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melfice-belmont-boosting-and-access

MelficeBelmont's Boosting & Access Guide

Original guide can be found here

This guide is significantly derived from the work of Telos’ guide for Dominions 4 path boosting which in turn has drawn upon Sector24’s 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 Attica and their video Dominions 5 - Magic Path Boosting & Diversity Guide which talked about some stuff missed in v1 of this document. Red_Rob has written a similar 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 earth 11 mage can use a gem to cast Summon Earthpower, an earth 22 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 nature 33 and costs 3naturegem 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: fire 44water 44
Path: air 44earth 44

Construction 6
Cost: 25firegem25watergem
Cost: 25airgem25earthgem

Staff of Elemental Mastery

+1 Elemental paths
Good target for rainbow pretenders to forge.

Misc
Path: earth 33fire 11

Construction 6
Cost: 15earthgem5firegem

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: astral 66

Construction 6
Cost: 60astralpearl

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: astral 77

Construction 6
Cost: 80astralpearl

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: air 55blood 55

Construction 6
Cost: 40airgem40bloodslave

Robe of the Magi

+1 All paths
5% Horror Mark chance

Two-handed
Path: earth 44astral 33

Construction 8
Cost: 25earthgem15astralpearl

The Sword of Many Colors

+1 Elemental paths
Artifact

Misc
Path: air 55blood 55

Construction 8
Cost: 40airgem40bloodslave

The First Anvil

+1 All paths when forging items
Artifact

Rituals

Ritual
Path: nature 44

Thaumaturgy 5
Cost: 20naturegem

Gift of Reason

Upgrade various units to commanders for access

Ritual
Path: astral 55

Thaumaturgy 7
Cost: 25astralpearl

Divine Name

Upgrade various units to commanders for access

Global Ritual
Path: earth 55

Construction 7
Cost: 80earthgem

Forge of the Ancients

Global that gives your mages 20% forge discount & +1 to all paths when forging items.

Ritual
Path: astral 99

Alteration 9
Cost: 100astralpearl

Wish

Capable of summoning various commanders or forging boosters. See Wish

Ritual
Path: death 77

Conjuration 9
Cost: 10deathgem

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: earth 11astral 11

Construction 4
Cost: 5earthgem5astralpearl

Crystal Matrix

Makes a mage a Communion Master at the beginning of combat

Misc
Path: earth 11astral 11

Construction 4
Cost: 5earthgem5astralpearl

Slave Matrix

Makes a mage a Communion Slave at the beginning of combat

Shield
Path: astral 33earth 22

Construction 2
Cost: 15astralpearl10earthgem

Crystal Shield

Casts Power of the Spheres at the beginning of combat

Combat spell
Path: astral 11

Conjuration 3
Cost: 1astralpearl

Power of the Spheres

+1 all paths
Self buff. Will affect communion slaves.

Combat spell
Path: blood 33

Blood 3
Cost: 3bloodslave

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 fire 22 or fire 33. All that being said, high-level fire is rarely a significant factor in the vanilla game.

Items

Misc
Path: fire 11death 11

Construction 6
Cost: 5firegem5deathgem

Skull of Fire

+1 Fire

Helmet
Path: fire 44

Construction 4
Cost: 25firegem

Flame Helmet

+1 Fire

Misc
Path: astral 55fire 11

Construction 8
Cost: 40astralpearl5firegem

The Staff from the Sun

+1 Fire
Artifact

Misc
Path: fire 33

Construction 8
Cost: 15firegem

The Ruby Eye

+1 Fire
Artifact. Cursed.

Misc
Path: fire 44astral 44

Construction 8
Cost: 40firegem40astralpearl

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 fire 11blood 11random010%

Rituals

Ritual
Path: fire 33

Conjuration 6
Cost: 30firegem

Summon Flame Spirit

Summons an fire 33 Flame Spirit

Ritual
Path: fire 55

Conjuration 8
Cost: 50firegem

King of Elemental Fire

Summons one of two unique mages: Pyriphlogos - King of Flames or Rhuax - King of Magma
One is fire 55, the other is fire 55earth 11

Ritual
Path: death 33fire 44

Conjuration 8
Cost: 50deathgem

King of Banefires

Summons Antrax - King of Banefires a unique fire 44death 33 mage

Ritual
Path: earth 33death 11

Enchantment 6
Cost: 75earthgem

Hidden in Sand

Summons 1 or more Dust Priests, with earth 22death 22holy 22random3200%+50%+50% with an army.
Needs a wasteland.

