A guide to increasing magic paths and accessing new ones.
How to take a mage with only level one in a path up to a much higher level. With a higher level mage, the chart can be used to look at what boosters it can make, and then plan its course even higher up the path. If you want to know all possible ways it can be done using boosters and summons, go to the full Increasing Paths section below.
Old Level | New Level | How | School | Gems |
---|---|---|---|---|
1 | 3 | Empowerment 2 + Empowerment 3 | 30 45 |
|
3 | 4 | Summon Flame Spirit + (Only Crosspath Boosters Available) | Conj. 6 | 30 |
3 | 4 | Empowerment 4 | 60 | |
4 | 5 | Flame Helmet | Cons. 5 | 30 |
Unique | ||||
3 | 4 | The Ruby Eye Unique | Cons. 9 | 15 |
4 | 5 | Orb of Elemental Fire Unique | Cons. 9 | 25 |
5 | 6 | King of Elemental Fire Limited Amount + | Conj. 8 | 50 |
Crosspaths | ||||
11 | 2 | Skull of Fire | Cons. 7 | 55 |
24 | 4 | Bind Arch Devil Limited Amount | Blood 7 | 99 |
55 | 6 | The Forbidden Light Unique | Cons. 9 | 4040 |
With Fire, having at least one level in Death allows you to get a Skull of Fire, which is easy to build and cheap in gems.
Old Level | New Level | How | School | Gems |
---|---|---|---|---|
1 | 4 | Empowerment 2 + Empowerment 3 + Empowerment 4 | 30 45 60 |
|
4 | 5 | Winged Helmet | Cons. 5 | 25 |
5 | 6 | Horn of Storms | Cons. 5 | 40 |
Unique | ||||
5 | 7 | Queen of Elemental Air Limited Amount + Winged Helmet + Horn of Storms | Conj. 8 | 50 |
4 | 5 | Orb of Elemental Air Unique | Cons. 9 | 25 |
Crosspaths | ||||
22 | 3 | Tome of High Power Unique | Cons. 9 | 1010 |
Air is a difficult path to move up in, until you get to 4. Before then, your only booster is the Tome of High Power, which requires astral, Construction 9, and is Unique. If you plan on moving into high Air, it's probably a good idea for your Pretender to have 4, if none of your recruitable commanders do.
Old Level | New Level | How | School | Gems |
---|---|---|---|---|
1 | 2 | Water Bracelet | Cons. 7 | 5 |
2 | 3 | Empowerment 2 | Cons. 7 | 30 |
3 | 4 | Robe of the Sea | Cons. 5 | 15 |
4 | 5 | Sea King's Court + Water Bracelet + Robe of the Sea | Conj. 6 | 55 |
Unique | ||||
4 | 5 | Orb of Elemental Water Unique | Cons. 9 | 25 |
5 | 7 | Queen of Elemental Water Limited Amount + | Conj. 6 | 50 |
Crosspaths | ||||
32 | 4 | Trident from Beyond Unique | Cons. 9 | 1510 |
31 | Contact Naiad + | Conj. 5 | 35 | |
31 | 5 | Contact Naiad + | Conj. 5 | 35 |
44 | Staff of Elemental Mastery | Cons. 7 | 2525 | |
41 | Orb of Atlantis Unique | Cons. 9 | 255 | |
41 | Streams from Hades + | Conj. 6 | 40 |
Water is fairly easy to move up in. Low level, low cost boosters, with plenty of summons, gives plenty of options.
Old Level | New Level | How | School | Gems |
---|---|---|---|---|
1 | 2 | Empowerment 2 | 30 | |
2 | 3 | Earth Boots | Cons. 5 | 10 |
4 | 5 | Troll King's Court + | Conj. 6 | 65 |
Unique | ||||
4 | 5 | Orb of Elemental Earth Unique | Cons. 9 | 25 |
5 | 6 | King of Elemental Earth Limited Amount + (Not boots) | Conj. 8 | 50 ? |
Crosspaths | ||||
12 | 2 | Summon Bluecap | Conj. 5 | 20 |
14 | Pebble Skin Suit Unremovable | Cons. 9 | 525 | |
22 | 3 | The Tome of Gaia Unique | Cons. 9 | 1010 |
23 | Blood Stone | Cons. 5 | 1015 | |
44 | 5 | Staff of Elemental Mastery | Cons. 7 | 2525 |
43 | Father Illearth (Can't wear boots) + Blood Stone | Blood 7 | 105 | |
55 | 6 | Atlas of Creation Unique | Cons. 9 | 4040 |
There are only two Earth boosters made purely from Earth, one is Unique and Cons. 9. Also, King of Elemental Earth summons don't have feet so can't use the other booster. So, going up in Earth without a ton of empowerment means crosspaths. Earth pairs especially well with Blood, giving access to two boosters and a handy summons.
