User Tools

Site Tools


elemental-royalty

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
elemental-royalty [2021/12/26 21:33]
wigglefig
elemental-royalty [2022/10/20 09:59] (current)
timotej turn timer link
Line 2: Line 2:
 The Elemental Royalty are personifications of {{:misc:magic:fire.png?14&nolink}}fire, {{:misc:magic:air.png?14&nolink}}air, {{:misc:magic:water.png?14&nolink}}water and {{:misc:magic:earth.png?14&nolink}}earth and the pinnacle of elemental magic available to every nation. The Royalty consist of three unique summons for each element. Like other unique summons, their respective spells will do nothing if all of them are currently summoned, but when killed they are made available for any player to summon again. They also retain any experience they have gained over the course of the game when resummoned. The Elemental Royalty are personifications of {{:misc:magic:fire.png?14&nolink}}fire, {{:misc:magic:air.png?14&nolink}}air, {{:misc:magic:water.png?14&nolink}}water and {{:misc:magic:earth.png?14&nolink}}earth and the pinnacle of elemental magic available to every nation. The Royalty consist of three unique summons for each element. Like other unique summons, their respective spells will do nothing if all of them are currently summoned, but when killed they are made available for any player to summon again. They also retain any experience they have gained over the course of the game when resummoned.
  
-Most of the Elemental Royalty have 5 in their respective magic path and make powerful ritual/battlefield casters. They can be useful as heavy [[thugs and supercombatants]], but players who know how to counter thugs and supercombatants can very quickly make your 50 gem investment disappear! Conversely, with sufficient protection from single-target spells like ??Soul Slay??, the Elemental Royalty can be made very difficult to kill as part of a larger army and are eminently suitable for casting the big buffs and army killers that dominate the late game. Consider using them to lay down battlefield wipes (??Fire Storm??, ??Wrathful Skies??) and big army-wide buffs (??Fog Warriors??, ??Army of Gold??/??Army of Lead??) to unlock the full potential of your late-game armies. +Most of the Elemental Royalty have 5 in their respective magic path and make powerful ritual/battlefield casters. They can be useful as heavy [[thugs and supercombatants]], but players who know how to counter thugs and supercombatants can very quickly make your 50 [[gems | gem]] investment disappear! Conversely, with sufficient protection from single-target spells like ??Soul Slay??, the Elemental Royalty can be made very difficult to kill as part of a larger army and are eminently suitable for casting the big buffs and army killers that dominate the late game. Consider using them to lay down battlefield wipes (??Fire Storm??, ??Wrathful Skies??) and big army-wide buffs (??Fog Warriors??, ??Army of Gold??/??Army of Lead??) to unlock the full potential of your late-game armies. 
  
-Due to their high paths, Elemental Royalty are one of the few ways to boost to high-path elemental rituals and [[globals]] outside of pretenders. However, their substantial cost makes availability heavily dependent on gem income, meaning that you may not be able to rely on them as boosters in the [[nations-la | Late Ages]] where [[gems]] are much more scarce.+Due to their high paths, Elemental Royalty are one of the few ways to boost to high-path elemental rituals and [[globals]] outside of pretenders. However, their substantial cost makes availability heavily dependent on gem income, meaning that you may not be able to rely on them as boosters in the [[nations-la | Late Ages]] where gems are much more scarce.
  
