==== Ritual \\ Path: {{path>F3}} Conjuration 6 \\ Cost: {{gems>30F}} **??Summon Flame Spirit??** Summons an {{path>F3}} ??Flame Spirit?? Ritual \\ Path: {{path>F5}} Conjuration 8 \\ Cost: {{gems>50F}} **??King of Elemental Fire??** Summons one of two unique mages: ??Pyriphlogos - King of Flames?? or ??Rhuax - King of Magma??\\ One is {{path>F5}}, the other is {{path>F5E1}} Ritual \\ Path: {{path>D3F4}} Conjuration 8 \\ Cost: {{gems>50D}} **??King of Banefires??** Summons ??Antrax - King of Banefires?? a unique {{path>F4D3}} mage Ritual \\ Path: {{path>E3D1}} Enchantment 6 \\ Cost: {{gems>75E}} **??Hidden in Sand??** Summons 1 or more ??Dust Priest??s, with {{path>E2D2H2,200%FES,50%D,50%F}} with an army.\\ //Needs a wasteland.// Ritual \\ Path: {{path>B4F2}} Blood 7 \\ Cost: {{gems>99B}} **??Bind Arch Devil??** Summons 1 of 5 unique mages: ??Furcas - Arch Devil??, ??Ethanim - Arch Devil??, ??Buriol - Arch Devil??, ??Magoth - Arch Devil?? or ??Igarak - Arch Devil??.\\ 4 out of 5 are {{path>F4}}\\ 1 out of 5 is {{path>F3S3}} Ritual \\ Path: {{path>B5}} Blood 8 \\ Cost: {{gems>111B}} **??Bind Heliophagus??** Summons 1 of 4 unique mages.\\ 1 out of 4 is the {{path>F4B3}} ??Amaimon - Heliophagus?? Ritual \\ Path: {{path>B8}} Blood 9 \\ Cost: {{gems>150B}} **??Bind Demon Lord??** Summons 1 of 6 unique mages.\\ 3 out of 6 are {{path>F4}} with crosspaths,\\ 1 out of 6 is {{path>F5}} Misc \\ Path: {{path>A5F4}} Construction 8 \\ Cost: {{gems>40A25F}} **??The Magic Lamp??** Destroy to summon ??Al Khazim - Jinn??, a {{path>F5A5E3S3}} mage.\\ Is unsummoned if the Lamp is recreated.\\ //Artifact// ==== In Combat ==== Combat \\ Path: {{path>F2}} Conjuration 3 **??Phoenix Power??** **+1 Fire** \\ Self buff. Will affect communion slaves. ==== Common Routes ==== * With base {{path>F4}} access (pretender): forge Flame Helmet → summon King of Elemental Fire = {{path>F6}} access for {{gems>75F}} * With base {{path>F1D1}} and {{path>F2}} access: forge Skull of Fire → summon Flame Spirit + skull of fire → forge Flame Helmet + Flame Spirit → summon King of Elemental Fire + 2x fire booster = {{path>F7}} access for {{gems>120F10D}} \\ \\ ====== Air ====== Air is a difficult path to boost, though there are some options to get low access. {{path>A4}} is needed to climb to high levels and the only out of path possibility for this is summoning with ??Bind Demon Lord??. ??Faery Queen?? gets close with it's {{path>A3}} but needs another +1 air to start climbing the ladder for which universal and elemental boosters can come in handy. High path air is quite significant with powerful battlefield spells (??Fog Warriors??, ??Mass Flight??) and a few useful globals (e.g. ??Dark Skies??). Storms, crystal gear, and communions can play a large factor in usage of air magic since the combat magic is so useful. ==== Items ==== Helm \\ Path: {{path>A4}} Construction 4 \\ Cost: {{gems>25A}} **??Winged Helmet??** **+1 Air** Misc \\ Path: {{path>A5}} Construction 4 \\ Cost: {{gems>40A}} **??Bag of Winds??** **+1 Air** Misc \\ Path: {{path>A2S2}} Construction 8 \\ Cost: {{gems>10A10S}} **??Tome of High Power??** **+1 Air +1 Astral** \\ 5% horror mark chance.\\ All ritual range +2.\\ //Artifact. Cursed. // ==== Independent Mages ==== Commander Lab **??Deer Tribe Shaman??** Mage with {{path>N1,10%A}} Commander Lab **??Crystal Sorceress??** Mage with {{path>A1S1,10%S}} Commander Lab **??Bone Reader??** Mage with {{path>D1,100%AE}} ==== Rituals ==== Ritual \\ Path: {{path>N5}} Conjuration 8 \\ Cost: {{gems>40N}} **??Faerie Court??** Summons a ??Faery Queen??, a {{path>A3N3}} mage with a small entourage. \\ * This is exceptionally good, requiring no initial air for {{path>A3}} Ritual \\ Path: {{path>A5}} Conjuration 8 \\ Cost: {{gems>50A}} **??Queen of Elemental Air??