Old Level | New Level | How | School | Gems |
---|---|---|---|---|
1 | 2 | Empowerment 2 | 30 | |
2 | 3 | Starshine Skullcap | Cons. 7 | 10 |
3 | 6 | Empowerment 3 + Empowerment 4 + Empowerment 5 | 45 60 75 |
|
6 | 7 | Ring of Sorcery | Cons. 7 | 60 |
7 | 8 | Ring of Wizardry | Cons. 7 | 80 |
Unique | ||||
3 | 4 | Dimensional Rod Unique | Cons. 9 | 15 |
Crosspaths | ||||
22 | 3 | Coin of Meteoritic Iron | Cons. 5 | 1010 |
22 | Tome of High Power Unique | Cons. 9 | 1010 | |
32 | 4 | Golem Construction + Starshine Skullcap + Coin of Meteoritic Iron | Cons. 6 | 35 |
33 | The Oath Rod of Kurgi Unique | Cons. 9 | 1515 | |
41 | 5 | Ether Gate + | Conj. 6 | 90 |
44 | The Trapped Dreams of Hruvur Unique | Cons. 9 | 2525 | |
55 | 6 | Atlas of Creation Unique | Cons. 9 | 4040 |
55 | 7 | The Forbidden Light Unique | Cons. 9 | 4040 |
61 | 8 | The Void Sphere Unique | Cons. 9 | 605 |
High level Astral has some of the most powerful spells in the game. Combined with the ease of making astral pearls from other gems, the higher levels of Astral are more worthwhile than the higher levels of most other paths. In order to avoid empowering at high levels, either a high level pretender is required or access to crosspaths.
Old Level | New Level | How | School | Gems |
---|---|---|---|---|
1 | 2 | Empowerment 2 | 30 | |
2 | 3 | Skull Staff | Cons. 5 | 10 |
3 | 4 | Summon Mound Fiend + Skull Staff | Conj. 7 | 28 |
4 | 5 | Empowerment 4 | 60 | |
5 | 6 | Skullface | Cons. 7 | 40 |
5 | Lichcraft (see Lichcraft) | Ench. 9 | 10 + 5 * Size | |
Unique | ||||
2 | 3 | The Flailing Hands Unique | Cons. 9 | 10 |
6 | 8 | Sceptre of Dark Regency Unique | Cons. 9 | 60 |
Crosspaths | ||||
13 | 2 | Hidden Underneath | Ench. 6 | 65 |
14 | Ether Gate | Conj. 6 | 90 | |
22 | 3 | The Black Book of Secrets Unique | Cons. 9 | 1010 |
Note, if you follow the Death only steps from 1, your empowered Mound Fiend with Skull Staff and Skullface will have to replace it's Skull Staff with the Sceptre of Dark Regency and will only get to 7. Because Death's boosters tend to use hand slots, it might be worth it to get extra arms for whatever Commander you are using to climb into high levels.
Old Level | New Level | How | School | Gems |
---|---|---|---|---|
1 | 2 | Empowerment 2 | 30 | |
2 | 3 | Thistle Mace | Cons. 5 | 10 |
3 | 5 | Empowerment 3 + Empowerment 4 | 45 60 |
|
5 | 6 | Treelord's Staff (Can't be used with Thistle Mace) | Cons. 7 | 40 |
Unique | ||||
5 ? | 6 | Awaken Treelord Limited Amount + (Only Misc.) | Ench. 7 ? | 35 |
Crosspaths | ||||
13 | 3 | Contact Naiad | Conj. 5 | 30 |
22 | The Tome of Gaia Unique | Cons. 9 | 1010 | |
23 | Armor of Twisting Thorns Unremovable | Cons. 5 | 1015 | |
31 | 4 | Moonvine Bracelet | Cons. 7 | 155 |
There are only two Nature Boosters that can be constructed only using Nature, and you can't use both at the same time. You'll need to use crosspaths to either make the other Nature boosters and/or additional arms.
Old Level | New Level | How | School | Gems |
---|---|---|---|---|
1 | 3 | Empowerment 2 + Empowerment 3 | 30 45 |
|
3 | 4 | Gossamer Veil | Cons. 5 | 15 |
Unique | ||||
5 | 7 | Tome of Legends Unique | Cons. 9 | 40 |
Crosspaths | ||||
14 | 2 | Bind Succubus | Blood 5 | 66 |
32 | 4 | Mirage Crystal | Cons. 7 | 1015 |
42 | 5 | The Sword of Many Colors Unique | Cons. 9 | 1025 |
44 | The Trapped Dreams of Hruvur Unique | Cons. 9 | 2525 |
There are only two Glamour Boosters that can be constructed only using Glamour, and one is Unique. You'll need crosspaths to avoid expensive empowerment.
Old Level | New Level | How | School | Gems |
---|---|---|---|---|
1 | 3 | Empowerment 2 + Empowerment 3 | 30 45 |
|
3 | 4 | Blood Thorn | Cons. 7 | 15 |
4 | 5 | Flesh Ward Unremovable | Cons. 9 | 25 |
5 | 6 | Brazen Vessel | Cons. 5 | 25 |
5 | Armor of Souls | Cons. 5 | 40 | |
Crosspaths | ||||
23 | 3 | Tome of the Lower Planes Unique | Cons. 9 | 1510 |
22 | The Black Book of Secrets Unique | Cons. 9 | 1010 | |
33 | 4 | The Oath Rod of Kurgi Unique | Cons. 9 | 1515 |
32 | Armor of Twisting Thorns Unremovable | Cons. 5 | 1015 |
Later in the game, it's possible to establish a strong Blood Economy, providing a lot of Bloodslaves, making Empowerment more feasible. Blood also provides a lot of different boosters and summons, crosspaths or no crosspaths, making it easy to access high levels.
See below for the complete list of summons that lead to new paths. These are a selection.
