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melfice-belmont-boosting-and-access [2020/10/06 12:08]
herpthenderp [What is and isn’t included] Tidied up grammar, feel free to give feedback/disagree
melfice-belmont-boosting-and-access [2025/05/27 18:10] (current)
byxis
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 ~~NOTOC~~ ~~NOTOC~~
  
-Original guide can be found [[https://docs.google.com/document/d/10gLUCpnErweG6naoRvperf4hwGJrz_ckExot1h3bMt8/edit|here]]+<WRAP group>[[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. 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.
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 ====== General Tips ====== ====== 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 since you will more likely have plenty of gems in that path than others and will want to be able to use these gems for something useful. 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 creating a pretenderit 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. +  * When it is an optiontrading 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 levelmost experienced players will be reluctant to trade a booster to said nation and will either outright refuse or price gouge. On the other handwhen a nation is able to make a boosterthe 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.+  * Some nations have access to seduction and thiswhile not reliablecould 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. +  * Be cautious about using booster items in battle; not only can you lose them but the opponent can gain them. At the same timethey 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 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 at time 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 boosted to.+  * 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 spell as their path levelso 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.   * 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 national mage or find an indie mage use it to make booster, equip the booster to summon better mage, move the booster to new mage.+  * 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 game. Even Construction 6 boosters should be cautiously considered based on how soon nation would like access to a spell and their general research capability.
  
-  * When climbing a path it is always important to consider whether you will have gems leftover to do anything useful after getting high access.+  * 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 Boosters ======
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 <WRAP left> <WRAP left>
 **+1 Elemental paths** \\ **+1 Elemental paths** \\
-Good one for rainbow pretenders to forge </WRAP>+Good target for rainbow pretenders to forge</WRAP>
 </WRAP> </WRAP>
  
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 <WRAP centeralign>**??The Copper Arm??** </WRAP> <WRAP centeralign>**??The Copper Arm??** </WRAP>
 <WRAP left> <WRAP left>
-This doesn’t boost in of itself but potentially allows more boosters on a single mage, the standard being in Nature with a ??Thistle Mace?? and a ??Treelord's Staff?? </WRAP>+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?? </WRAP>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 <WRAP left> <WRAP left>
 **+1 Sorcery paths** \\ **+1 Sorcery paths** \\
-Getting both a Ring of Wizardry and a Ring of Sorcery is generally too expensive pearl-wise for most games to be reasonable. </WRAP>+Getting both a Ring of Wizardry and a Ring of Sorcery is generally too expensive in pearls to be reasonable for most games. </WRAP>
 </WRAP> </WRAP>
  
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 <WRAP left> <WRAP left>
 **+1 All paths** \\ **+1 All paths** \\
-Getting both a Ring of Wizardry and a Ring of Sorcery is generally too expensive pearl-wise for most games to be reasonable. </WRAP>+Getting both a Ring of Wizardry and a Ring of Sorcery is generally too expensive in pearls to be reasonable for most games. </WRAP>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 <WRAP round box> <WRAP round box>
 <WRAP group> <WRAP group>
-<WRAP left lo>Misc \\ Path: {{path>A5B5}}</WRAP> +<WRAP left lo>Misc \\ Path: {{path>E6}}</WRAP> 
-<WRAP right lo>Construction 8 \\ Cost: {{gems>40A40B}}</WRAP></WRAP>+<WRAP right lo>Construction 8 \\ Cost: {{gems>60E}}</WRAP></WRAP>
 <WRAP centeralign>**??The First Anvil??** </WRAP> <WRAP centeralign>**??The First Anvil??** </WRAP>
 <WRAP left> <WRAP left>
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 Various paths on great chassis, but with afflictions, insanity, and only 20% are commanders. Various paths on great chassis, but with afflictions, insanity, and only 20% are commanders.
   * This one is generally not useful but is really fun.   * This one is generally not useful but is really fun.
-  * ??Gift of Health?? is currently the only way to cure their afflictions without mods+  * ??Gift of Health?? or ??Shroud of the Battle Saint?? + a recuperation bless are currently the only way to cure their afflictions without mods
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 \\ \\  \\ \\ 
 ====== Fire ====== ====== 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. Fire/Death crosspaths really help go a long way in breaking into the higher paths of fire or the unique high-level blood summons a little later in the game. Without those, it is a much more monumental task. All that being said high-level fire usually is rarely a significant factor in the vanilla game.+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 fireor 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 saidhigh-level fire is rarely a significant factor in the vanilla game.
  