** Summons 1 of 3 unique mages: ??Aella - Queen of Storms??, ??Nephele - Queen of Clouds?? or ??Thuella - Queen of Thunder??\\ All are {{path>A5}} Ritual \\ Path: {{path>B8}} Blood 9 \\ Cost: {{gems>150B}} **??Bind Demon Lord??** Summons 1 of 6 unique mages. \\ 1 in 6, ??Pazuzu - Lord of the Plague Wind??, is {{path>A5D3B4}} Misc \\ Path: {{path>A5F4}} Construction 8 \\ Cost: {{gems>40A25F}} **??The Magic Lamp??** Destroy to summon a {{path>F5A5E3S3}} mage.\\ Is unsummoned if the Lamp is recreated.\\ //Artifact // ==== In Combat ==== Combat \\ Path: {{path>A1}} Conjuration 3 **??Summon Storm Power??** **+1 Air while a Storm is in effect** \\ Self buff. Will affect communion slaves. Combat \\ Path: {{path>A4}} Evocation 5 \\ Cost: {{gems>1A}} **??Storm??** Creates a Storm on the battlefield Misc \\ Path: {{path>A5}} Construction 6 \\ Cost: {{gems>40A}} **??Staff of Storms??** Cast ??Storm?? at the start of battle. Global Ritual \\ Path: {{path>A5}} Evocation 6 \\ Cost: {{gems>70A}} **??Perpetual Storm??** Every battlefield is affected by ??Storm?? while global is up. ==== Common Routes ==== * With base {{path>A4}} access (pretender): forge Winged Helm → forge Bag of Air = {{path>A6}} access for {{gems>65A}} * With base {{path>A4E4}} access (pretender): forge Staff of Elemental Mastery = {{path>A7}} access for {{gems>90A25E}} * With base {{path>A3}} access: trade/borrow a Bag of Air→ summon Elemental Queen of Air → forge Bag of Air = {{path>A7}} for {{gems>115A}} + rental cost * With {{path>N5}} access: cast ??Faerie Court?? for {{path>A3}}, then follow the above method. Cost {{gems>40N}} + cost of boosting to {{path>N5}} + cost of above method. \\ \\ ====== Water ====== Water is the easiest path to boost up high. With {{path>W2}} it is pretty easy to ladder all the way up the path. Getting {{path>W2}} can be easily achieved with death access and even empowering from {{path>W1}} to {{path>W2}} is affordable at {{gems>30W}}. Water as a solo path is not especially effective for land combat but has some excellent spells to support armies and thugs or counter specific threats. It goes without saying that underwater, water magic is king. Between water’s relatively low entry cost and utility it is almost always worth spending the time to break into the path to some degree or another. ==== Items ==== Armor \\ Path: {{path>W3}} Construction 4 \\ Cost: {{gems>15W}} **??Robe of the Sea??** **+1 Water** Misc \\ Path: {{path>W1}} Construction 6 \\ Cost: {{gems>5W}} **??Water Bracelet??** **+1 Water** Misc \\ Path: {{path>W4E1}} Construction 8 \\ Cost: {{gems>25W5E}} **??Orb of Atlantis??** **+1 Water** \\ //Artifact// Misc \\ Path: {{path>A2S2}} Construction 8 \\ Cost: {{gems>10A10S}} **??Trident from Beyond??** **+1 Water** \\ //Artifact // ==== Independent Mages ==== Commander Lab **??Ichtyid Shaman??** Mage with {{path>W1,10%N}} Commander Lab **??Jade Sorceress??** Mage with {{path>W1N1,25%WEND}} Commander Temple, Lab **??Merrow Druid??** Mage with {{path>W1E1H1}}. **UW recruit** \\ Many undead and inanimate units can go UW \\ Some air items allow UW access ==== Rituals ==== Ritual \\ Path: {{path>W3N1}} Conjuration 5 \\ Cost: {{gems>35W}} **??Contact Naiad??** Summons a {{path>W3N3}} ??Naiad?? with //Homesickness//. \\ Ritual \\ Path: {{path>D3}} Conjuration 6 \\ Cost: {{gems>22D}} **??Summon Spectre??** Summons a {{path>D1,100%WESD,100%WESD}} ??Spectral Mage??. Ritual \\ Path: {{path>N5D2}} Conjuration 6 \\ Cost: {{gems>25N}} **??Contact Lamia Queen??** Summons a {{path>D2N1,100%WDNB,100%WDNB}} ??Lamia Queen??. Ritual \\ Path: {{path>W3}} Conjuration 6 \\ Cost: {{gems>55W}} **??Sea King's Court??** Summons a {{path>W3}} ??Sea King?? with an army. \\ // Expensive upkeep // Ritual \\ Path: {{path>W4D1}} Conjuration 6 \\ Cost: {{gems>40W}} **??Streams from Hades??