This article relates to the very closely related Hidden in Snow, Hidden in Sand and Hidden Underneath spells. All require Enchantment 6, a specific terrain type, 75 gems, 1 and either 3 or 3 to cast. Additionally, each spell can create some mixture of 4 types of undead units: a mage, a leader, a common troop and a rare troop.
Spell | Terrain | Paths | Cost | Mage | Leader | Common troop | Rare troop | Notes |
---|---|---|---|---|---|---|---|---|
Hidden in Snow | Mountains, Highland | 31 | 75 | Unfrozen Mage 1450% 50% 50% 50% 50% 50% 50% 50% | Unfrozen Lord | Unfrozen | Unfrozen Warrior | Has different scale preferences, see below for details. All units have chill aura. |
Hidden in Sand | Waste | 31 | 75 | Dust Priest 122350% 200% 50% | Dust King | Dust Warrior | Dust Walker | The mage is also a priest with reanimation capabilities. All units have heat aura. |
Hidden Underneath | Cave | 31 | 75 | Released Sage 12350% 50% 50% 50% 50% | Released King | Released Warrior | Released One | All units have dark power 2. |
Each cast is guaranteed to produce exactly one leader, and between 0 and 2 mages, in addition to variable amounts of the two types of troops. Despite what is suggested by the spells' descriptions, the chance of summoning mages appears likely to depend entirely on Luck scales, as follows1). The following table provides approximate chances for Hidden in Sand and Hidden Underneath:
Hidden in Sand and Hidden Underneath | |||
---|---|---|---|
Scale | Chance of no mages | Chance of 1 mage | Chance of 2 mages |
3 | 22.5% | 71% | 6.5% |
Neutral | 12.5% | 75% | 12.5% |
3 | 5% | 75% | 20% |
For Hidden in Snow, these values appear to differ slightly, resulting in a less consistent amount of mages:
Hidden in Snow only | |||
---|---|---|---|
Scale | Chance of no mages | Chance of 1 mage | Chance of 2 mages |
3 | 28.5% | 61% | 10.5% |
Neutral | 19% | 63.5% | 17.5% |
3 | 11% | 59% | 30% |
The amount of rare troops given per cast seems to have the random variance of a closed d8 plus a base value. The base value is 9, which is then modified for each order/turmoil and magic/drain scale in the province:
Spell | ||||
---|---|---|---|---|
Hidden in Snow | -1 | +1 | +1 | -1 |
Hidden in Sand | +1 | +1 | -1 | -1 |
Hidden Underneath | +1 | +1 | -1 | -1 |
Other scales have no effect.
The number of common troops varies unpredictably, however the most likely number per cast regardless of the scales is 26. The mechanism by which the number of common troops is determined is not well understood and proves difficult to study due to the fact that the total number of rare+common troops can never exceed 50. Priority is given to the rare varieties.
Notable Spells | ||
---|---|---|
Rituals | Personal Enchantments | Divine Name/Gift of Reason • Transformation • Twiceborn • Cure Disease |
Strategic | Domes • Globals • Magic Phase Movement • Remote Attacks | |
Summons | Cross Breeding • Elemental Royalty • Hidden Underneath/in Snow/in Sand • Infernal Breeding • Reanimation • Release Lord of Civilization • Ritual of Rebirth • Tartarian Gate | |
Other | Wish | |
Combat Magic | Battlefield Enchantments | |
Buffs | Hell Power • Life after Death • Mossbody • Pain Transfer • Phoenix Pyre • Returning • Soul Vortex • Strength of Giants • Time Stop | |
Debuffs | Armor of Achilles • Earth Grip • False Fetters | |
Direct Damage | Divine Magic • Magic Duel • Soul Slay | |
Summons | Reanimation | |
Other | Communions • Enslave Mind |