 =====Kings of Elemental Fire===== =====Kings of Elemental Fire=====
Line 13: Line 13:
 | {{elemental_royalty:rhuax.png?nolink}}  | **??Rhuax - King of Magma??**  | {{path>F5E1}} \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (34)\\ {{:abilities:resist_poison.png?15&nolink}}[[Poison Resistance]] (15)\\ {{:abilities:heat_aura.png?15&nolink}} [[Heat Aura]] (15)\\ {{:abilities:fire_shield.png?15&nolink}} [[Fire Shield]] (17)\\ {{:abilities:fire_power.png?15&nolink}} [[Fire Power]] (1)\\ {{:abilities:summon_allies.png?15&nolink}} Summon Allies: ??Magma Child??×1\\ [[Unique]]\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]\\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]  | Rhuax is not ethereal, but the minor {{:misc:magic:earth.png?14&nolink}}earth magic he gains instead more than makes up for it. The single {{:misc:magic:earth.png?14&nolink}}earth path makes Rhuax much more capable as a solo operator than Pyriphlogos, allowing him to cast survivability buffs before he drops ??Fire Storm?? and simply exists as everything around him burns to death.\\ His children have been seen dancing in the caves of [[agartha-ea | Agartha]].  | | {{elemental_royalty:rhuax.png?nolink}}  | **??Rhuax - King of Magma??**  | {{path>F5E1}} \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (34)\\ {{:abilities:resist_poison.png?15&nolink}}[[Poison Resistance]] (15)\\ {{:abilities:heat_aura.png?15&nolink}} [[Heat Aura]] (15)\\ {{:abilities:fire_shield.png?15&nolink}} [[Fire Shield]] (17)\\ {{:abilities:fire_power.png?15&nolink}} [[Fire Power]] (1)\\ {{:abilities:summon_allies.png?15&nolink}} Summon Allies: ??Magma Child??×1\\ [[Unique]]\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]\\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]  | Rhuax is not ethereal, but the minor {{:misc:magic:earth.png?14&nolink}}earth magic he gains instead more than makes up for it. The single {{:misc:magic:earth.png?14&nolink}}earth path makes Rhuax much more capable as a solo operator than Pyriphlogos, allowing him to cast survivability buffs before he drops ??Fire Storm?? and simply exists as everything around him burns to death.\\ His children have been seen dancing in the caves of [[agartha-ea | Agartha]].  |
  
-Of the three original Kings of Elemental Fire, Catharsis was corrupted by the King of the Underworld and now serves as the Underworld's night-light when he isn't being summoned to participate in the Ascension War. Antrax, as he is now called, is summoned with ??King of Banefires??, a Conjuration 8 {{path>D3F4}} spell for {{gems>50D}}. He supplements high {{:misc:magic:fire.png?14&nolink}}fire with moderate {{:misc:magic:death.png?14&nolink}}death, as well as a nifty [[banefire shield]] and [[fear]]. Death gems tend to be more valuable than fire gems, however, so consider what you are foregoing to drop {{gems>50D}} on this bad boy.+Of the three original Kings of Elemental Fire, Catharsis was corrupted by the King of the Underworld and now serves as the Underworld's night-light when he isn't being summoned to participate in the Ascension War. Antrax, as he is now called, is summoned with ??King of Banefires??, a Conjuration 8 {{path>D3F4}} spell for {{gems>50D}}. He supplements high {{:misc:magic:fire.png?14&nolink}}fire with moderate {{:misc:magic:death.png?14&nolink}}death, as well as a nifty [[banefire shield]] and [[fear]]. Death gems tend to be more valuable than fire gems, however, so consider what you are foregoing to drop {{gems>50D}} on Catharsis.
  
 ^ Image  ^ Name  ^ Abilities  ^ Comments  ^ ^ Image  ^ Name  ^ Abilities  ^ Comments  ^
Line 31: Line 31:
 The Water Queens can only be summoned underwater with ??Queen of Elemental Water??, a Conjuration 8 {{path>W5}} spell for {{gems>50W}}. If ??Water Elemental#408??s are the kings of underwater combat, the Queens of Elemental Water take it up to eleven. They have an obscene amount of regeneration underwater (Bathusma can regenerate 59 hitpoints per turn!) but are largely restricted to operating there due to being aquatic and losing their regeneration above water. Nevertheless, their regeneration, suite of physical resistances and recuperation make them very hard to kill and they might be worth considering as a supercombatant for any land nation looking to march on the normally inaccessible underwater realm. The Water Queens can only be summoned underwater with ??Queen of Elemental Water??, a Conjuration 8 {{path>W5}} spell for {{gems>50W}}. If ??Water Elemental#408??s are the kings of underwater combat, the Queens of Elemental Water take it up to eleven. They have an obscene amount of regeneration underwater (Bathusma can regenerate 59 hitpoints per turn!) but are largely restricted to operating there due to being aquatic and losing their regeneration above water. Nevertheless, their regeneration, suite of physical resistances and recuperation make them very hard to kill and they might be worth considering as a supercombatant for any land nation looking to march on the normally inaccessible underwater realm.
  