 ==== Items ==== ==== Items ====
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 <WRAP centeralign>**??The Forbidden Light??** </WRAP> <WRAP centeralign>**??The Forbidden Light??** </WRAP>
 **+2 Fire +2 Astral.** \\ **+2 Fire +2 Astral.** \\
-50% horror mark chance, cursed, horror assassinations regardless of horromarks and mindless status.\\+50% horror mark chance, cursed, horror assassinations regardless of horror marks and mindless status.\\
 //Artifact. Cursed.// //Artifact. Cursed.//
 </WRAP> </WRAP>
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 <WRAP centeralign>**??Summon Flame Spirit??** </WRAP> <WRAP centeralign>**??Summon Flame Spirit??** </WRAP>
 <WRAP left> <WRAP left>
-Summons an F3 Flame Spirit </WRAP>+Summons an {{path>F3}} ??Flame Spirit?? </WRAP>
 </WRAP> </WRAP>
  
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 <WRAP centeralign>**??King of Elemental Fire??** </WRAP> <WRAP centeralign>**??King of Elemental Fire??** </WRAP>
 <WRAP left> <WRAP left>
-Summons one of two unique mages.\\ One is {{path>F5}}, another is {{path>F5E1}}</WRAP>+Summons one of two unique mages: ??Pyriphlogos - King of Flames?? or ??Rhuax - King of Magma??\\ One is {{path>F5}}, the other is {{path>F5E1}}</WRAP>
 </WRAP> </WRAP>
  
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 <WRAP right lo>Conjuration 8 \\ Cost: {{gems>50D}}</WRAP></WRAP> <WRAP right lo>Conjuration 8 \\ Cost: {{gems>50D}}</WRAP></WRAP>
 <WRAP centeralign>**??King of Banefires??** </WRAP> <WRAP centeralign>**??King of Banefires??** </WRAP>
-Summons a unique {{path>F4D3}} mage </WRAP>+Summons ??Antrax - King of Banefires?? a unique {{path>F4D3}} mage </WRAP>
 </WRAP> </WRAP>
  
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 <WRAP right lo>Enchantment 6 \\ Cost: {{gems>75E}}</WRAP></WRAP> <WRAP right lo>Enchantment 6 \\ Cost: {{gems>75E}}</WRAP></WRAP>
 <WRAP centeralign>**??Hidden in Sand??** </WRAP> <WRAP centeralign>**??Hidden in Sand??** </WRAP>
-Summons 1 or more {{path>E2D2H2,200%FES,50%D,50%F}} with an army.\\+Summons 1 or more ??Dust Priest??s, with {{path>E2D2H2,200%FES,50%D,50%F}} with an army.\\
 //Needs a wasteland.// //Needs a wasteland.//
 </WRAP> </WRAP>
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 <WRAP right lo>Blood 7 \\ Cost: {{gems>99B}}</WRAP></WRAP> <WRAP right lo>Blood 7 \\ Cost: {{gems>99B}}</WRAP></WRAP>
 <WRAP centeralign>**??Bind Arch Devil??** </WRAP> <WRAP centeralign>**??Bind Arch Devil??** </WRAP>
-Summons 1 of 5 unique mages.\\ 4 out of 5 are {{path>F4}}\\ 1 out of 5 is {{path>F3S3}} +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}} 
 </WRAP> </WRAP>
  
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 <WRAP centeralign>**??Bind Heliophagus??** </WRAP> <WRAP centeralign>**??Bind Heliophagus??** </WRAP>
 <WRAP left> <WRAP left>
-Summons 1 of 4 unique mages.\\ 1 out of 4 is {{path>F4B3}} </WRAP>+Summons 1 of 4 unique mages.\\ 1 out of 4 is the {{path>F4B3}} ??Amaimon - Heliophagus?? </WRAP>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 <WRAP right lo>Construction 8 \\ Cost: {{gems>40A25F}}</WRAP></WRAP> <WRAP right lo>Construction 8 \\ Cost: {{gems>40A25F}}</WRAP></WRAP>
 <WRAP centeralign>**??The Magic Lamp??** </WRAP> <WRAP centeralign>**??The Magic Lamp??** </WRAP>
-Destroy to summon a {{path>F5A5E3S3}} mage.\\+Destroy to summon ??Al Khazim - Jinn??, a {{path>F5A5E3S3}} mage.\\
 Is unsummoned if the Lamp is recreated.\\ Is unsummoned if the Lamp is recreated.\\
 //Artifact// //Artifact//
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 ====== Air ====== ====== Air ======
  