** Summons a {{path>W3D3}} ??Kokythiad??. \\ Unusual case in which a summon with lower paths than the summoning spell is useful due to combining Water boosters. Ritual \\ Path: {{path>W5}} Conjuration 8 \\ Cost: {{gems>50W}} **??Queen of Elemental Water??** Summons 1 of 3 {{path>W5}} mages: ??Limne - Queen of the Lake??, ??Thalassa - Queen of the Sea?? or ??Bathusma - Queen of the Deeps?? \\ //Must be cast Underwater.// Ritual \\ Path: {{path>B3W3}} Blood 6\\ Cost: {{gems>88B}} **??Bind Ice Devil??** Summons 1 of 6 unique mages. \\ 1 of 6 is {{path>W2}} . \\ 3 of 6 is {{path>W3}} . \\ 1 of 6 is {{path>W3D3}} . \\ 1 of 6 is {{path>W3S2}} . \\ ==== In Combat ==== Combat \\ Path: {{path>W1}} Conjuration 2 **??Summon Water Power??** **+1 Water** \\ Only functions Underwater. \\ Self buff. Will affect communion slaves. ==== Common Routes ==== * With base {{path>W2}} access: forge Water Bracelet → forge Robe of the Sea → summon Naiad/Sea King/Ice Devil → summon Elemental Queen of Water = {{path>W7}} access for {{gems>125W}}, or {{gems>105W}}, , or {{gems>70W88B}}, another {{gems>125B}}, if empowering Blood (0 → {{path>B3}}) \\ \\ ====== Earth ====== Earth is only moderately difficult to achieve the highest paths in, with 2 hurdles, one at {{path>E1}} to {{path>E2}} and another at {{path>E4}} to {{path>E5}}. The 2nd of these is not a major hindrance as some of the best buffs in the game don’t need higher than an {{path>E4}} mage and extra gems. High earth paths are often taken on pretenders, simplifying the boosting process, since expanders benefit greatly from the innate buff to protection for having {{path>E4}} or higher and the early self buffs available, and earth has some valuable bless options. The Blood-Earth crosspath really smooths out the difficulties of reaching high earth and they synergise also with some powerful summons. If one has any sort of native earth access there is very good reason to get at least medium earth access by late game for the powerful army buffs. Achieving {{path>E3}} early can reward quite handsomely by allowing the forging of the extremely useful ??Dwarven Hammer??. ==== Items ==== Feet \\ Path: {{path>E2}} Construction 4 \\ Cost: {{gems>10E}} **??Earth Boots??** **+1 Earth** Misc \\ Path: {{path>B3E2}} Construction 4 \\ Cost: {{gems>15B10E}} **??Blood Stone??** **+1 Earth** Armor \\ Path: {{path>B4E1}} Construction 8 \\ Cost: {{gems>25B5E}} **??Pebble Skin Suit??** **+1 Earth** \\ //Artifact. Cursed.// Misc \\ Path: {{path>E5S5}} Construction 8 \\ Cost: {{gems>40E40S}} **??Atlas of Creation??** **+1 Earth +1 Astral +1 Nature** \\ //Artifact// Misc \\ Path: {{path>E2N2}} Construction 8 \\ Cost: {{gems>10E10N}} **??The Tome of Gaia??** **+1 Earth +1 Nature** \\ //Artifact // ==== Independent Mages ==== Commander Lab **??Bear Tribe Shaman??** Mage with {{path>N1,10%E}} Commander Lab **??Bone Reader??** Mage with {{path>D1,100%AE}} Commander Lab **??Onyx Sorceress??** Mage with {{path>E1D1,10%D}} Commander Temple, Lab **??Merrow Druid??** Mage with {{path>W1E1H1}}. **UW recruit** \\ Many undead and inanimate units can go UW \\ Some air items allow UW access ==== Rituals ==== Ritual \\ Path: {{path>D3}} Conjuration 6 \\ Cost: {{gems>22D}} **??Summon Spectre??** Summons a {{path>D1,100%WESD,100%WESD}} ??Spectral Mage??. Ritual \\ Path: {{path>E3}} Conjuration 6 \\ Cost: {{gems>55E}} **??Troll King's Court??** Summons a {{path>E3}} ??Troll King?? with an army. \\ // Expensive upkeep // Ritual \\ Path: {{path>N3}} Conjuration 6 \\ Cost: {{gems>37N}} **??Forest Troll Tribe??** Summons a {{path>D1N1,100%EDN}} ??Troll Shaman?? with an army. \\ // Expensive upkeep. Cheaper to cast than the Hidden in Sand/Snow // Ritual \\ Path: {{path>E5}} Conjuration 8 \\ Cost: {{gems>50E}} **??King of Elemental Earth??