Remember, the best way to break into a new path is often through an independent mage. Nature is particularly common.
Req. | New Path | All Paths | Summons | Prob. | School | Gems |
---|---|---|---|---|---|---|
5 | 1 | 51 | King of Elemental Fire | 1/2 | Conj. 8 | 50 |
Req. | New Path | All Paths | Summons | Prob. | School | Gems |
---|---|---|---|---|---|---|
54 | 533 | 5533 | The Magic Lamp → Al Khazim - Jinn | Cons. 9 | 2540 |
Req. | New Path | All Paths | Summons | Prob. | School | Gems |
---|---|---|---|---|---|---|
31 | 1 | 11 | Hidden in Snow in Mountains - At least 1 | 7/8 | Ench. 6 | 65 |
Req. | New Path | All Paths | Summons | Prob. | School | Gems |
---|---|---|---|---|---|---|
23 | 2 | 222 | Summon Gnome | Conj. 6 | 35 | |
31 | 22 | 122 | Hidden in Sand in Wasteland - 2 | 1/3 | Ench. 6 | 65 |
31 | 21 | 121 | Hidden Underneath Underneath - At least 1 | 3/4 | Ench. 6 | 65 |
4 | 1 | 31 | Troll King's Court | Conj. 6 | 65 |
Req. | New Path | All Paths | Summons | Prob. | School | Gems |
---|---|---|---|---|---|---|
41 | 21 | 231 | Ether Gate | 1/4 | Conj. 6 | 90 |
21 | 231 | 1/4 | ||||
2 | 24 | 1/4 | ||||
3 | 33 | 1/4 |
Req. | New Path | All Paths | Summons | Prob. | School | Gems |
---|---|---|---|---|---|---|
25 | 1 | 221 | Contact Lamia Queen - At least 1 | 7/16 | Conj. 6 | 25 |
1 | 221 | - At least 1 | 7/16 | |||
3 | 1 | 11 | Summon Spectre - At least 1 | 7/16 | Conj. 6 | 22 |
1 | 11 | - At least 1 | 7/16 | |||
1 | 11 | - At least 1 | 7/16 |
Req. | New Path | All Paths | Summons | Prob. | School | Gems |
---|---|---|---|---|---|---|
14 | 1 | 12 | Summon Fay Prince in Cold | Conj. 6 | 30 | |
14 | 32 | 332 | Faerie Court Not in Cold | 1/3 | Conj. 8 | 60 |
32 | 332 | 1/3 | ||||
32 | 332 | 1/3 | ||||
14 | 32 | 332 | Faerie Court in Cold | 1/2 | Conj. 8 | 60 |
32 | 332 | 1/2 | ||||
3 | 2 | 21 | Forest Troll Tribe | 1/4 | Conj. 6 | 37 |
1 | 12 | 1/4 | ||||
11 | 111 | 1/4 | ||||
11 | 111 | 1/4 | ||||
5 | 1 | 14 | Awaken Treelord Limited Amount, Stationary | 1/3 | Ench. 7 | 35 |
1 | 41 | 1/3 |
Req. | New Path | All Paths | Summons | Prob. | School | Gems |
---|---|---|---|---|---|---|
41 | 1 | 12 | Summon Fay Prince in Cold | Conj. 6 | 30 | |
41 | 31 | 331 | Faerie Court Not in Cold | 1/3 | Conj. 8 | 60 |
31 | 331 | 1/3 | ||||
31 | 331 | 1/3 | ||||
41 | 32 | 332 | Faerie Court in Cold | 1/2 | Conj. 8 | 60 |
32 | 332 | 1/2 |
Req. | New Path | All Paths | Summons | Prob. | School | Gems |
---|---|---|---|---|---|---|
5 | 4 | 43 | Bind Heliophagus | 1/4 | Blood 8 | 111 |
4 | 43 | 1/4 | ||||
3 | 33 | 1/4 | ||||
8 | 53 | 534 | Bind Demon Lord | 1/6 | Blood 9 | 150 |
44 | 444 | 1/6 | ||||
53 | 534 | 1/6 | ||||
35 | 354 | 1/6 | ||||
44 | 444 | 1/6 | ||||
44 | 444 | 1/6 |
Item | Boost | Research | Path | Gems | Slot | Comments |
---|---|---|---|---|---|---|
Ring of Wizardry | + | Cons. 7 | 7 | 80 | Misc. | Commentary here. |
Robe of the Magi | + | Cons. 7 | 55 | 4040 | Armor | Commentary here. |
Staff of Elemental Mastery | + | Cons. 7 | 44 | 2525 | Two Handed | Commentary here. |
Staff of Elemental Mastery | + | Cons. 7 | 44 | 2525 | Two Handed | Commentary here. |
Crown of the Elements | + | Cons. 9 | 44 | 2525 | Crown | Unique Commentary here. |
Ring of Sorcery | + | Cons. 7 | 6 | 60 | Misc. | Commentary here. |
The Forbidden Light | + | Cons. 9 | 55 | 4040 | Misc. | Unique Unremovable Commentary here. |
Atlas of Creation | + | Cons. 9 | 55 | 4040 | Misc. | Unique Commentary here. |
The Trapped Dreams of Hruvur | + | Cons. 9 | 44 | 2525 | Misc. | Unique Unremovable Commentary here. |
The Tome of Gaia | + | Cons. 9 | 22 | 1010 | Misc. | Unique Commentary here. |
Armor of Twisting Thorns | + | Cons. 5 | 23 | 1015 | Armor | Unremovable Commentary here. |
Tome of High Power | + | Cons. 9 | 22 | 1010 | Misc. | Unique Commentary here. |
The Oath Rod of Kurgi | + | Cons. 9 | 33 | 1515 | Two Handed | Unique Commentary here. |
The Black Book of Secrets | + | Cons. 9 | 22 | 1010 | Misc. | Unique Commentary here. |