-Like fire, air is a difficult path to boost though it has slightly easier to get low access. {{path>A4}} is needed to climb to high levels of which the only out of path possibility is summoning Pazuzu with Bind Demon Lord. Faerie Queen gets close with its {{path>A3}} and needs another +1 Air to start climbing the ladder, while that is not the simplest task universal and elemental boosters can come in handy hereUnlike fire, high path air is a little more significant mostly in combat but there are a few useful globals. Storms, crystal gear, and comms can play a large factor in usage of air magic since the combat magic is so useful.+Air is a difficult path to boostthough 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 ==== ==== Items ====
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 <WRAP left lo>Misc \\ Path: {{path>A2S2}}</WRAP> <WRAP left lo>Misc \\ Path: {{path>A2S2}}</WRAP>
 <WRAP right lo>Construction 8 \\ Cost: {{gems>10A10S}}</WRAP></WRAP> <WRAP right lo>Construction 8 \\ Cost: {{gems>10A10S}}</WRAP></WRAP>
-<WRAP centeralign>**??The Forbidden Light??** </WRAP>+<WRAP centeralign>**??Tome of High Power??** </WRAP>
 **+1 Air +1 Astral** \\ **+1 Air +1 Astral** \\
 5% horror mark chance.\\ 5% horror mark chance.\\
 +All ritual range +2.\\
 //Artifact. Cursed. // //Artifact. Cursed. //
 </WRAP> </WRAP>
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 <WRAP right lo>Conjuration 8 \\ Cost: {{gems>40N}}</WRAP></WRAP> <WRAP right lo>Conjuration 8 \\ Cost: {{gems>40N}}</WRAP></WRAP>
 <WRAP centeralign>**??Faerie Court??** </WRAP> <WRAP centeralign>**??Faerie Court??** </WRAP>
-Summons an {{path>A3N3}} mage with a small entourage \\  +Summons a ??Faery Queen??, a {{path>A3N3}} mage with a small entourage\\  
-* This is exceptionally good requiring no initial air for {{path>A3}} +* This is exceptionally goodrequiring no initial air for {{path>A3}} 
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 <WRAP right lo>Conjuration 8 \\ Cost: {{gems>50A}}</WRAP></WRAP> <WRAP right lo>Conjuration 8 \\ Cost: {{gems>50A}}</WRAP></WRAP>
 <WRAP centeralign>**??Queen of Elemental Air??** </WRAP> <WRAP centeralign>**??Queen of Elemental Air??** </WRAP>
-Summons 1 of 3 unique mages.\\ All are {{path>A5}} +Summons 1 of 3 unique mages: ??Aella - Queen of Storms??, ??Nephele - Queen of Clouds?? or ??Thuella - Queen of Thunder??\\ All are {{path>A5}} 
 </WRAP> </WRAP>
  
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 <WRAP centeralign>**??Bind Demon Lord??** </WRAP> <WRAP centeralign>**??Bind Demon Lord??** </WRAP>
 Summons 1 of 6 unique mages. \\ Summons 1 of 6 unique mages. \\
-1 in 6 is {{path>A5D3B4}} </WRAP>+1 in 6, ??Pazuzu - Lord of the Plague Wind??, is {{path>A5D3B4}} </WRAP>
 </WRAP> </WRAP>
  
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   * With base {{path>A4E4}} access (pretender): forge Staff of Elemental Mastery = {{path>A7}}  access for {{gems>90A25E}}   * 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 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 ======
  
-Water is pretty much the easiest path to boost up to a high path with. 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 within reach 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. 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. It bears without mention that in UW combat water magic is king.+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 ==== ==== Items ====
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 <WRAP right lo>Conjuration 5 \\ Cost: {{gems>35W}}</WRAP></WRAP> <WRAP right lo>Conjuration 5 \\ Cost: {{gems>35W}}</WRAP></WRAP>
 <WRAP centeralign>**??Contact Naiad??** </WRAP> <WRAP centeralign>**??Contact Naiad??** </WRAP>
-Summons a {{path>W3N3}} with //Homesickness//. \\ +Summons a {{path>W3N3}} ??Naiad?? with //Homesickness//. \\ 
 </WRAP> </WRAP>
  