** Summons 1 of 2 {{path>E5}} mages: ??Oreigenes - King of Mountains?? or ??Barathrus - King of Deeper Earth?? Ritual \\ Path: {{path>F5}} Conjuration 8 \\ Cost: {{gems>50F}} **??King of Elemental Fire??** Summons 1 of 2 mages. \\ 1 of 2 is {{path>F5E1}}: ??Rhuax - King of Magma?? Ritual \\ Path: {{path>E3D1}} Enchantment 6 \\ Cost: {{gems>75E}} **??Hidden in Sand??** Summons 1 or more {{path>E2D2H2,200%FES,50%D,50%F}} ??Dust Priest?? with an army.\\ //Needs a wasteland. Expensive!// Ritual \\ Path: {{path>W3D1}} Enchantment 6 \\ Cost: {{gems>75W}} **??Hidden in Snow??** Summons 1 or more {{path>D1,50%D,50%D,50%W,50%W,50%W,50%E,50%E,50%E}} ??Unfrozen Mage?? with an army.\\ //Needs mountains, unreliable. Expensive!// Ritual \\ Path: {{path>N5}} Enchantment 7 \\ Cost: {{gems>35N}} **??Enchant Treelord??** Summons 1 of 3 mages. \\ 1 of 3 is {{path>E1N4}} Ritual \\ Path: {{path>B3E4}} Blood 7\\ Cost: {{gems>85B}} **??Father Illearth??** Summons 1 of 1 unique {{path>E4B3}} mage. Ritual \\ Path: {{path>B8}} Blood 9\\ Cost: {{gems>150B}} **??Bind Demon Lord??** Summons 1 of 6 unique mages. \\ 1 of 6 is {{path>F4E4B4}} . Misc \\ Path: {{path>A5F4}} Construction 8 \\ Cost: {{gems>40A25F}} **??The Magic Lamp??** Destroy to summon a {{path>F5A5E3S3}} mage.\\ Is unsummoned if the Lamp is recreated.\\ //Artifact// ==== In Combat ==== Combat \\ Path: {{path>E2}} Conjuration 3 **??Summon Earthpower??** **+1 Earth** \\ Self buff. Will affect communion slaves. ==== Common Routes ==== * With base {{path>E2}} access: forge Earth Boots → Troll King's Court → {{path>E4}}access for {{gems>65E}} * With {{path>E4}} & Blood access: get an {{path>E2}}to {{path>B3}} (empower if need be) → forge Blood Stone → summon Father Illearth/King of Elemental Earth → {{path>E6}}/{{path>E7}} access for {{gems>125E}} or {{gems>75E85B}}; another {{gems>125B}}if empowering blood (0 → {{path>B3}}) \\ \\ ====== Astral ====== High path access for astral is one of the hardest to get without native high access or pretender access. {{path>S4}} → {{path>S5}} and {{path>S5}} → {{path>S6}} tend to be difficult leaps, generally needing either blood and a variety of crosspaths or some unique items and global or mix of the two. High astral can have some of the best payoff for reaching it since late game it has a few powerful tools that make it particularly threatening and it is helpful when boosting other paths. If designing a pretender with astral consider {{path>S6}} or higher for both the help with the ring of wizardry and the protection it affords against magic duel. Additionally when taking a rainbow or blood pretender consider at least {{path>A4B4}} for easy access to robe of magi. Even when it is not feasible to try for high astral access it can be worthwhile to go to some extra effort to get a few low astral mages since astral itself is counter to some of the tools in its kit. ==== Items ==== Misc \\ Path: {{path>E2S2}} Construction 4 \\ Cost: {{gems>10E10S}} **??Crystal Coin??** **+1 Astral** Misc \\ Path: {{path>S2}} Construction 6 \\ Cost: {{gems>10S}} **??Starshine Skullcap??** **+1 Astral** 1-hand\\ Path: {{path>S3}} Construction 8 \\ Cost: {{gems>15S}} **??Dimensional Rod??** **+1 Astral** \\ 5% horror mark chance . \\ //Artifact. Cursed.// Misc \\ Path: {{path>A2S2}} Construction 8 \\ Cost: {{gems>10A10S}} **??Tome of High Power??** **+1 Air +1 Astral** \\ 5% horror mark chance.\\ //Artifact. Cursed. // Misc \\ Path: {{path>F4S4}} Construction 8 \\ Cost: {{gems>40F40S}} **??The Forbidden Light??** **+2 Fire +2 Astral.** \\ 50% horror mark chance, cursed, horror assassinations regardless of horromarks and mindless status.\\ //Artifact. Cursed.