Item | Boost | Research | Path | Gems | Slot | Comments |
---|---|---|---|---|---|---|
Flame Helmet | + | Cons. 5 | 4 | 25 | Helm | Commentary here. |
Skull of Fire | + | Cons. 7 | 11 | 55 | Misc. | Commentary here. |
The Ruby Eye | + | Cons. 9 | 3 | 15 | Misc. | Unique Unremovable Commentary here. |
Orb of Elemental Fire | + | Cons. 9 | 4 | 25 | Misc. | Unique Commentary here. |
The Staff from the Sun | + | Cons. 9 | 15 | 540 | Two Handed | Unique Commentary here. |
Winged Helmet | + | Cons. 5 | 4 | 25 | Helm | Commentary here. |
Horn of Storms | + | Cons. 5 | 5 | 40 | Misc. | Commentary here. |
Orb of Elemental Air | + | Cons. 9 | 4 | 25 | Misc. | Unique Commentary here. |
Robe of the Sea | + | Cons. 5 | 3 | 15 | Armor | Commentary here. |
Water Bracelet | + | Cons. 7 | 1 | 5 | Misc. | Commentary here. |
Orb of Elemental Water | + | Cons. 9 | 4 | 25 | Misc. | Unique Commentary here. |
Trident from Beyond | + | Cons. 9 | 32 | 1510 | Two Handed | Unique Commentary here. |
Orb of Atlantis | + | Cons. 9 | 41 | 255 | Misc. | Unique Commentary here. |
Pebble Skin Suit | + | Cons. 9 | 14 | 525 | Armor | Unique Unremovable Commentary here. |
Earth Boots | + | Cons. 5 | 2 | 10 | Boots | Commentary here. |
Blood Stone | + | Cons. 5 | 23 | 1015 | Misc. | Commentary here. |
Orb of Elemental Earth | + | Cons. 9 | 4 | 25 | Misc. | Unique Commentary here. |
Boots of Antaeus | + | Cons. 9 | 41 | 255 | Boots | Unique Commentary here. |
Coin of Meteoritic Iron | + | Cons. 5 | 22 | 1010 | Misc. | Commentary here. |
Starshine Skullcap | + | Cons. 7 | 2 | 10 | Helm | Commentary here. |
Dimensional Rod | + | Cons. 9 | 3 | 15 | Hand | Unique Unremovable Commentary here. |
The Void Sphere | + | Cons. 9 | 61 | 605 | Misc. | Unique Unremovable Commentary here. |
Skull Staff | + | Cons. 5 | 2 | 10 | Two Handed | Commentary here. |
Skullface | + | Cons. 7 | 5 | 40 | Helm | Commentary here. |
The Flailing Hands | + | Cons. 9 | 2 | 10 | Two Handed | Unique Commentary here. |
Sun Slayer | + | Cons. 9 | 6 | 60 | Two Handed | Unique Commentary here. |
Sceptre of Dark Regency | + | Cons. 9 | 6 | 60 | Weapon | Unique Commentary here. |
Thistle Mace | + | Cons. 5 | 2 | 10 | Weapon | Commentary here. |
Moonvine Bracelet | + | Cons. 7 | 31 | 155 | Misc. | Commentary here. |
Treelord's Staff | + | Cons. 7 | 5 | 40 | Two Handed | Commentary here. |
Gossamer Veil | + | Cons. 5 | 3 | 15 | Crown | Commentary here. |
Mirage Crystal | + | Cons. 7 | 23 | 1015 | Misc. | Commentary here. |
The Sword of Many Colors | + | Cons. 9 | 24 | 1025 | Two Handed | Unique Commentary here. |
The Black Mirror | + | Cons. 9 | 42 | 2510 | Misc. | Unique Commentary here. |
Tome of Legends | + | Cons. 9 | 5 | 40 | Misc. | Unique Commentary here. |
Brazen Vessel | + | Cons. 5 | 5 | 40 | Misc. | Commentary here. |
Armor of Souls | + | Cons. 5 | 5 | 40 | Armor | Commentary here. |
Blood Thorn | + | Cons. 7 | 3 | 15 | Weapon | Commentary here. |
Flesh Ward | + | Cons. 9 | 4 | 25 | Armor | Unique Unremovable Commentary here. |
Tome of the Lower Planes | + | Cons. 9 | 32 | 1510 | Misc. | Unique Commentary here. |
Ring of the False Prophet | + | Cons. 7 | 24 | 1025 | Misc. | Unremovable Commentary here. |
Immaculate Shield | + | Cons. 9 | 32 | 1010 | Shield | Unique Commentary here. |
Sword of Justice | + | Cons. 9 | 33 | 1515 | Two Handed | Unique Commentary here. |
Sword of Injustice | + | Cons. 9 | 4 | 25 | Weapon | Unique Commentary here. |
These items all give extra arms in exchange for a Misc. slot. This is useful for Death, which has a number of number of two-handed boosters which normally can't be used together otherwise. It's also useful for Nature, so you can use both a Thistle Mace and a Treelord's Staff. Also, maybe for Holy, if you decide you decide to use some unholy combination of Immaculate Shield, Sword of Justice, and the Sword of Injustice for some reason. Remember, there's also the multiple path boosters, the Staff of Elemental Mastery, Staff of Elemental Mastery, and The Oath Rod of Kurgi.