Ritual
Path: blood 44fire 22

Blood 7
Cost: 99bloodslave

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 fire 44
1 out of 5 is fire 33astral 33

Ritual
Path: blood 55

Blood 8
Cost: 111bloodslave

Bind Heliophagus

Summons 1 of 4 unique mages.
1 out of 4 is the fire 44blood 33 Amaimon - Heliophagus

Ritual
Path: blood 88

Blood 9
Cost: 150bloodslave

Bind Demon Lord

Summons 1 of 6 unique mages.
3 out of 6 are fire 44 with crosspaths,
1 out of 6 is fire 55

Misc
Path: air 55fire 44

Construction 8
Cost: 40airgem25firegem

The Magic Lamp

Destroy to summon Al Khazim - Jinn, a fire 55air 55earth 33astral 33 mage.
Is unsummoned if the Lamp is recreated.
Artifact

In Combat

Combat
Path: fire 22

Conjuration 3

Phoenix Power

+1 Fire
Self buff. Will affect communion slaves.

Common Routes

  • With base fire 44 access (pretender): forge Flame Helmet → summon King of Elemental Fire = fire 66 access for 75firegem
  • With base fire 11death 11 and fire 22 access: forge Skull of Fire → summon Flame Spirit + skull of fire → forge Flame Helmet + Flame Spirit → summon King of Elemental Fire + 2x fire booster = fire 77 access for 120firegem10deathgem



Air

Air is a difficult path to boost, though there are some options to get low access. air 44 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 air 33 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: air 44

Construction 4
Cost: 25airgem

Winged Helmet

+1 Air

Misc
Path: air 55

Construction 4
Cost: 40airgem

Bag of Winds

+1 Air

Misc
Path: air 22astral 22

Construction 8
Cost: 10airgem10astralpearl

The Forbidden Light

+1 Air +1 Astral
5% horror mark chance.
Artifact. Cursed.

Independent Mages

Commander

Lab

Deer Tribe Shaman

Mage with nature 11random010%

Commander

Lab

Crystal Sorceress

Mage with air 11astral 11random010%

Commander

Lab

Bone Reader

Mage with death 11random1100%

Rituals

Ritual
Path: nature 55

Conjuration 8
Cost: 40naturegem

Faerie Court

Summons a Faery Queen, a air 33nature 33 mage with a small entourage.
* This is exceptionally good, requiring no initial air for air 33

Ritual
Path: air 55

Conjuration 8
Cost: 50airgem

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 air 55

Ritual
Path: blood 88

Blood 9
Cost: 150bloodslave

Bind Demon Lord

Summons 1 of 6 unique mages.
1 in 6, Pazuzu - Lord of the Plague Wind, is air 55death 33blood 44

Misc
Path: air 55fire 44

Construction 8
Cost: 40airgem25firegem

The Magic Lamp

Destroy to summon a fire 55air 55earth 33astral 33 mage.
Is unsummoned if the Lamp is recreated.
Artifact

In Combat

Combat
Path: air 11

Conjuration 3

Summon Storm Power

+1 Air while a Storm is in effect
Self buff. Will affect communion slaves.

Combat
Path: air 44

Evocation 5
Cost: 1airgem

Storm

Creates a Storm on the battlefield

Misc
Path: air 55

Construction 6
Cost: 40airgem

Staff of Storms

Cast Storm at the start of battle.

Global Ritual
Path: air 55

Evocation 6
Cost: 70airgem

Perpetual Storm

Every battlefield is affected by Storm while global is up.