-{{:misc:magic:water.png?14&nolink}}Water magic has fewer applications as a combat path than {{:misc:magic:fire.png?14&nolink}}fire, {{:misc:magic:air.png?14&nolink}}air and {{:misc:magic:earth.png?14&nolink}}earth. If you do decide to bring a Water Queen onto the surface (e.g. using an ??Amulet of the Fish??), they could cast ??Wave Warriors?? or ??Frost Fend?? to bestow their resistances upon your armies. Also, do not underestimate the power of just dumping a huge number of ??Water Elemental#410??s with ??Living Water??.+{{:misc:magic:water.png?14&nolink}}Water magic'applications in combat tend to be less glamorous than {{:misc:magic:fire.png?14&nolink}}fire, {{:misc:magic:air.png?14&nolink}}air and {{:misc:magic:earth.png?14&nolink}}earth. If you do decide to use a Water Queen as a combat caster rather than a standalone thug/supercombatant, they could cast ??Wave Warriors?? or ??Frost Fend?? to bestow their resistances upon your armies. Also, do not underestimate the power of just dumping a huge number of ??Water Elemental#410??s with ??Living Water??.
  
 ^ Image  ^ Name  ^ Abilities  ^ Comments  ^ ^ Image  ^ Name  ^ Abilities  ^ Comments  ^
Line 39: Line 39:
  
 =====Kings of Elemental Earth==== =====Kings of Elemental Earth====
-The two uncorrupted Earth Kings are summoned with ??King of Elemental Earth??, a Conjuration 8 {{path>E5}} spell for {{gems>50E}}. They are exceptionally durable, with 130 hitpoints and high natural protection that can be brought even higher with armor, as well as innate [[regeneration]]. These traits make them potent turn-timer thugs, especially if their regeneration can be brought even higher with items or point buffs. Alternatively, they make preeminent army buffers and can cast the excellent {{:misc:magic:earth.png?14&nolink}}earth buffs from turn one as well as spam ??Earthquake?? when the situation calls for it. Their only weakness is that they are quite slow, not moving much faster than ordinary human light infantry. Since the Earth Kings lack feet, this can only really be remedied with a ??Flying Carpet??.+The two uncorrupted Earth Kings are summoned with ??King of Elemental Earth??, a Conjuration 8 {{path>E5}} spell for {{gems>50E}}. They are exceptionally durable, with 130 hitpoints and high natural protection that can be brought even higher with armor, as well as innate [[regeneration]]. These traits make them potent [[turn-timer]] thugs, especially if their regeneration can be brought even higher with items or point buffs. Alternatively, they make preeminent army buffers and can cast the excellent {{:misc:magic:earth.png?14&nolink}}earth buffs from turn one as well as spam ??Earthquake?? when the situation calls for it. Their only weakness is that they are quite slow, not moving much faster than ordinary human light infantry. Since the Earth Kings lack feet, this can only really be remedied with a ??Flying Carpet??.
  
 ^ Image  ^ Name  ^ Abilities  ^ Comments  ^ ^ Image  ^ Name  ^ Abilities  ^ Comments  ^
elemental-royalty.1640554384.txt.gz · Last modified: 2021/12/26 21:33 by wigglefig