Master Smith increases each of a mage's paths for the purpose of creating items and only creating items. (It doesn't raise any path from 0 to 1.) The First Anvil gives one mage Master Smith (+1). Forge of the Ancients is a Global Enchantment that gives ALL your mages Master Smith (+1). It also reduces item creation costs by 20%.
Generally, players are unwilling to trade a booster because giving another player a new path level can be a big advantage. But, sometimes a player will be willing to trade a booster for a booster. Also, sometimes a player will trade for a booster the nation can eventually make, but doesn't want to at the moment because of gem cost or lack of research.
These are the summons where you can gain a different path than were used to do the summoning.
Req. | New Paths | All Paths | Summons | Prob. | School | Gems |
---|---|---|---|---|---|---|
24 | 3 | 33 | Bind Arch Devil | 1/4 | Blood 7 | 99 |
45 | 33 | 5533 | The Magic Lamp → Al Khazim - Jinn | Cons. 9 | 2540 | |
5 | 1 | 51 | King of Elemental Fire | 1/2 | Conj. 8 | 50 |
31 | 1 | 1450% 50% 50% 50% 50% 50% 50% 50% | Hidden in Snow in Mountains → At least 1 | 7/8 | Ench. 6 | 65 |
33 | 2 | 32 | Bind Ice Devil | 1/6 | Blood 6 | 88 |
3 | 33 | 1/6 | ||||
53 | 2 | 2 | Ghost Ship Armada | 1/3 | Ench. 7 | 60 |
23 | 2 | 222 | Summon Gnome | 1/3 | Conj. 6 | 35 |
31 | 1 | 121 | Hidden in Sand in Wasteland → 2 | 1/3 | Ench. 6 | 65 |
31 | 1 | 121 | Hidden Underneath in Cave → At least 1 | 3/4 | Ench. 6 | 65 |
4 | 1 | 31 | Troll King's Court | Conj. 6 | 65 | |
41 | 1 | 321 | Ether Gate | 1/4 | Conj. 6 | 90 |
1 | 321 | 1/4 | ||||
25 | 1 | 221 | Contact Lamia Queen → At least 1 | 7/16 | Conj. 6 | 5 |
1 | 221 | - At least 1 | 7/16 | |||
3 | 1 | 11 | Summon Spectre → At least 1 | 7/16 | Conj. 6 | 22 |
1 | 11 | → At least 1 | 7/16 | |||
1 | 11 | → At least 1 | 7/16 | |||
7 | 23 | 23 | Tartarian Gate | 1/7 | Conj. 9 | 7 |
4 | 4 | 1/7 | ||||
3 | 32 | 1/7 | ||||
[These four Tartarians have very random paths.] | 4/7 | |||||
14 | 1 | 12 | Summon Fay Prince in Cold | Conj. 6 | 30 | |
14 | 1 | 331 | Faerie Court Not in Cold | 1/3 | Conj. 8 | 60 |
1 | 331 | 1/3 | ||||
1 | 331 | 1/3 | ||||
14 | 31 | 331 | Faerie Court in Cold | 1/2 | Conj. 8 | 60 |
31 | 331 | 1/2 | ||||
3 | 1 | 111100% | Forest Troll Tribe | Conj. 6 | 37 | |
11 | 111 | 1/4 | ||||
11 | 111 | 1/4 | ||||
5 | 1 | 31 | Call the Worm That Walks | 1/15 | Thau. 8 | 30 |
1 | 31 | 1/15 | ||||
5 | 1 | 14 | Awaken Treelord | 1/3 | Ench. 7 | 35 |
1 | 41 | 1/3 | ||||
5 | 4 | 43 | Bind Heliophagus | 1/4 | Blood 8 | 111 |
4 | 43 | 1/4 | ||||
3 | 33 | 1/4 | ||||
8 | 53 | 534 | Bind Demon Lord | 1/6 | Blood 9 | 150 |
44 | 444 | 1/6 | ||||
53 | 534 | 1/6 | ||||
35 | 354 | 1/6 | ||||
44 | 444 | 1/6 | ||||
44 | 444 | 1/6 |
When creating a pretender, keep in mind what boosters or summons the pretender can create. Frequently, the pretender can be used to make boosters or perform summons the nation otherwise can't, getting the nation to higher levels of magic power. If your pretender has a path not native to your nation, you may have to trade in order to get the gems you need.
Although Pretenders are more likely to lose a magic path on death, sometimes they gain aDeath path.
Finally, keep in mind what item slots the pretender has, if you plan on the pretender using boosters. If your earth pretender doesn't have feet, it can't use Earth Boots.
Empowerment is using gems to increase a Commander's magic paths. (It's also the only way to give a Commander a new magic path.) It's very expensive and usually not worth it. Also, when empowering in blood, a commander has a chance of gaining one or two horror marks. The percentage chance is the amount of Blood Slaves you paid / 2.