Common Routes

  • With base air 44 access (pretender): forge Winged Helm → forge Bag of Air = air 66 access for 65airgem
  • With base air 44earth 44 access (pretender): forge Staff of Elemental Mastery = air 77 access for 90airgem25earthgem
  • With base air 33 access: trade/borrow a Bag of Air→ summon Elemental Queen of Air → forge Bag of Air = air 77 for 115airgem + rental cost
  • With nature 55 access: cast Faerie Court for air 33, then follow the above method. Cost 40naturegem + cost of boosting to nature 55 + cost of above method.



Water

Water is the easiest path to boost up high. With water 22 it is pretty easy to ladder all the way up the path. Getting water 22 can be easily achieved with death access and even empowering from water 11 to water 22 is affordable at 30watergem. 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: water 33

Construction 4
Cost: 15watergem

Robe of the Sea

+1 Water

Misc
Path: water 11

Construction 6
Cost: 5watergem

Water Bracelet

+1 Water

Misc
Path: water 44earth 11

Construction 8
Cost: 25watergem5earthgem

Orb of Atlantis

+1 Water
Artifact

Misc
Path: air 22astral 22

Construction 8
Cost: 10airgem10astralpearl

Trident from Beyond

+1 Water
Artifact

Independent Mages

Commander

Lab

Ichtyid Shaman

Mage with water 11random010%

Commander

Lab

Jade Sorceress

Mage with water 11nature 11random025%

Commander

Temple, Lab

Merrow Druid

Mage with water 11earth 11holy 11. UW recruit
Many undead and inanimate units can go UW
Some air items allow UW access

Rituals

Ritual
Path: water 33nature 11

Conjuration 5
Cost: 35watergem

Contact Naiad

Summons a water 33nature 33 Naiad with Homesickness.

Ritual
Path: death 33

Conjuration 6
Cost: 22deathgem

Summon Spectre

Summons a death 11random2100%+100% Spectral Mage.

Ritual
Path: nature 55death 22

Conjuration 6
Cost: 25naturegem

Contact Lamia Queen

Summons a death 22nature 11random2100%+100% Lamia Queen.

Ritual
Path: water 33

Conjuration 6
Cost: 55watergem

Sea King's Court

Summons a water 33 Sea King with an army.
Expensive upkeep

Ritual
Path: water 44death 11

Conjuration 6
Cost: 40watergem

Streams from Hades

Summons a water 33death 33 Kokythiad.
Unusual case in which a summon with lower paths than the summoning spell is useful due to combining Water boosters.

Ritual
Path: water 55

Conjuration 8
Cost: 50watergem

Queen of Elemental Water

Summons 1 of 3 water 55 mages: Limne - Queen of the Lake, Thalassa - Queen of the Sea or Bathusma - Queen of the Deeps
Must be cast Underwater.

Ritual
Path: blood 33water 33

Blood 6
Cost: 88bloodslave

Bind Ice Devil

Summons 1 of 6 unique mages.
1 of 6 is water 22 .
3 of 6 is water 33 .
1 of 6 is water 33death 33 .
1 of 6 is water 33astral 22 .

In Combat

Combat
Path: water 11

Conjuration 2

Summon Water Power

+1 Water
Only functions Underwater.
Self buff. Will affect communion slaves.

Common Routes

  • With base water 22 access: forge Water Bracelet → forge Robe of the Sea → summon Naiad/Sea King/Ice Devil → summon Elemental Queen of Water = water 77 access for 125watergem, or 105watergem, , or 70watergem88bloodslave, another 125bloodslave, if empowering Blood (0 → blood 33)



Earth

Earth is only moderately difficult to achieve the highest paths in, with 2 hurdles, one at earth 11 to earth 22 and another at earth 44 to earth 55. The 2nd of these is not a major hindrance as some of the best buffs in the game don’t need higher than an earth 44 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 earth 44 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 earth 33 early can reward quite handsomely by allowing the forging of the extremely useful Dwarven Hammer.