// Misc \\ Path: {{path>E5S5}} Construction 8 \\ Cost: {{gems>40E40S}} **??Atlas of Creation??** **+1 Earth +1 Astral +1 Nature** \\ //Artifact// ==== Independent Mages ==== Commander Lab **??Crystal Sorceress??** Mage with {{path>A1S1,10%S}} Commander Lab **Lizard ??Shaman??** Mage with {{path>N1S1}} ==== Rituals ==== Ritual \\ Path: {{path>D3}} Conjuration 6 \\ Cost: {{gems>22D}} **??Summon Spectre??** Summons a {{path>D1,100%WESD,100%WESD}} mage. Ritual \\ Path: {{path>S4D1}} Conjuration 6 \\ Cost: {{gems>90S}} **??Ether Gate??** Summons an {{path>S3D2,100%ASDB}} mage with an entourage. \\ Ridiculous amount of pearls for what you get. Unadvised for boosting. Ritual \\ Path: {{path>E3D1}} Enchantment 6 \\ Cost: {{gems>75E}} **??Hidden in Sand??** Summons 1 or more {{path>E2D2H2,200%FES,50%D,50%F}} with an army.\\ //Needs a wasteland. Expensive!// Ritual \\ Path: {{path>E3D1}} Enchantment 6 \\ Cost: {{gems>75E}} **??Hidden Underneath??** Summons 1 or more {{path>E1D2,50%D,50%E,50%E,50%D,50%S,50%S}} with an army.\\ //Needs cave. Hidden in Sand is more likely to get an {{path>S2}}. Expensive!// Ritual \\ Path: {{path>B3W3}} Blood 6\\ Cost: {{gems>88B}} **??Bind Ice Devil??** Summons 1 of 6 unique mages. \\ 1 of 6 is {{path>W2}} . \\ 3 of 6 is {{path>W3}} . \\ 1 of 6 is {{path>W3D3}} . \\ 1 of 6 is {{path>W3S2}} . \\ Ritual \\ Path: {{path>B4F2}} Blood 7\\ Cost: {{gems>99B}} **??Bind Arch Devil??** Summons 1 of 5 unique mages. \\ 1 of 5 is {{path>F3S3}} Ritual \\ Path: {{path>B8}} Blood 9\\ Cost: {{gems>150B}} **??Bind Demon Lord??** Summons 1 of 6 unique mages. \\ 1 of 6 is {{path>F4S3B5}} . Misc \\ Path: {{path>A5F4}} Construction 8 \\ Cost: {{gems>40A25F}} **??The Magic Lamp??** Destroy to summon a {{path>F5A5E3S3}} mage.\\ Is unsummoned if the Lamp is recreated.\\ //Artifact// ==== In Combat ==== Combat \\ Path: {{path>S3}} Conjuration 4 \\ Cost: {{gems>2S}} **??Light of the Northern Star??** **+1 Astral** \\ Applies to //all// astral mages on the battlefield 2-hand \\ Path: {{path>S4}} Construction 6 \\ Cost: {{gems>25S}} **??Banner of the Northern Star??** Cast ??Light of the Northern Star?? at the start of battle Combat \\ Path: {{path>S1}} Conjuration 3 \\ Cost: {{gems>1S}} **??Light of the Northern Star??** **+1 all paths** \\ self buff (will affect communion slaves) \\ rementioned from universal due to how common it is for boosting combat path ==== Common Routes ==== * With base {{path>S5}} access (commonly pretender): forge Starshine Skullcap (or Crystal Coin w. {{path>E2S2}} ) → Ring of Sorcery = {{path>S7}} access for {{gems>70S}} ({{gems>70S10E}}) * With base {{path>S6}} access (commonly pretender): forge Starshine Skullcap (or Crystal Coin w. {{path>E2S2}} ) → Ring of Wizardry = {{path>S8}} access for {{gems>90S}} ({{gems>90S10E}}) * With base {{path>S2}} , {{path>E2}} and {{path>E1S1}} access: forge Starshine Skullcap + Earth Boots → forge Crystal Coin = {{path>S4}} access for {{gems>20S20E}} \\ \\ ====== Death ====== Getting {{path>D5}} access and above is a bit more difficult generally requiring empowerment, lucky Twiceborn, or a pretender of {{path>D4}} or above. Getting up to {{path>D4}} is reasonably simple from {{path>D2}} or with {{path>W2D1}} Stream of Hades or a little more expensive {{path>E2D1}} Hidden in Sand. The {{path>W2D1}} is especially useful with Streams from Hades allowing a mage with water boosters to summon a {{path>D3}} mage using only water gems. Achieving {{path>D2}}-{{path>D4}} allows for some of the best priced summons in the game in and out of combat so can be well worth the time. ==== Items ==== 2-Hand \\ Path: {{path>D2}} Construction 4 \\ Cost: {{gems>10D}} **??Skull Staff??** **+1 Death** Helmet \\ Path: {{path>D5}} Construction 6 \\ Cost: {{gems>40D}} **??Skullface??