One of the most common ways to access a new path is by finding an indie mage. Each province has units and commanders the owner can recruit, whether or not there is a fort or any buildings there. Frequently, a mage will be available. Nature mages are very common, Death mages almost as much. Recruiting an indie mage will require a laboratory and sometimes a temple, (if they have Holy Paths). Recruiting them en masse will require a fort. Thrones especially can have powerful indie mages for recruitment, such as The Throne of Fire with its "Adept of Pyriphlegeton."
Communions are a larger subject than can be covered here. In short, during a battle, certain mages cast a spell that makes them "Communion Masters" and others cast a spell to make them "Communion Slaves." The Communion Masters get higher magic levels and less fatigue, the Communion Slaves get more fatigue. Check the Communion page for more information.
Seduction is a way to recruit mages of new or higher magic paths, but not reliable. For details, see the Seduction page.
Declaring a commander the prophet is a quick way to get a 3.
Twiceborn (Ench. 4) 2 and [10 * Size]
If a mage has Twiceborn cast, it has a twenty percent chance of gaining a path in Death, up to 4.
Lichcraft (Ench. 9) 5 and [10 + 5 * size]
The caster dies and returns as a Lich, gaining +1 to a max of 10. Cannot be cast by a Plant, Undead, Inanimate, or Pretender. See Lichcraft for more details.
Wish (Alt. 9) 9 and 100
A difficult spell to access, but allows you to summon various commanders or receive boosters. See Wish.
Eternal Twilight (Alt. 8) 8 and 90
Has many effects, including increasing the Glamour level of all Glamour mages, both inside and outside of battle.
Lore of Legends (Conj. 7) 4 and 20
The caster gains +1 in all magic paths for one turn.
Both these spells grant Commander status to a Unit. The units listed below gain magic power when made a commander. It's pretty expensive and generally not worth it.
To Cast | New | Spell | Req. | Unit | Comments |
---|---|---|---|---|---|
54 | 112100% 100% | Call Ancient Presence in Swamp | (Conj. 9) 15 | Ancient Presence | Commentary here. |
11 | 11 | Summon Cave Kobolds | (Conj. 4) 5 | Cave Kobold | Commentary here. |
5 | 3 | Juggernaut Construction | (Conj. 8) 25 | Juggernaut | Commentary here. |
Gem Boosting is when a mage in battle uses a gem to increase their path level by one for a spell. For example, a 1 mage can use a gem to cast Summon Earthpower, a 2 spell. A mage can only use as many gems in one spell as their path level, which can prevent them from gem boosting. As an example, if a 3 Nature mage casts Howl, which costs 3, they can only use 3, and need all of them for the spell, leaving none left over for gem boosting.
Boost | Req. | School | Spell | Notes |
---|---|---|---|---|
2 | Conj. 3 | Phoenix Power | ||
1 | Conj. 2 | Summon Storm Power | Req. Storm. See below. | |
1 | Conj. 2 | Summon Water Power | Req. Underwater | |
2 | Conj. 3 | Summon Earthpower | Also, grants Reinvigoration | |
1 & 1 | Conj. 3 | Power of the Spheres | +1 to all paths except Blood and Holy. | |
3 | Conj. 4 | Light of the Northern Star | +1 Astral to entire battlefield. | |
13 | Conj. 4 | Strength of Gaia | Also grants combat boons | |
3 & 1 | Alt. 4 | Twilight | +1 Glamour to entire battlefield. | |
3 & 3 | Blood 2 | Hell Power | +2 to all paths. | |
5 | Divine Channeling | +1 Holy for all friendly priests. |
Path | School | Spell | Notes |
---|---|---|---|
4 & 1 | Alt. 5 | Storm | Enchants Battlefield. Required for Storm Power |
5 & 40 | Cons. 7 | Staff of Storms | Item casts Storm at the start of battle. |
5 & 70 | Evo. 6 | Perpetual Storm | Global Enchantment. All battles are enchanted with Storm. |
4 & 25 | Cons. 7 | Banner of the Northern Star | Item casts Light of the Northern Star at the start of battle. |
8 & 90 | Alt. 8 | Eternal Twilight | Global Enchantment. All battles are enchanted with Twilight. |
The general pattern is to start with a lower level mage, (maybe a pretender, indie mage, or empowered mage,) and then use them to create boosters. Then, they use the boosters to summon a more powerful mage. The more powerful mage uses the boosters to create even more boosters or summon an even more powerful mage, and the pattern repeats. Make sure you have enough gems leftover to actually take advantage of the higher levels.