Items

Feet
Path: earth 22

Construction 4
Cost: 10earthgem

Earth Boots

+1 Earth

Misc
Path: blood 33earth 22

Construction 4
Cost: 15bloodslave10earthgem

Blood Stone

+1 Earth

Armor
Path: blood 44earth 11

Construction 8
Cost: 25bloodslave5earthgem

Pebble Skin Suit

+1 Earth
Artifact. Cursed.

Misc
Path: earth 55astral 55

Construction 8
Cost: 40earthgem40astralpearl

Atlas of Creation

+1 Earth +1 Astral +1 Nature
Artifact

Misc
Path: earth 22nature 22

Construction 8
Cost: 10earthgem10naturegem

The Tome of Gaia

+1 Earth +1 Nature
Artifact

Independent Mages

Commander

Lab

Bear Tribe Shaman

Mage with nature 11random010%

Commander

Lab

Bone Reader

Mage with death 11random1100%

Commander

Lab

Onyx Sorceress

Mage with earth 11death 11random010%

Commander

Temple, Lab

Merrow Druid

Mage with water 11earth 11holy 11. UW recruit
Many undead and inanimate units can go UW
Some air items allow UW access

Rituals

Ritual
Path: death 33

Conjuration 6
Cost: 22deathgem

Summon Spectre

Summons a death 11random2100%+100% Spectral Mage.

Ritual
Path: earth 33

Conjuration 6
Cost: 55earthgem

Troll King's Court

Summons a earth 33 Troll King with an army.
Expensive upkeep

Ritual
Path: nature 33

Conjuration 6
Cost: 37naturegem

Forest Troll Tribe

Summons a death 11nature 11random1100% Troll Shaman with an army.
Expensive upkeep. Cheaper to cast than the Hidden in Sand/Snow

Ritual
Path: earth 55

Conjuration 8
Cost: 50earthgem

King of Elemental Earth

Summons 1 of 2 earth 55 mages: Oreigenes - King of Mountains or Barathrus - King of Deeper Earth

Ritual
Path: fire 55

Conjuration 8
Cost: 50firegem

King of Elemental Fire

Summons 1 of 2 mages.
1 of 2 is fire 55earth 11: Rhuax - King of Magma

Ritual
Path: earth 33death 11

Enchantment 6
Cost: 75earthgem

Hidden in Sand

Summons 1 or more earth 22death 22holy 22random3200%+50%+50% Dust Priest with an army.
Needs a wasteland. Expensive!

Ritual
Path: water 33death 11

Enchantment 6
Cost: 75watergem

Hidden in Snow

Summons 1 or more death 11random450%+50%+50%+50%+50%+50%+50%+50% Unfrozen Mage with an army.
Needs mountains, unreliable. Expensive!

Ritual
Path: nature 55

Enchantment 7
Cost: 35naturegem

Enchant Treelord

Summons 1 of 3 mages.
1 of 3 is earth 11nature 44

Ritual
Path: blood 33earth 44

Blood 7
Cost: 85bloodslave

Father Illearth

Summons 1 of 1 unique earth 44blood 33 mage.

Ritual
Path: blood 88

Blood 9
Cost: 150bloodslave

Bind Demon Lord

Summons 1 of 6 unique mages.
1 of 6 is fire 44earth 44blood 44 .

Misc
Path: air 55fire 44

Construction 8
Cost: 40airgem25firegem

The Magic Lamp

Destroy to summon a fire 55air 55earth 33astral 33 mage.
Is unsummoned if the Lamp is recreated.
Artifact

In Combat

Combat
Path: earth 22

Conjuration 3

Summon Earthpower

+1 Earth
Self buff. Will affect communion slaves.

Common Routes

  • With base earth 22 access: forge Earth Boots → Troll King's Court → earth 44access for 65earthgem
  • With earth 44 & Blood access: get an earth 22to blood 33 (empower if need be) → forge Blood Stone → summon Father Illearth/King of Elemental Earth → earth 66/earth 77 access for 125earthgem or 75earthgem85bloodslave; another 125bloodslaveif empowering blood (0 → blood 33)



Astral

High path access for astral is one of the hardest to get without native high access or pretender access. astral 44astral 55 and astral 55astral 66 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 astral 66 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 air 44blood 44 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: earth 22astral 22

Construction 4
Cost: 10earthgem10astralpearl

Crystal Coin

+1 Astral

Misc
Path: astral 22

Construction 6
Cost: 10astralpearl

Starshine Skullcap

+1 Astral

1-hand
Path: astral 33

Construction 8
Cost: 15astralpearl

Dimensional Rod

+1 Astral
5% horror mark chance .
Artifact. Cursed.