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 <WRAP right lo>Conjuration 6 \\ Cost: {{gems>22D}}</WRAP></WRAP> <WRAP right lo>Conjuration 6 \\ Cost: {{gems>22D}}</WRAP></WRAP>
 <WRAP centeralign>**??Summon Spectre??** </WRAP> <WRAP centeralign>**??Summon Spectre??** </WRAP>
-Summons a {{path>D1,100%WESD,100%WDNB}}  mage.+Summons a {{path>D1,100%WESD,100%WESD}} ??Spectral Mage??.
 </WRAP> </WRAP>
  
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 <WRAP right lo>Conjuration 6 \\ Cost: {{gems>25N}}</WRAP></WRAP> <WRAP right lo>Conjuration 6 \\ Cost: {{gems>25N}}</WRAP></WRAP>
 <WRAP centeralign>**??Contact Lamia Queen??** </WRAP> <WRAP centeralign>**??Contact Lamia Queen??** </WRAP>
-Summons a {{path>D2N1,100%WDNB,100%WDNB}}  mage.+Summons a {{path>D2N1,100%WDNB,100%WDNB}}  ??Lamia Queen??.
 </WRAP> </WRAP>
  
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 <WRAP right lo>Conjuration 6 \\ Cost: {{gems>55W}}</WRAP></WRAP> <WRAP right lo>Conjuration 6 \\ Cost: {{gems>55W}}</WRAP></WRAP>
 <WRAP centeralign>**??Sea King's Court??** </WRAP> <WRAP centeralign>**??Sea King's Court??** </WRAP>
-Summons a {{path>W3}} mage with an army. \\ +Summons a {{path>W3}} ??Sea King?? with an army. \\ 
 // Expensive upkeep //  // Expensive upkeep // 
 </WRAP> </WRAP>
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 <WRAP right lo>Conjuration 6 \\ Cost: {{gems>40W}}</WRAP></WRAP> <WRAP right lo>Conjuration 6 \\ Cost: {{gems>40W}}</WRAP></WRAP>
 <WRAP centeralign>**??Streams from Hades??** </WRAP> <WRAP centeralign>**??Streams from Hades??** </WRAP>
-Summons a{{path>W3D3}} mage. \\ +Summons a {{path>W3D3}} ??Kokythiad??. \\ 
-Unusual case in which a summon with lower paths than the summoning spell is useful due to clustering Water boosters+Unusual case in which a summon with lower paths than the summoning spell is useful due to combining Water boosters.
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 <WRAP right lo>Conjuration 8 \\ Cost: {{gems>50W}}</WRAP></WRAP> <WRAP right lo>Conjuration 8 \\ Cost: {{gems>50W}}</WRAP></WRAP>
 <WRAP centeralign>**??Queen of Elemental Water??** </WRAP> <WRAP centeralign>**??Queen of Elemental Water??** </WRAP>
-Summons 1 of 3 {{path>W5}}  mages\\+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.// //Must be cast Underwater.//
 </WRAP> </WRAP>
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 ====== Earth ====== ====== Earth ======
  
-Oftentimes high path access is achieved from the get go since high earth paths work well on pretenders and expanders specifically due to the innate buff to prot for having {{path>E4}} or higher, early self buffs available, and variety of useful blesses. Baring that 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}}. This is not a major hindrance though because some of the best buffs in the game don’t need higher than an {{path>E4}} mage and extra gems. Blood earth crosspaths really smooth out the difficulties of reaching high earth and they synergies too with some powerful summons and buffs that complement the summons. If one has any sort of native earth access there is little reason to not at least try to get at least medium earth access by late game and achieving {{path>E3}} early can reward quite handsomely by allowing the forging of the extremely useful Dwarven Hammer.+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 ==== ==== Items ====
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 <WRAP right lo>Conjuration 6 \\ Cost: {{gems>22D}}</WRAP></WRAP> <WRAP right lo>Conjuration 6 \\ Cost: {{gems>22D}}</WRAP></WRAP>
 <WRAP centeralign>**??Summon Spectre??** </WRAP> <WRAP centeralign>**??Summon Spectre??** </WRAP>
-Summons a {{path>D1,100%WESD,100%WDNB}}  mage.+Summons a {{path>D1,100%WESD,100%WESD}} ??Spectral Mage??.
 </WRAP> </WRAP>
  
