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remote-attacks [2022/04/18 00:08] wigglefig Assassinations finished |
remote-attacks [2022/12/12 19:52] charmide fix path requirement |
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| ::: | All units make an MR check vs. 10 and a morale check vs. 10. If they fail both, they desert. Does include commanders. Rarely effective against elite units, but ~20% of average human infantry will desert. Potentially devastating against monkeys, slaves (including slave mages), or starving armies.\\ FIXME: do MPen boosters apply? | | ::: | All units make an MR check vs. 10 and a morale check vs. 10. If they fail both, they desert. Does include commanders. Rarely effective against elite units, but ~20% of average human infantry will desert. Potentially devastating against monkeys, slaves (including slave mages), or starving armies.\\ FIXME: do MPen boosters apply? | ||
^ ?? | ^ ?? | ||
- | | ::: | 50% of the units in the targeted province make an MR check or get diseased. All but guarantees killing half the army, but is very slow-acting. | + | | ::: | 50% of the units in the targeted province make an MR check or get diseased. All but guarantees killing half the army, but is very slow-acting. |
^ ?? | ^ ?? | ||
| ::: | 50 + (5 × additional caster level) units make a difficult MR check and a difficult morale check. If they fail both, they desert. Units with [[forest survival]] ignore the spell.|| | | ::: | 50 + (5 × additional caster level) units make a difficult MR check and a difficult morale check. If they fail both, they desert. Units with [[forest survival]] ignore the spell.|| | ||
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When cast by third parties, Mind Hunt and Seeking Arrow are confirmed to target randomly among both sieging/ | When cast by third parties, Mind Hunt and Seeking Arrow are confirmed to target randomly among both sieging/ | ||
- | ^ **Conjuration** | + | ^ **Conjuration** |
- | ^ ??Winged Monkeys?? | // | + | ^ [[Winged Monkeys]] | // |
- | | ::: | Expensive and awkward to cast, and killing | + | | ::: | Expensive and situational ritual that target |
- | ^ ??Earth Attack?? | // | + | ^ ??Earth Attack?? |
- | | ::: | Sends a size 6 ??Earth Elemental# | + | | ::: | Sends a size 6 ??Earth Elemental# |
- | ^ ?? | + | ^ ?? |
- | | ::: | Assassinates an enemy commander with an ??Ashen Angel??. If no commander is found, the caster suffers the assassination. The Angels are tough to kill and exceptionally | + | | ::: | Assassinates an enemy commander with an ??Ashen Angel??. If no commander is found, the caster suffers the assassination. The Angels are tough to kill and deadly, |
- | ^ Evocation | + | ^ Evocation |
- | ^ ??Mind Hunt?? | //Evocation 6// | {{path> | + | ^ ??Mind Hunt?? |
- | | ::: | Attacks a random commander with ??Mind Hunt?? or ??Soul Slay??, depending on which has been researched. Every enemy astral mage in the target province has a (40 × astral level)% chance of [[afflictions | feebleminding]] the Mind Hunt caster, even if stealthed. Can catch stealthed commanders, is relatively cheap and instantly kills its target, provided they fail the MR check and Soul Slay has been researched. The ability to bypass stealth is valuable against stealthy raiders, but also means scouts of any nation can intercept hunts. | + | | ::: | Attacks a random commander with ??Mind Hunt?? or ??Soul Slay??, depending on which has been researched. Every enemy astral mage in the target province has a (40 × astral level)% chance of [[afflictions| feebleminding]] the Mind Hunt caster, even if stealthed. Can catch stealthed commanders, is relatively cheap and instantly kills its target, provided they fail the MR check and Soul Slay has been researched. The ability to bypass stealth is valuable against stealthy raiders, but also means scouts of any nation can intercept hunts. |
- | ^ Enchantment | + | ^ Enchantment |
- | ^ [[Seeking Arrow]] | // | + | ^ [[Seeking Arrow]] |
- | | ::: | Deals 8 AN negating damage to the chest of a random commander. Can be negated by air shield, twist fate, and some other conditions. Dangerous against human hp or lower, much less deadly against giants. | + | | ::: | Deals 8 AN negating damage to the chest of a random commander. Can be negated by air shield, twist fate, and some other conditions. Dangerous against human hp or lower, much less deadly against giants. |
- | ^ Thaumaturgy | + | ^ Thaumaturgy |
- | ^ ??Vengeance of the Dead?? | // | + | ^ ??Vengeance of the Dead?? |