** **+1 Death** 1-hand \\ Path: {{path>D6}} Construction 8 \\ Cost: {{gems>60D}} **??Sceptre of Dark Regency??** **+2 Death** \\ //Artifact // Misc\\ Path: {{path>D2B2}} Construction 8 \\ Cost: {{gems>10D10B}} **??The Black Book of Secrets??** **+1 Death +1 Blood** \\ //Artifact// ==== Independent Mages ==== Commander Lab **??Wolf Tribe Shaman??** Mage with {{path>N1,10%D}} Commander Lab **??Bone Reader??** Mage with {{path>D1,100%AE}} Commander Lab **??Onyx Sorceress??** Mage with {{path>E1D1,10%D}} Commander Lab **??Camazotz??** Mage with {{path>D1,10%AEB}} ==== Rituals ==== Ritual \\ Path: {{path>W4D1}} Conjuration 6 \\ Cost: {{gems>40W}} **??Streams from Hades??** Summons a{{path>W3D3}} mage. \\ Ritual \\ Path: {{path>S4D1}} Conjuration 6 \\ Cost: {{gems>90S}} **??Ether Gate??** Summons an {{path>S3D2,100%ASDB}} mage with an entourage. \\ Ridiculous amount of pearls for what you get. Unadvised for boosting. Ritual \\ Path: {{path>N5D2}} Conjuration 6 \\ Cost: {{gems>25N}} **??Contact Lamia Queen??** Summons a {{path>D2N1,100%WDNB,100%WDNB}} mage. Ritual \\ Path: {{path>N3}} Conjuration 6 \\ Cost: {{gems>37N}} **??Forest Troll Tribe??** Summons a {{path>D1N1,100%EDN}} mage with an army. \\ // Expensive upkeep. Cheaper to cast than the Hidden in Sand/Snow // Ritual \\ Path: {{path>D3}} Conjuration 7 \\ Cost: {{gems>22D}} **??Mound Fiend??** Summons a {{path>D3H2}} mage. Ritual \\ Path: {{path>D3F4}} Conjuration 8 \\ Cost: {{gems>50D}} **??King of Banefires??** Summons a unique {{path>F4D3}} mage Ritual \\ Path: {{path>D2}} Enchantment 4 \\ Cost: {{gems>5D}} x size **??Twiceborn??** Caster revives as a wight mage with 10% chance of **+1 Death** Ritual \\ Path: {{path>E3D1}} Enchantment 6 \\ Cost: {{gems>75E}} **??Hidden in Sand??** Summons 1 or more {{path>E2D2H2,200%FES,50%D,50%F}} with an army.\\ //Needs a wasteland. Expensive! Best of the three Hidden in... spells// Ritual \\ Path: {{path>W3D1}} Enchantment 6 \\ Cost: {{gems>75W}} **??Hidden Underneath??** Summons 1 or more {{path>E1D2,50%D,50%E,50%E,50%D,50%S,50%S}} with an army.\\ //Needs cave. Expensive!// Ritual \\ Path: {{path>W3D1}} Enchantment 6 \\ Cost: {{gems>75W}} **??Hidden in Snow??** Summons 1 or more {{path>D1,50%D,50%D,50%W,50%W,50%W,50%E,50%E,50%E}} with an army.\\ //Needs mountains. Expensive!// Ritual \\ Path: {{path>D5}} Enchantment 7 \\ Cost: {{gems>30D}} **??Lichcraft??** Summons a {{path>D4}} mage. Ritual \\ Path: {{path>B3W3}} Blood 6\\ Cost: {{gems>88B}} **??Bind Ice Devil??** Summons 1 of 6 unique mages. \\ 1 of 6 is {{path>W2}} . \\ 3 of 6 is {{path>W3}} . \\ 1 of 6 is {{path>W3D3}} . \\ 1 of 6 is {{path>W3S2}} . \\ Ritual \\ Path: {{path>B5}} Blood 8\\ Cost: {{gems>111B}} **??Bind Heliophagus??** Summons 1 of 4 unique mages. \\ 1 of 4 is {{path>D3B3}} \\ 1 of 4 is {{path>D4B3}} Ritual \\ Path: {{path>B8}} Blood 9\\ Cost: {{gems>150B}} **??Bind Demon Lord??** Summons 1 of 6 unique mages. \\ 3 of 6 are {{path>D3}} with crosspaths . ==== In Combat ==== Misc\\ Path: {{path>D4}} Construction 8 \\ Cost: {{gems>25D}} **??Carcator the Pocket Lich??** Summon a {{path>D5}} at the start of battle ==== Common Routes ==== * With base {{path>D2}} access: Skull Staff → Mound Fiend → {{path>D4}} access for {{gems>38D}} * With {{path>W2D1}} crosspath: Stream of Hades → Skull Staff → {{path>D4}} access for {{gems>40W10D}} \\ \\ ====== Nature ====== Like earth, nature is another path that commonly has high path access available from the get go due to the usefulness of it on expansion pretenders and also how commonly it is on the base chassis of immobile pretenders. Another thing going for high nature access is that indies with nature paths are ubiquitous so any nation should have no issue searching every province to at least {{path>N1}}. Nature offers several very useful combat spells that need a little higher access to use; ??Howl??, ??Relief??, and ??Mass Regeneration?? most notably. ==== Items ==== 1-Hand \\ Path: {{path>N2}} Construction 4 \\ Cost: {{gems>10N}} **??Thistle Mace??