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 <WRAP right lo>Conjuration 6 \\ Cost: {{gems>55E}}</WRAP></WRAP> <WRAP right lo>Conjuration 6 \\ Cost: {{gems>55E}}</WRAP></WRAP>
 <WRAP centeralign>**??Troll King's Court??** </WRAP> <WRAP centeralign>**??Troll King's Court??** </WRAP>
-Summons a {{path>E3}} mage with an army. \\ +Summons a {{path>E3}} ??Troll King?? with an army. \\ 
 // Expensive upkeep //  // Expensive upkeep // 
 </WRAP> </WRAP>
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 <WRAP right lo>Conjuration 6 \\ Cost: {{gems>37N}}</WRAP></WRAP> <WRAP right lo>Conjuration 6 \\ Cost: {{gems>37N}}</WRAP></WRAP>
 <WRAP centeralign>**??Forest Troll Tribe??** </WRAP> <WRAP centeralign>**??Forest Troll Tribe??** </WRAP>
-Summons a {{path>D1N1,100%EDN}} mage with an army. \\ +Summons a {{path>D1N1,100%EDN}} ??Troll Shaman?? with an army. \\ 
 // Expensive upkeep. Cheaper to cast than the Hidden in Sand/Snow //  // Expensive upkeep. Cheaper to cast than the Hidden in Sand/Snow // 
 </WRAP> </WRAP>
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 <WRAP right lo>Conjuration 8 \\ Cost: {{gems>50E}}</WRAP></WRAP> <WRAP right lo>Conjuration 8 \\ Cost: {{gems>50E}}</WRAP></WRAP>
 <WRAP centeralign>**??King of Elemental Earth??** </WRAP> <WRAP centeralign>**??King of Elemental Earth??** </WRAP>
-Summons 1 of 2 {{path>E5}}  mages.+Summons 1 of 2 {{path>E5}}  mages: ??Oreigenes - King of Mountains?? or ??Barathrus - King of Deeper Earth?? 
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 <WRAP right lo>Conjuration 8 \\ Cost: {{gems>50F}}</WRAP></WRAP> <WRAP right lo>Conjuration 8 \\ Cost: {{gems>50F}}</WRAP></WRAP>
 <WRAP centeralign>**??King of Elemental Fire??** </WRAP> <WRAP centeralign>**??King of Elemental Fire??** </WRAP>
-Summons 1 of 2 mages. \\ 1 of 2 is {{path>F5E1}}  +Summons 1 of 2 mages. \\ 1 of 2 is {{path>F5E1}}: ??Rhuax - King of Magma??  
 </WRAP> </WRAP>
  
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 <WRAP right lo>Enchantment 6 \\ Cost: {{gems>75E}}</WRAP></WRAP> <WRAP right lo>Enchantment 6 \\ Cost: {{gems>75E}}</WRAP></WRAP>
 <WRAP centeralign>**??Hidden in Sand??** </WRAP> <WRAP centeralign>**??Hidden in Sand??** </WRAP>
-Summons 1 or more {{path>E2D2H2,200%FES,50%D,50%F}} with an army.\\+Summons 1 or more {{path>E2D2H2,200%FES,50%D,50%F}} ??Dust Priest?? with an army.\\
 //Needs a wasteland. Expensive!// //Needs a wasteland. Expensive!//
 </WRAP> </WRAP>
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 <WRAP right lo>Enchantment 6 \\ Cost: {{gems>75W}}</WRAP></WRAP> <WRAP right lo>Enchantment 6 \\ Cost: {{gems>75W}}</WRAP></WRAP>
 <WRAP centeralign>**??Hidden in Snow??** </WRAP> <WRAP centeralign>**??Hidden in Snow??** </WRAP>
-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.\\ +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. Expensive!// </WRAP>+//Needs mountains, unreliable. Expensive!// </WRAP>
  