Misc
Path: air 22astral 22

Construction 8
Cost: 10airgem10astralpearl

The Forbidden Light

+1 Air +1 Astral
5% horror mark chance.
Artifact. Cursed.

Misc
Path: fire 44astral 44

Construction 8
Cost: 40firegem40astralpearl

The Forbidden Light

+2 Fire +2 Astral.
50% horror mark chance, cursed, horror assassinations regardless of horromarks and mindless status.
Artifact. Cursed.

Misc
Path: earth 55astral 55

Construction 8
Cost: 40earthgem40astralpearl

Atlas of Creation

+1 Earth +1 Astral +1 Nature
Artifact

Independent Mages

Commander

Lab

Crystal Sorceress

Mage with air 11astral 11random010%

Commander

Lab

Lizard Shaman

Mage with nature 11astral 11

Rituals

Ritual
Path: death 33

Conjuration 6
Cost: 22deathgem

Summon Spectre

Summons a death 11random2100%+100% mage.

Ritual
Path: astral 44death 11

Conjuration 6
Cost: 90astralpearl

Ether Gate

Summons an astral 33death 22random1100% mage with an entourage.
Ridiculous amount of pearls for what you get. Unadvised for boosting.

Ritual
Path: earth 33death 11

Enchantment 6
Cost: 75earthgem

Hidden in Sand

Summons 1 or more earth 22death 22holy 22random3200%+50%+50% with an army.
Needs a wasteland. Expensive!

Ritual
Path: earth 33death 11

Enchantment 6
Cost: 75earthgem

Hidden Underneath

Summons 1 or more earth 11death 22random350%+50%+50%+50%+50%+50% with an army.
Needs cave. Hidden in Sand is more likely to get an astral 22. Expensive!

Ritual
Path: blood 33water 33

Blood 6
Cost: 88bloodslave

Bind Ice Devil

Summons 1 of 6 unique mages.
1 of 6 is water 22 .
3 of 6 is water 33 .
1 of 6 is water 33death 33 .
1 of 6 is water 33astral 22 .

Ritual
Path: blood 44fire 22

Blood 7
Cost: 99bloodslave

Bind Arch Devil

Summons 1 of 5 unique mages.
1 of 5 is fire 33astral 33

Ritual
Path: blood 88

Blood 9
Cost: 150bloodslave

Bind Demon Lord

Summons 1 of 6 unique mages.
1 of 6 is fire 44earth 44blood 44 .

Misc
Path: air 55fire 44

Construction 8
Cost: 40airgem25firegem

The Magic Lamp

Destroy to summon a fire 55air 55earth 33astral 33 mage.
Is unsummoned if the Lamp is recreated.
Artifact

In Combat

Combat
Path: astral 33

Conjuration 4
Cost: 2astralpearl

Light of the Northern Star

+1 Astral
Applies to all astral mages on the battlefield

2-hand
Path: astral 44

Construction 6
Cost: 25astralpearl

Banner of the Northern Star

Cast Light of the Northern Star at the start of battle

Combat
Path: astral 11

Conjuration 3
Cost: 1astralpearl

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 astral 55 access (commonly pretender): forge Starshine Skullcap (or Crystal Coin w. earth 22astral 22 ) → Ring of Sorcery = astral 77 access for 70astralpearl (70astralpearl10earthgem)
  • With base astral 66 access (commonly pretender): forge Starshine Skullcap (or Crystal Coin w. earth 22astral 22 ) → Ring of Wizardry = astral 88 access for 90astralpearl (90astralpearl10earthgem)
  • With base astral 22 , earth 22 and earth 11astral 11 access: forge Starshine Skullcap + Earth Boots → forge Crystal Coin = astral 44 access for 20astralpearl20earthgem