- | | ::: | The commander in the target province with the most kills is drawn into an assassination battle in which they fight one Soulless for each kill. Can be negated by Magic Resistance. Mostly kills via the turn timer due to sheer number of Soulless. | + | | ::: | The commander in the target province with the most kills is drawn into an assassination battle in which they fight one Soulless for each kill. Can be negated by Magic Resistance. Mostly kills via the [[turn timer]] due to sheer number of Soulless. |
- | ^ Blood ^^^ | + | ^ Blood ||| |
- | ^ ??Infernal Disease?? | //Blood 6// | {{path> | + | ^ ??Infernal Disease?? |
- | | ::: | Assassinates with a ??Disease Demon??. Relatively tough to cast, but highly valued for being cheap and low-level. Unreliable against thugs and ineffective against SCs, though any damage inflicted will cause disease. Otherwise tough to stop with bodyguards or items due to flight. | + | | ::: | Assassinates with a ??Disease Demon??. Relatively tough to cast, but highly valued for being cheap and low-level. Unreliable against thugs and ineffective against SCs, though any damage inflicted will cause disease. Otherwise tough to stop with bodyguards or items due to flight. |
^ National Only ^^^^ | ^ National Only ^^^^ | ||
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Some ritual summons can be targeted at a remote province; if the target province belongs to an enemy (or the remote summon is neutral rather than friendly), the summons will attack the province. With a few exceptions, most remote summons are too weak and/or expensive to be practical for province attacks; using [[magic phase movement | magic phase-capable]] thugs is often a more efficient option. | Some ritual summons can be targeted at a remote province; if the target province belongs to an enemy (or the remote summon is neutral rather than friendly), the summons will attack the province. With a few exceptions, most remote summons are too weak and/or expensive to be practical for province attacks; using [[magic phase movement | magic phase-capable]] thugs is often a more efficient option. | ||
- | | + | ^ **Conjuration** ^^^^ |
- | * Conjuration 3 {{path>N3}} for {{gems> | + | ^ ??Call of the Winds?? | //Conjuration 3// | {{path> |
- | | + | | ::: | More often used to summon expensive patrol chaff, the hawks are fairly weak and unreliable, though they may pick off PD Commanders. |
+ | ^ ??Call of the Wild?? | //Conjuration 3// | {{path>N4}} • {{gems> | ||
+ | | ::: |Gives less wolves outside forests. Less efficient | ||
+ | ^ ??Ghost Riders?? | //Conjuration 9// | {{path> | ||
+ | | ::: | The riders are neutral, not friendly, and will not stick around after the attack. On the bright side, they' | ||
+ | ^ **Alteration** ^^^^ | ||
+ | ^ ??Arouse Hunger?? | // | ||
+ | | ::: | The ghouls are permanent units. This also works underwater! | ||
+ | ^ ?? | ||
+ | | ::: | The phantasmal army is neutral, not friendly, and will not stick around after the attack. | ||
+ | ^ Enchantment ^^^^ | ||
+ | ^ ??Carrion Reanimation?? | ||
+ | | ::: | Reanimates up to 100 corpses in the province as Soulless. Soulless tend to be pretty terrible troops, so Carrion reanimation is more often used to generate patrol/ | ||
+ | ^ ??Army of the Dead?? | // | ||
+ | | ::: | The Soulless Warriors are a little better than normal Soulless because they have weapons and armors, but they are still rather mediocre, especially at such a high research level. Unlike the Longdead, they only appear if there are enough corpses in the province. | ||
+ | ^ Blood ^^^^ | ||
+ | ^ ??Horde from Hell?? | //Blood 5// | {{path> | ||
+ | | ::: | These are permanent units, though they' | ||
+ | ^ [[Send Lesser Horror]] | //Blood 5// | {{path> | ||
+ | | ::: | See the dedicated page for more details. | ||
+ | ^ ??Plague of Locusts?? | //Blood 7// | {{path> | ||
+ | | ::: | Demonic Locusts are fairly beefy units which rapidly decrease dominion. (They' | ||
+ | ^ [[Send Horror]] | //Blood 9// | {{path> | ||
+ | | ::: | A more dangerous, but much more expensive version of ??Send Lesser Horror??. See the dedicated page for more details | ||
- | * Alteration 4 {{path> | + | ^ National Only ^^^^ |
- | * Alteration 7 {{path> | + | ^ ??Send Bukavac?? | // |
- | + | | ::: | Sends a temporary size 6 trampler to attack the province. The Bukavac is neutral, not friendly. | |
- | * Enchantment 7 {{path>D3}} for {{gems>10D}}: ??Carrion Reanimation?? | + | ^ ??Angelic Host?? | // |