Old Level | New Level | Booster Summons + Booster(s) | School | Gems |
---|---|---|---|---|
1 | 2 | Empowerment | 30 | |
15 | The Staff from the Sun | Cons. 9 | 540 | |
11 | Skull of Fire | Cons. 7 | 55 | |
2 | 3 | Empowerment | 45 | |
24 | Bind Arch Devil (Prob. 1/5) | Blood 7 | 99 + ? | |
4 | (Prob. 4/5) | + ? | ||
3 | Empowerment | 60 | ||
The Ruby Eye | Cons. 9 | 15 | ||
Summon Flame Spirit + | Conj. 6 | 30 + ? | ||
4 | 5 | Empowerment | 75 | |
Flame Helmet | Cons. 5 | 25 | ||
Orb of Elemental Fire | Cons. 9 | 25 | ||
44 | Staff of Elemental Mastery | Cons. 7 | 2525 | |
Crown of the Elements | Cons. 9 | 2525 | ||
45 | The Magic Lamp → Al Khazim - Jinn | Cons. 9 | 2540 | |
43 | King of Banefires + | Conj. 8 | 50 + ? | |
5 | 6 | Empowerment | 90 | |
King of Elemental Fire + | Conj. 8 | 50 + ? | ||
55 | 7 | The Forbidden Light | Cons. 9 | 4040 |
44 | + | Staff of Elemental Mastery | Cons. 7 | 2525 |
1 | 2 | Empowerment | 30 | |
2 | 3 | Empowerment | 45 | |
22 | Tome of High Power | Cons. 9 | 1010 | |
3 | 4 | Empowerment | 60 | |
4 | 5 | Empowerment | 75 | |
Winged Helmet | Cons. 5 | 25 | ||
Orb of Elemental Air | Cons. 9 | 25 | ||
44 | Staff of Elemental Mastery | Cons. 7 | 2525 | |
5 | 6 | Empowerment | 90 | |
Horn of Storms | Cons. 5 | 40 | ||
Queen of Elemental Air + | Conj. 8 | 50 + ? | ||
54 | The Magic Lamp → Al Khazim - Jinn + | Cons. 9 | 2540 | |
44 | + | Staff of Elemental Mastery | Cons. 7 | 2525 |
Crown of the Elements | Cons. 9 | 2525 | ||
1 | 2 | Empowerment | 30 | |
Water Bracelet | Cons. 7 | 5 | ||
11 | Summon Water Kobold + | Conj. 4 | 12 + ? | |
2 | 3 | Empowerment | 45 | |
3 | 4 | Empowerment | 60 | |
Robe of the Sea | Cons. 5 | 15 | ||
31 | Contact Naiad + | Conj. | 35 + ? | |
32 | Trident from Beyond | Cons. 9 | 1510 | |
33 | Bind Ice Devil + | Blood 6 | 88 + ? | |
4 | 5 | Empowerment | 75 | |
Orb of Elemental Water Unique | Cons. 9 | 25 | ||
Sea King's Court + | Conj. 6 | 55 + ?? | ||
44 | Staff of Elemental Mastery | Cons. 7 | 2525 | |
Crown of the Elements | Cons. 9 | 2525 | ||
41 | Orb of Atlantis Unique | Cons. 9 | 255 | |
41 | Streams from Hades + | Conj. 6 | 40 + ?? | |
5 | 6 | Empowerment | 90 | |
Queen of Elemental Water + | Conj. 8 | 50 + ? | ||
44 | + | Staff of Elemental Mastery | Cons. 7 | 2525 |
1 | 2 | Empowerment | 30 | |
12 | Summon Bluecap | Conj. 5 | 20 | |
14 | Pebble Skin Suit | Cons. 9 | 525 | |
2 | 3 | Empowerment | 45 | |
Earth Boots | Cons. 5 | 10 | ||
22 | The Tome of Gaia | Cons. 9 | 1010 | |
23 | Blood Stone | Cons. 5 | 1015 | |
3 | 4 | Empowerment | 60 | |
3? | Troll King's Court + | Conj. 6 ? | 65 + | |
4 | 5 | Empowerment | 75 | |
Orb of Elemental Earth | Cons. 9 | 25 | ||
44 | Staff of Elemental Mastery | Cons. 7 | 2525 | |
41 | Boots of Antaeus | Cons. 9 | 255 | |
43 | Father Illearth + (Not boots) | Blood 7 | 105 + ? | |
5 | 6 | Empowerment | 90 | |
5? | King of Elemental Earth + (Not boots) | Conj. 8 ? | 50 + |
|
55 | Atlas of Creation | Cons. 9 | 4040 | |
44 | + | Staff of Elemental Mastery | Cons. 7 | 2525 |
Crown of the Elements | Cons. 9 | 2525 | ||
1 | 2 | Empowerment | 30 | |
2 | 3 | Empowerment | 45 | |
Starshine Skullcap | Cons. 7 | 10 | ||
22 | Tome of High Power | Cons. 9 | 1010 | |
22 | Coin of Meteoritic Iron | Cons. 5 | 1010 | |
3 | 4 | Empowerment | 60 | |
Dimensional Rod | Cons. 9 | 15 | ||
32 | Golem Construction + | Cons. 6 | 35 + ?? | |
33 | The Oath Rod of Kurgi | Cons. 9 | 1515 | |
4 | 5 | Empowerment | 75 | |
41 | Ether Gate + | Conj. 6 | 90 + ? | |
44 | The Trapped Dreams of Hruvur | Cons. 9 | 2525 | |
5 | 6 | Empowerment | 90 | |
55 | Atlas of Creation | Cons. 9 | 4040 | |
55 | 7 | The Forbidden Light | Cons. 9 | 4040 |