Death

Getting death 55 access and above is a bit more difficult generally requiring empowerment, lucky Twiceborn, or a pretender of death 44 or above. Getting up to death 44 is reasonably simple from death 22 or with water 22death 11 Stream of Hades or a little more expensive earth 22death 11 Hidden in Sand. The water 22death 11 is especially useful with Streams from Hades allowing a mage with water boosters to summon a death 33 mage using only water gems. Achieving death 22-death 44 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: death 22

Construction 4
Cost: 10deathgem

Skull Staff

+1 Death

2-Hand
Path: death 55

Construction 6
Cost: 40deathgem

Skullface

+1 Death

1-hand
Path: death 66

Construction 8
Cost: 60deathgem

Sceptre of Dark Regency

+2 Death
Artifact

Misc
Path: death 22blood 22

Construction 8
Cost: 10deathgem10bloodslave

The Black Book of Secrets

+1 Death +1 Blood
Artifact

Independent Mages

Commander

Lab

Wolf Tribe Shaman

Mage with nature 11random010%

Commander

Lab

Bone Reader

Mage with death 11random1100%

Commander

Lab

Onyx Sorceress

Mage with earth 11death 11random010%

Commander

Lab

Camazotz

Mage with death 11random010%

Rituals

Ritual
Path: water 44death 11

Conjuration 6
Cost: 40watergem

Streams from Hades

Summons awater 33death 33 mage.

Ritual
Path: astral 44death 11

Conjuration 6
Cost: 90astralpearl

Ether Gate

Summons an astral 33death 22random1100% mage with an entourage.
Ridiculous amount of pearls for what you get. Unadvised for boosting.

Ritual
Path: nature 55death 22

Conjuration 6
Cost: 25naturegem

Contact Lamia Queen

Summons a death 22nature 11random2100%+100% mage.

Ritual
Path: nature 33

Conjuration 6
Cost: 37naturegem

Forest Troll Tribe

Summons a death 11nature 11random1100% mage with an army.
Expensive upkeep. Cheaper to cast than the Hidden in Sand/Snow

Ritual
Path: death 33

Conjuration 7
Cost: 22deathgem

Mound Fiend

Summons a death 33holy 22 mage.

Ritual
Path: death 33fire 44

Conjuration 8
Cost: 50deathgem

King of Banefires

Summons a unique fire 44death 33 mage

Ritual
Path: death 22

Enchantment 4
Cost: 5deathgem x size

Twiceborn

Caster revives as a wight mage with 10% chance of +1 Death

Ritual
Path: earth 33death 11

Enchantment 6
Cost: 75earthgem

Hidden in Sand

Summons 1 or more earth 22death 22holy 22random3200%+50%+50% with an army.
Needs a wasteland. Expensive! Best of the three Hidden in… spells

Ritual
Path: water 33death 11

Enchantment 6
Cost: 75watergem

Hidden Underneath

Summons 1 or more earth 11death 22random350%+50%+50%+50%+50%+50% with an army.
Needs cave. Expensive!

Ritual
Path: water 33death 11

Enchantment 6
Cost: 75watergem

Hidden in Snow

Summons 1 or more death 11random450%+50%+50%+50%+50%+50%+50%+50% with an army.
Needs mountains. Expensive!

Ritual
Path: death 55

Enchantment 7
Cost: 30deathgem

Lichcraft

Summons a death 44 mage.

Ritual
Path: blood 33water 33

Blood 6
Cost: 88bloodslave

Bind Ice Devil

Summons 1 of 6 unique mages.
1 of 6 is water 22 .
3 of 6 is water 33 .
1 of 6 is water 33death 33 .
1 of 6 is water 33astral 22 .