 <WRAP round box> <WRAP round box>
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 <WRAP right lo>Enchantment 7 \\ Cost: {{gems>35N}}</WRAP></WRAP> <WRAP right lo>Enchantment 7 \\ Cost: {{gems>35N}}</WRAP></WRAP>
 <WRAP centeralign>**??Enchant Treelord??** </WRAP> <WRAP centeralign>**??Enchant Treelord??** </WRAP>
-Summons 1 of 3 mages. \\ 1 of is {{path>E1N4}}  +Summons 1 of 3 mages. \\ 1 of is {{path>E1N4}}  
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 <WRAP left lo>Misc \\ Path: {{path>A2S2}}</WRAP> <WRAP left lo>Misc \\ Path: {{path>A2S2}}</WRAP>
 <WRAP right lo>Construction 8 \\ Cost: {{gems>10A10S}}</WRAP></WRAP> <WRAP right lo>Construction 8 \\ Cost: {{gems>10A10S}}</WRAP></WRAP>
-<WRAP centeralign>**??The Forbidden Light??** </WRAP>+<WRAP centeralign>**??Tome of High Power??** </WRAP>
 **+1 Air +1 Astral** \\ **+1 Air +1 Astral** \\
 5% horror mark chance.\\ 5% horror mark chance.\\
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 <WRAP right lo>Conjuration 6 \\ Cost: {{gems>22D}}</WRAP></WRAP> <WRAP right lo>Conjuration 6 \\ Cost: {{gems>22D}}</WRAP></WRAP>
 <WRAP centeralign>**??Summon Spectre??** </WRAP> <WRAP centeralign>**??Summon Spectre??** </WRAP>
-Summons a {{path>D1,100%WESD,100%WDNB}}  mage.+Summons a {{path>D1,100%WESD,100%WESD}}  mage.
 </WRAP> </WRAP>
  
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 <WRAP right lo>Blood 9\\ Cost: {{gems>150B}}</WRAP></WRAP> <WRAP right lo>Blood 9\\ Cost: {{gems>150B}}</WRAP></WRAP>
 <WRAP centeralign>**??Bind Demon Lord??** </WRAP> <WRAP centeralign>**??Bind Demon Lord??** </WRAP>
-Summons 1 of 6 unique mages. \\ 1 of 6 is {{path>F4E4B4}} . </WRAP>+Summons 1 of 6 unique mages. \\ 1 of 6 is {{path>F4S3B5}} . </WRAP>
  
 <WRAP round box> <WRAP round box>
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 <WRAP round box> <WRAP round box>
 <WRAP group> <WRAP group>
-<WRAP left lo>2-Hand \\ Path: {{path>D5}}</WRAP>+<WRAP left lo>Helmet \\ Path: {{path>D5}}</WRAP>
 <WRAP right lo>Construction 6 \\ Cost: {{gems>40D}}</WRAP></WRAP> <WRAP right lo>Construction 6 \\ Cost: {{gems>40D}}</WRAP></WRAP>
 <WRAP centeralign>**??Skullface??** </WRAP> <WRAP centeralign>**??Skullface??** </WRAP>
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 <WRAP right lo>Construction 8 \\ Cost: {{gems>60D}}</WRAP></WRAP> <WRAP right lo>Construction 8 \\ Cost: {{gems>60D}}</WRAP></WRAP>
 <WRAP centeralign>**??Sceptre of Dark Regency??** </WRAP> <WRAP centeralign>**??Sceptre of Dark Regency??** </WRAP>
-**+2 Astral** \\+**+2 Death** \\
 //Artifact // //Artifact //
 </WRAP> </WRAP>
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 <WRAP round box> <WRAP round box>
 <WRAP group> <WRAP group>
-<WRAP left lo>Ritual \\ Path: {{path>W3D1}}</WRAP> +<WRAP left lo>Ritual \\ Path: {{path>E3D1}}</WRAP> 
-<WRAP right lo>Enchantment 6 \\ Cost: {{gems>75W}}</WRAP></WRAP>+<WRAP right lo>Enchantment 6 \\ Cost: {{gems>75E}}</WRAP></WRAP>
 <WRAP centeralign>**??Hidden Underneath??** </WRAP> <WRAP centeralign>**??Hidden Underneath??** </WRAP>
 Summons 1 or more {{path>E1D2,50%D,50%E,50%E,50%D,50%S,50%S}} with an army.\\ Summons 1 or more {{path>E1D2,50%D,50%E,50%E,50%D,50%S,50%S}} with an army.\\
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 </WRAP> </WRAP>
 </WRAP> </WRAP>
 +{{tag>Guides}}
  
melfice-belmont-boosting-and-access.1601986130.txt.gz · Last modified: 2020/10/06 12:08 by herpthenderp