** **+1 Nature** Armor\\ Path: {{path>B3N2}} Construction 4 \\ Cost: {{gems>15B10N}} **??Armor of Twisting Thorns??** **+1 Nature +1 Blood** \\ //Cursed// 2-hand \\ Path: {{path>N5}} Construction 6 \\ Cost: {{gems>40N}} **??Treelord's Staff??** **+2 Nature** Misc\\ Path: {{path>N3S1}} Construction 6 \\ Cost: {{gems>15N5S}} **??Moonvine Bracelet??** **+1 Nature** Misc \\ Path: {{path>E5S5}} Construction 8 \\ Cost: {{gems>40E40S}} **??Atlas of Creation??** **+1 Earth +1 Astral +1 Nature** \\ //Artifact// Misc \\ Path: {{path>E2N2}} Construction 8 \\ Cost: {{gems>10E10N}} **??The Tome of Gaia??** **+1 Earth +1 Nature** \\ //Artifact // ==== Independent Mages ==== Commander Lab **??Bear Tribe Shaman??** Mage with {{path>N1,10%E}} Commander Lab **??Deer Tribe Shaman??** Mage with {{path>N1,10%A}} Commander Lab **??Wolf Tribe Shaman??** Mage with {{path>N1,10%D}} Commander Lab **??Jade Sorceress??** Mage with {{path>N1W1,25%WEDN}} Commander Lab, Temple **??Jaguar Tribe Priest??** Mage with {{path>N1H1,10%FWSB}} Commander Lab **Lizard ??Shaman??** Mage with {{path>N1S1}} ==== Rituals ==== Ritual \\ Path: {{path>W3N1}} Conjuration 5 \\ Cost: {{gems>35W}} **??Contact Naiad??** Summons a {{path>W3N3}} with //Homesickness//. \\ Ritual \\ Path: {{path>N5D2}} Conjuration 6 \\ Cost: {{gems>25N}} **??Contact Lamia Queen??** Summons a {{path>D2N1,100%WDNB,100%WDNB}} mage. Ritual \\ Path: {{path>N4}} Conjuration 7 \\ Cost: {{gems>30N}} **??Awaken Ivy King??** Summons an {{path>N3}} mage. \\ Ritual \\ Path: {{path>N5}} Enchantment 7 \\ Cost: {{gems>35N}} **??Awaken Treelord??** Summons 1 of 3 mages. \\ 1 of 3 is {{path>E1N4}} \\ 1 of 3 is {{path>N4B1}} \\ 1 of 3 is {{path>N5}} Ritual \\ Path: {{path>N5}} Thaumaturgy 8 \\ Cost: {{gems>35N}} **??Call the Worm That Walks??** Summons an immortal {{path>N3,20%EDN}} mage Ritual \\ Path: {{path>B8}} Blood 9\\ Cost: {{gems>150B}} **??Bind Demon Lord??** Summons 1 of 6 unique mages. \\ 2 of 6 are {{path>N4}} with crosspaths . ==== In Combat ==== Combat spell\\ Path: {{path>N3E1}} Conjuration 4 **??Strength of Gaia??** **+1 Nature**, Barkskin, Regeneration, +4 Str.\\ Self buff. Will affect communion slaves. ==== Common Routes ==== * With base {{path>W1N1}} and {{path>W2}} access: Water Bracelet & Robe of the Sea → Contact Naiad → {{path>N4}} access for {{gems>55W}} * With base {{path>N2}} access and {{path>N2B3}} or {{path>S1N2}} crosspaths: forge Thistle Mace and Armor of Twisting Thorns / Moonvine Bracelet → Awaken Ivy King → {{path>N5}} access for {{gems>65N5S}} or {{gems>50N15B}} \\ \\ ====== Blood ====== Accessing higher blood via empowerment from {{path>B1}} is relatively easy as slaves are more plentiful provided ??Sanguine Dowsing Rod??s are used. {{path>B1}} and {{path>B2}}hunters have a 40% and 90% chance of finding slaves and an Sanguine Dowsing Rod gives +1 Blood for purposes of hunting. Empowering high path mages for access to blood crosspaths is also okay. Independent Blood mages are rare but one may prioritize Jaguar tribe priests when recruiting Nature indies for a small chance at blood. ==== Items ==== Armor \\ Path: {{path>B5}} Construction 2 \\ Cost: {{gems>40B}} **??Armor of Souls??** **+1 Blood** Armor\\ Path: {{path>B3N2}} Construction 4 \\ Cost: {{gems>15B10N}} **??Armor of Twisting Thorns??** **+1 Nature +1 Blood** \\ //Cursed// Misc \\ Path: {{path>B5}} Construction 4 \\ Cost: {{gems>40B}} **??Brazen Vessel??** **+1 Blood** 1-hand\\ Path: {{path>B3}} Construction 6 \\ Cost: {{gems>15B}} **??Blood Thorn??