Ritual
Path: blood 55

Blood 8
Cost: 111bloodslave

Bind Heliophagus

Summons 1 of 4 unique mages.
1 of 4 is death 33blood 33
1 of 4 is death 44blood 33

Ritual
Path: blood 88

Blood 9
Cost: 150bloodslave

Bind Demon Lord

Summons 1 of 6 unique mages.
3 of 6 are death 33 with crosspaths .

In Combat

Misc
Path: death 44

Construction 8
Cost: 25deathgem

Carcator the Pocket Lich

Summon a death 55 at the start of battle

Common Routes

  • With base death 22 access: Skull Staff → Mound Fiend → death 44 access for 38deathgem
  • With water 22death 11 crosspath: Stream of Hades → Skull Staff → death 44 access for 40watergem10deathgem



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 nature 11. 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: nature 22

Construction 4
Cost: 10naturegem

Thistle Mace

+1 Nature

Armor
Path: blood 33nature 22

Construction 4
Cost: 15bloodslave10naturegem

Armor of Twisting Thorns

+1 Nature +1 Blood
Cursed

2-hand
Path: nature 55

Construction 6
Cost: 40naturegem

Treelord's Staff

+2 Nature

Misc
Path: nature 33astral 11

Construction 6
Cost: 15naturegem5astralpearl

Moonvine Bracelet

+1 Nature

Misc
Path: earth 55astral 55

Construction 8
Cost: 40earthgem40astralpearl

Atlas of Creation

+1 Earth +1 Astral +1 Nature
Artifact

Misc
Path: earth 22nature 22

Construction 8
Cost: 10earthgem10naturegem

The Tome of Gaia

+1 Earth +1 Nature
Artifact

Independent Mages

Commander

Lab

Bear Tribe Shaman

Mage with nature 11random010%

Commander

Lab

Deer Tribe Shaman

Mage with nature 11random010%

Commander

Lab

Wolf Tribe Shaman

Mage with nature 11random010%

Commander

Lab

Jade Sorceress

Mage with nature 11water 11random025%

Commander

Lab, Temple

Jaguar Tribe Priest

Mage with nature 11holy 11random010%

Commander

Lab

Lizard Shaman

Mage with nature 11astral 11

Rituals

Ritual
Path: water 33nature 11

Conjuration 5
Cost: 35watergem

Contact Naiad

Summons a water 33nature 33 with Homesickness.

Ritual
Path: nature 55death 22

Conjuration 6
Cost: 25naturegem

Contact Lamia Queen

Summons a death 22nature 11random2100%+100% mage.

Ritual
Path: nature 44

Conjuration 7
Cost: 30naturegem

Awaken Ivy King

Summons an nature 33 mage.

Ritual
Path: nature 55

Enchantment 7
Cost: 35naturegem

Awaken Treelord

Summons 1 of 3 mages.
1 of 3 is earth 11nature 44
1 of 3 is nature 44blood 11
1 of 3 is nature 55

Ritual
Path: nature 55

Thaumaturgy 8
Cost: 35naturegem

Call the Worm That Walks

Summons an immortal nature 33random020% mage

Ritual
Path: blood 88

Blood 9
Cost: 150bloodslave

Bind Demon Lord

Summons 1 of 6 unique mages.
2 of 6 are nature 44 with crosspaths .

In Combat

Combat spell
Path: nature 33earth 11

Conjuration 4

Strength of Gaia

+1 Nature, Barkskin, Regeneration, +4 Str.
Self buff. Will affect communion slaves.

Common Routes

  • With base water 11nature 11 and water 22 access: Water Bracelet & Robe of the Sea → Contact Naiad → nature 44 access for 55watergem
  • With base nature 22 access and nature 22blood 33 or astral 11nature 22 crosspaths: forge Thistle Mace and Armor of Twisting Thorns / Moonvine Bracelet → Awaken Ivy King → nature 55 access for 65naturegem5astralpearl or 50naturegem15bloodslave



Blood

Accessing higher blood via empowerment from blood 11 is relatively easy as slaves are more plentiful provided Sanguine Dowsing Rods are used. blood 11 and blood 22hunters 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: blood 55

