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melfice-belmont-boosting-and-access [2020/10/06 12:35] herpthenderp [General Tips] Various grammar and sentence structure edits |
melfice-belmont-boosting-and-access [2025/05/27 18:10] (current) byxis |
~~NOTOC~~ | ~~NOTOC~~ |
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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]] |
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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. |
<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> |
<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> |
| |
<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> |
<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> |
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> |
\\ \\ | \\ \\ |
====== 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 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 {{path>F2}} or {{path>F3}}. All that being said, high-level fire is rarely a significant factor in the vanilla game. |
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==== Items ==== | ==== Items ==== |
<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> |
<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> |
<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> |
<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// |
====== Air ====== | ====== Air ====== |
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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 it’s {{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 here. Unlike 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 boost, though 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. |
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==== Items ==== | ==== Items ==== |
<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> |
<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 good, requiring no initial air for {{path>A3}} |
</WRAP> | </WRAP> |
</WRAP> | </WRAP> |
<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> |
| |
<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> |
| |
* 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. |
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==== Items ==== | ==== Items ==== |
<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> |
| |
<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> |
<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> |
<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> |
====== 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??. |
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==== Items ==== | ==== Items ==== |
<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> |
| |
<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> |
<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> |
<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> |
<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> |
| |
<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> |
<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> |
<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 2 is {{path>E1N4}} | Summons 1 of 3 mages. \\ 1 of 3 is {{path>E1N4}} |
</WRAP> | </WRAP> |
</WRAP> | </WRAP> |
<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.\\ |
<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> |
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<WRAP round box> | <WRAP round box> |
<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> |
<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> |
<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.\\ |
</WRAP> | </WRAP> |
</WRAP> | </WRAP> |
| {{tag>Guides}} |
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