** **+1 Blood** Armor \\ Path: {{path>B4}} Construction 8 \\ Cost: {{gems>25B}} **??Flesh Ward??** **+1 Blood** \\ //Artifact. Cursed// Misc\\ Path: {{path>D2B2}} Construction 8 \\ Cost: {{gems>10D10B}} **??The Black Book of Secrets??** **+1 Death +1 Blood** \\ //Artifact// ==== Independent Mages ==== Commander Lab **??Garnet Sorceress??** Mage with {{path>F1B1,10%B}} \\ A single province of these can break a nation into blood in a big way Commander Lab **??Camazotz??** Mage with {{path>D1,10%AEB}} Commander Lab, Temple **??Jaguar Tribe Priest??** Mage with {{path>N1H1,10%FWSB}} \\ Even a little blood can go a long way. ==== Rituals ==== Ritual \\ Path: {{path>N5D2}} Conjuration 6 \\ Cost: {{gems>25N}} **??Contact Lamia Queen??** Summons a {{path>D2N1,100%WDNB,100%WDNB}} mage. Ritual \\ Path: {{path>S4D1}} Conjuration 6 \\ Cost: {{gems>90S}} **??Ether Gate??** Summons an {{path>S3D2,100%ASDB}} mage with an entourage. \\ Ridiculous amount of pearls for what you get. Unadvised for boosting. Ritual \\ Path: {{path>N5}} Enchantment 7 \\ Cost: {{gems>35N}} **??Enchant Treelord??** Summons 1 of 3 mages. \\ 1 of 3 is {{path>N4B1}} Ritual \\ Path: {{path>B3E4}} Blood 7\\ Cost: {{gems>85B}} **??Father Illearth??** Summons 1 of 1 unique {{path>E4B3}} mage. Ritual \\ Path: {{path>D4B3}} Blood 7 \\ Cost: {{gems>77B}} **??Curse of Blood??** Summons an immortal {{path>D3B3}} vampire Ritual \\ Path: {{path>B5}} Blood 8\\ Cost: {{gems>111B}} **??Bind Heliophagus??** Summons 1 of 4 unique mages. \\ 3 of 4 are {{path>B3}} with crosspaths \\ 1 of 4 is {{path>B4}} . ==== In Combat ==== Combat spell \\ Path: {{path>B3}} Blood 3 \\ Cost: {{gems>3B}} **??Hell Power??** **+2 all paths** \\ Causes horror marks on casters \\ Self buff, will affect communions slaves ==== Common Routes ==== * With base {{path>B1}} access: Empower twice → forge Blood Thorn → {{path>B4}} for {{gems>80B}} * With base {{path>B1}} access: Empower thrice → forge Blood thorn → forge Brazen Vessel or Armor of Souls → {{path>B6}} for {{gems>120B}} * With base {{path>N1B1}} access: Empower twice → forge Blood thorn and Thistle mace → forge Armor of Twisting Thorns → {{path>B1}} for {{gems>120B10N}} \\ \\ ====== Holy ====== Holy is not really a fully realized magic path mostly just some curiosities. A big exception to this is the Bishop Fish which is noteworthy because it can claim thrones so given the ability to walk on land it adds some strategic versatility. I also want to point out that the Holy path increases in communion level just like the other paths which can be useful for combating undead or demonic hordes. Note that the commander must have a level in one of the other 8 paths to be a communion master even with a Crystal Matrix. ==== Prophetize ==== Order **??Prophetize??** Prophetize a 0-{{path>H2}} → {{path>H3}} mage. \\ Prophetize a {{path>H3}}+ → **+1 holy** \\ ==== Items ==== 2-hand \\ Path: {{path>D4}} Construction 8 \\ Cost: {{gems>25D}} **??Sword of Injustice??** **+1 Holy** 2-hand \\ Path: {{path>F3S3}} Construction 8 \\ Cost: {{gems>15F15S}} **??Sword of Justice??** **+1 Holy** Shield \\ Path: {{path>F3S2}} Construction 8 \\ Cost: {{gems>15F10S}} **??Immaculate Shield??** **+1 Holy** ==== Rituals ==== Ritual \\ Path: {{path>W3}} Conjuration 6 \\ Cost: {{gems>15W}} **??Summon Bishop Fish??** Summons a {{path>H3}} aquatic mage. \\ Only usable underwater. Needs items to go on land. Ritual \\ Path: {{path>D3}} Conjuration 7 \\ Cost: {{gems>28D}} **??Mound Fiend??** Summons a {{path>D3H2}} mage. Ritual \\ Path: {{path>S3}} Thaumaturgy 5 \\ Cost: {{gems>5S}} **??Telestic Animation??** Summons an immobile {{path>H2}} mage. ==== In Combat ==== Combat spell \\ Path: {{path>H5}} **??Divine Channeling??** **+1 Holy for all friendly priests** \\ Affects the whole battlefield. {{tag>Guides}}