- | + | | ::: | Sends an ??Arch Angel?? and six similarly-equipped-but-smaller troops. These are permanent units, and are often better-off kept at home. ||| | |
- | * Blood 5 {{path> | + | |
- | * Blood 5 {{path> | + | |
- | * Blood 7 {{path> | + | |
- | * Blood 9 {{path> | + | |
- | + | ||
- | ===National Only=== | + | |
- | * [[rus ea |EA Rus]] and [[vanarus ma | later]] [[bogarus la | incarnations]]. Conjuration 5 {{path> | + | |
- | | + | |
=====Province Killers===== | =====Province Killers===== | ||
Province killers change the properties of the target province to damage its economy, often by causing unrest or sometimes by killing its population directly. For unrest-increasing province killers, the critical threshold at which recruitment is blocked is 100 unrest. Rather than occurring in the magic phase like the previous kinds of remote attacks, most province killers generate events and thus occur in the [[turn-order-sequence# | Province killers change the properties of the target province to damage its economy, often by causing unrest or sometimes by killing its population directly. For unrest-increasing province killers, the critical threshold at which recruitment is blocked is 100 unrest. Rather than occurring in the magic phase like the previous kinds of remote attacks, most province killers generate events and thus occur in the [[turn-order-sequence# | ||
- | | + | ^ **Alteration** ^^^ |
- | * Alteration 4 {{path> | + | ^ ??Blight?? | //Alteration 4// | {{path> |
+ | | ::: | Unrest +15, Population -5%, Gold -80.\\ Comes early for a population killer, and the -5% can stack up with multiple castings. Fairly gem- and mage turn-intensive to chain cast, however. | ||
+ | ^ ??Wolven Winter?? | //Alteration 4// | {{path> | ||
+ | | ::: | Decreases heat scales by 3. Often used to set up a province for ??Murdering Winter??. Can also counter cold-blooded units, improve ??Grip of Winter??, or strengthen Ice Armor. Note that temperature scales change in the event phase, which occurs //after// the magic phase. This means that, if cast on the same turn, Murdering Winter will trigger before Wolven Winter has the chance to make the province colder. | ||
+ | ^ **Evocation** ^^^ | ||
+ | ^ ??Breath of the Desert?? | //Evocation 4// | {{path> | ||
+ | | ::: | Increases heat scales by 3. Sometimes used to make provinces more amenable to [[cold-blooded]] units. | ||
+ | ^ ?? | ||
+ | | ::: | Unrest +25, Population -3%. Air gems tend to be a valuable gem type for nations which can cast this, and the unrest effect is low for the cost. Can still contribute to locking down the recruitment of important provinces. | ||
+ | ^ ??Volcanic Eruption?? | //Evocation 9// | {{path> | ||
+ | | ::: | Unrest +30, Population -30%. Deletes a substantial proportion of the population in a province, but the research requirement is prohibitive for a fairly narrow effect. || | ||
+ | ^ ??Tidal Wave?? | //Evocation 9// | {{path> | ||
+ | | ::: | Unrest +50, Population -30%. Has a similar effect to the other Evocation 9 remote attack, ??Volcanic Eruption??, but produces more unrest. || | ||
+ | ^ Thaumaturgy ^^^ | ||
+ | ^ ??Raging Hearts?? | // | ||
+ | | ::: | Unrest +60, Population -5%. Generates a huge amount of unrest, can completely lock down the recruitment of any province when combined with ??Rain of Toads??. || | ||
+ | ^ ?? | ||
+ | | ::: | Sets production scales to {{scales> | ||
+ | ^ ??Black Death?? | // | ||
+ | | ::: | Unrest +10, Population -50%. Far more popkill-focused than the fire/ | ||
+ | ^ Blood ^^^ | ||
+ | ^ ??Rain of Toads?? | //Blood 5// | {{path> | ||
+ | | ::: | Unrest +40, Misfortune +3, disease chance 4%. Blood slaves are cheap and the unrest effect is substantial. || | ||
+ | ^ ??Wrath of Pazuzu?? | //Blood 5// | {{path> | ||
+ | | ::: | Unrest +35, Population -4%. Another cheap way to raise unrest in blood. || | ||
- | * Evocation 4 {{path> | + | ^ National Only ^^^^ |
- | * Evocation 4 {{path> | + | ^ ??Hellscape?? | // |
- | * Evocation 9 {{path> | + | | ::: | Substantially more popkill and unrest than ??Breath of the Desert??, but equal heat change for twice the price at a higher |
- | * Evocation 9 {{path> | + | |
- | + | ||
- | * Thaumaturgy 5 {{path> | + | |
- | * Thaumaturgy 6 {{path> | + | |
- | * Thaumaturgy 8 {{path> | + | |
- | + | ||
- | * Blood 5 {{path> | + | |
- | * Blood 5 {{path> | + | |
- | + | ||
- | + | ||
- | ===National Only=== | + | |
- | * [[abysia | + | |
=====See More===== | =====See More===== |