6 | Empowerment | 105 | ||
Ring of Sorcery | Cons. 7 | 60 | ||
61 | 8 | The Void Sphere | Cons. 9 | 605 |
1 | 2 | Empowerment | 30 | |
13 | Hidden in Snow + | Ench. 6 | 65 + ? | |
13 | Hidden Underneath | Ench. 6 | 65 | |
14 | Ether Gate | Conj. 6 | 90 + ? | |
14 | 3 | Streams from Hades + | Conj. 6 | 40 + ? |
2 | Empowerment | 45 | ||
Skull Staff | Cons. 5 | 10 | ||
The Flailing Hands | Cons. 9 | 10 | ||
Create Revenant + | Ench. 3 | 9 + ?? | ||
+ (Max 4) | Twiceborn, 20% chance after revival | Ench. 4 | 10 * Size | |
25 | 3 | Contact Lamia Queen + | Conj. 6 | 25 + ? |
22 | The Black Book of Secrets | Cons. 9 | 1010 | |
3 | 4 | Empowerment | 60 | |
Summon Spectre + Luck + | Conj. 6 | 22 + ?? | ||
Summon Mound Fiend + | Conj. 7 | 28 + ? | ||
34 | King of Banefires + | Conj. 8 | 50 + ? | |
4 | 5 | Empowerment | 75 | |
43 | Curse of Blood + | Blood 8 | 96 + ?? | |
5 | 6 | Empowerment | 90 | |
Skullface | Cons. 7 | 40 | ||
+ (Max 10) | Lichcraft, after return | Ench. 9 | 10 + 5 * Size | |
6 | 7 | Empowerment | 105 | |
Sun Slayer | Cons. 9 | 60 | ||
6 | 8 | Sceptre of Dark Regency | Cons. 9 | 60 |
6 | + | Ring of Sorcery | Cons. 7 | 60 |
1 | 2 | Empowerment | 30 | |
14 | Summon Fay Prince Not In Cold + | Conj. 6 | 30 + ? | |
13 | 3 | Contact Naiad | Conj. 5 | 35 |
2 | Empowerment | 45 | ||
Thistle Mace | Cons. 5 | 10 | ||
22 | The Tome of Gaia | Cons. 9 | 1010 | |
23 | Armor of Twisting Thorns | Cons. 5 | 1015 | |
3 | 4 | Empowerment | 60 | |
Forest Troll Tribe + Luck + | Conj. 6 | 37 + ?? | ||
31 | Moonvine Bracelet | Cons. 7 | 155 | |
4 | 5 | Empowerment | 75 | |
Awaken Ivy King + | Conj. 7 | 30 | ||
5 | 6 | Empowerment | 90 | |
Awaken Treelord (Prob. 2/3) + | Ench. 7 | 35 + ?? | ||
(Prob. 1/3) + | + ? | |||
7 | Treelord's Staff | Cons. 7 | 40 | |
55 | + | Atlas of Creation | Cons. 9 | 4040 |
6 | + | Ring of Sorcery | Cons. 7 | 60 |
1 | 2 | Empowerment | 30 | |
11 | Summon Water Kobold + | Conj. 4 | 12 + ? | |
14 | Bind Succubus | Blood 5 | 66 | |
2 | 3 | Empowerment | 45 | |
21 | Summon Bluecap + | Conj. 5 | 20 + ?? | |
3 | 4 | Empowerment | 60 | |
Gossamer Veil | Cons. 5 | 60 | ||
32 | Mirage Crystal | Cons. 7 | 1015 | |
Summon Gnome + | Conj. 6 | 1015 + ?? | ||
4 | 5 | Empowerment | 75 | |
Lore of Legends (+1 in all magic paths for one turn) | Conj. 7 | 20 | ||
42 | The Sword of Many Colors | Cons. 9 | 1025 | |
41 | Faerie Court + | Conj. 6 | 60 + ?? | |
44 | The Trapped Dreams of Hruvur | Cons. 9 | 2525 | |
5 | 6 | Empowerment | 90 | |
5 | 7 | Tome of Legends | Cons. 9 | 40 |
8 | 9 | Eternal Twilight (+ for all Glamour mages.) | Alt. 8 | 90 |
42 | + | The Black Mirror | Cons. 9 | 2510 |
6 | + | Ring of Sorcery | Cons. 7 | 60 |
1 | 2 | Empowerment | 30 | |
2 | 3 | Empowerment | 45 | |
23 | Tome of the Lower Planes | Cons. 9 | 1510 | |
22 | The Black Book of Secrets | Cons. 9 | 1010 | |
3 | 4 | Empowerment | 60 | |
Blood Thorn | Cons. 7 | 15 | ||
34 | Father Illearth + | Blood 7 | 105 | |
32 | Armor of Twisting Thorns | Cons. 5 | 1015 | |
4 | 5 | Empowerment | 75 | |
Flesh Ward | Cons. 9 | 25 | ||
5 | 6 | Empowerment | 90 | |
Brazen Vessel | Cons. 5 | 40 | ||
Armor of Souls | Cons. 5 | 40 | ||
Bind Heliophagus (Prob. 1/4) + | Blood 8 | 111 + ?? | ||
44 | + | The Trapped Dreams of Hruvur | Cons. 9 | 2525 |
22 | + | The Oath Rod of Kurgi | Cons. 9 | 1515 |
4 | +1 to ALL | Lore of Legends (+1 in all magic paths for one turn) | Conj. 7 | 20 |
MelficeBelmont made the definitive Magic Boosting and Access Guide, the inspiration for this guide. (Attica helped.) He drew from the work of Telos, who drew from Sector24, who drew from the ramblings of the multi-dimensional squid beings of New Jersey.