Construction 2
Cost: 40bloodslave

Armor of Souls

+1 Blood

Armor
Path: blood 33nature 22

Construction 4
Cost: 15bloodslave10naturegem

Armor of Twisting Thorns

+1 Nature +1 Blood
Cursed

Misc
Path: blood 55

Construction 4
Cost: 40bloodslave

Brazen Vessel

+1 Blood

1-hand
Path: blood 33

Construction 6
Cost: 15bloodslave

Blood Thorn

+1 Blood

Armor
Path: blood 44

Construction 8
Cost: 25bloodslave

Flesh Ward

+1 Blood
Artifact. Cursed

Misc
Path: death 22blood 22

Construction 8
Cost: 10deathgem10bloodslave

The Black Book of Secrets

+1 Death +1 Blood
Artifact

Independent Mages

Commander

Lab

Garnet Sorceress

Mage with fire 11blood 11random010%
A single province of these can break a nation into blood in a big way

Commander

Lab

Camazotz

Mage with death 11random010%

Commander

Lab, Temple

Jaguar Tribe Priest

Mage with nature 11holy 11random010%
Even a little blood can go a long way.

Rituals

Ritual
Path: nature 55death 22

Conjuration 6
Cost: 25naturegem

Contact Lamia Queen

Summons a death 22nature 11random2100%+100% mage.

Ritual
Path: astral 44death 11

Conjuration 6
Cost: 90astralpearl

Ether Gate

Summons an astral 33death 22random1100% mage with an entourage.
Ridiculous amount of pearls for what you get. Unadvised for boosting.

Ritual
Path: nature 55

Enchantment 7
Cost: 35naturegem

Enchant Treelord

Summons 1 of 3 mages.
1 of 3 is nature 44blood 11

Ritual
Path: blood 33earth 44

Blood 7
Cost: 85bloodslave

Father Illearth

Summons 1 of 1 unique earth 44blood 33 mage.

Ritual
Path: death 44blood 33

Blood 7
Cost: 77bloodslave

Curse of Blood

Summons an immortal death 33blood 33 vampire

Ritual
Path: blood 55

Blood 8
Cost: 111bloodslave

Bind Heliophagus

Summons 1 of 4 unique mages.
3 of 4 are blood 33 with crosspaths
1 of 4 is blood 44 .

In Combat

Combat spell
Path: blood 33

Blood 3
Cost: 3bloodslave

Hell Power

+2 all paths
Causes horror marks on casters
Self buff, will affect communions slaves

Common Routes

  • With base blood 11 access: Empower twice → forge Blood Thorn → blood 44 for 80bloodslave
  • With base blood 11 access: Empower thrice → forge Blood thorn → forge Brazen Vessel or Armor of Souls → blood 66 for 120bloodslave
  • With base nature 11blood 11 access: Empower twice → forge Blood thorn and Thistle mace → forge Armor of Twisting Thorns → blood 11 for 120bloodslave10naturegem



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-holy 22holy 33 mage.
Prophetize a holy 33+ → +1 holy

Items

2-hand
Path: death 44

Construction 8
Cost: 25deathgem

Sword of Injustice

+1 Holy

2-hand
Path: fire 33astral 33

Construction 8
Cost: 15firegem15astralpearl

Sword of Justice

+1 Holy

Shield
Path: fire 33astral 22

Construction 8
Cost: 15firegem10astralpearl

Immaculate Shield

+1 Holy

Rituals

Ritual
Path: water 33

Conjuration 6
Cost: 15watergem

Summon Bishop Fish

Summons a holy 33 aquatic mage.
Only usable underwater. Needs items to go on land.

Ritual
Path: death 33

Conjuration 7
Cost: 28deathgem

Mound Fiend

Summons a death 33holy 22 mage.

Ritual
Path: astral 33

Thaumaturgy 5
Cost: 5astralpearl

Telestic Animation

Summons an immobile holy 22 mage.

In Combat

Combat spell
Path: holy 55

Divine Channeling

+1 Holy for all friendly priests
Affects the whole battlefield.

melfice-belmont-boosting-and-access.txt · Last modified: 2020/12/24 19:28 by erik