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remote-attacks [2022/04/18 00:29]
wigglefig
remote-attacks [2023/10/20 15:11] (current)
wintermute92 Baleful star correction
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 =====Army Killers===== =====Army Killers=====
-FIXME Who do army killers hit when targeting a province where an enemy army is sieging a fort owned by another enemy?+
   * Casts by a nation involved in the siege appear to consistently target the enemy, regardless of position.   * Casts by a nation involved in the siege appear to consistently target the enemy, regardless of position.
-  * Third-party casts of Leprosy, Murdering Winter, and Flames from the Sky struck the army inside the fort in 10/10 tests.+  * Note: Baleful Star in particular can strike the caster, even if they are inside the fort. This may be a unique case because of its "affects province with event" behavior. 
 +  * Third-party casts of Murdering Winter at one army sieging the other are likely to target whichever army has more commanders. To be precise: Totals up the numbers of nonsneaking commanders of all non-allied nations in the targeted province. Each nation rolls (closed d100 + 49) * number of commanders, the nation with the highest value is the target of this spell. In the event of a tie, the lower nation ID is targeted.
   * Third-party Melancholia struck the army *outside* the fort in 1/1 test.   * Third-party Melancholia struck the army *outside* the fort in 1/1 test.
   * Unknown: how do disciples interact, either as casters or as a third army present in a sieged province?   * Unknown: how do disciples interact, either as casters or as a third army present in a sieged province?
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 Army killers target enemy units and commanders in a province. Despite the name, not all army killers deal direct damage; some merely apply status effects that may kill enemy units indirectly. Army killers target enemy units and commanders in a province. Despite the name, not all army killers deal direct damage; some merely apply status effects that may kill enemy units indirectly.
  
-^ **Alteration** ^^^ +^ **Alteration**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             ||| 
-^ ??Baleful Star?? | //Alteration 5// | {{path>S3}} • {{gems>7S}}    +^ ??Baleful Star??         | //Alteration 5//                                                                                                                                                                                                                                                                                                                                                                                                                                                    | {{path>S3}} • {{gems>7S}}   | 
-| ::: | Curses some of the enemy army. Curse is debilitating for thugs but mediocre against casters (who are unlikely to survive direct combat anyway) and troops (on which individual injuries are generally less significant). Since Curse adds a flat 15% risk of affliction on damage, combos well with ??Bloodletting?? and ??Earthquake??. ??Doom?? is a combat spell which curses 100% of the enemy army, making it a more efficient spell for this kind of effect.  || +| :::                      | Curses some of the enemy army. Curse is debilitating for thugs but mediocre against casters (who are unlikely to survive direct combat anyway) and troops (on which individual injuries are generally less significant). Since Curse adds a flat 15% risk of affliction on damage, combos well with ??Bloodletting?? and ??Earthquake??. ??Doom?? is a combat spell which curses 100% of the enemy army, making it a more efficient spell for this kind of effect.                               || 
-^ **Evocation** ^^^ +^ **Evocation**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              ||| 
-^ ??Fires from Afar?? | //Evocation 3// | {{path>F3}} • {{gems>10F}} |    +^ ??Fires from Afar??      | //Evocation 3//                                                                                                                                                                                                                                                                                                                                                                                                                                                     | {{path>F3}} • {{gems>10F}}  
-| ::: | Deals 15 AP fire damage to a small proportion of the enemy army. Relatively weak and entirely useless against units with decent armor or giant hp. Shots are only guaranteed to hit against very large armies, but can also be used against a single unit to almost guarantee 1 hit as part of a snipe.  || +| :::                      | Deals 15 AP fire damage to a small proportion of the enemy army. Relatively weak and entirely useless against units with decent armor or giant hp. Shots are only guaranteed to hit against very large armies, but can also be used against a single unit to almost guarantee 1 hit as part of a snipe.                                                                                                                                                                                          || 
-^ ??Murdering Winter?? | //Evocation 7// | {{path>W5}} • {{gems>40W}} |    +^ ??Murdering Winter??     | //Evocation 7//                                                                                                                                                                                                                                                                                                                                                                                                                                                     | {{path>W5}} • {{gems>40W}}  
-| ::: | Deals 8 AN cold damage to 75% of the units in a province. Deals +2 damage per cold scale and -2 per heat scale. Fails if cast into a province with {{:misc:scales:heat.png?14&nolink}}3. Commanders take 3 less damage. ??Wolven Winter?? can be used to force cold scales. Devastating to human-hp nations in cold scales.  || +| :::                      | Deals 8 AN cold damage to 75% of the units in a province. Deals +2 damage per cold scale and -2 per heat scale. Fails if cast into a province with {{:misc:scales:heat.png?14&nolink}}3. Commanders take 3 less damage. ??Wolven Winter?? can be used to force cold scales. Devastating to human-hp nations in cold scales.                                                                                                                                                                      || 
-^ ??Flames from the Sky?? | //Evocation 9// | {{path>F5}} • {{gems>30F}} |  +^ ??Flames from the Sky??  | //Evocation 9//                                                                                                                                                                                                                                                                                                                                                                                                                                                     | {{path>F5}} • {{gems>30F}}  
-| ::: | Deals 15 AP fire damage to 75% of the units in a province. Damage is independent of heat scales. The bane of human-hp nations in the late game.  || +| :::                      | Deals 15 AP fire damage to 75% of the units in a province. Damage is independent of heat scales. The bane of human-hp nations in the late game.                                                                                                                                                                                                                                                                                                                                                  || 
-^ **Thaumaturgy** ^^^ +^ **Thaumaturgy**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            ||| 
-^ ??Melancholia??  | //Thaumaturgy 6//  | {{path>E5}} • {{gems>20E}} | +^ ??Melancholia??          | //Thaumaturgy 6//                                                                                                                                                                                                                                                                                                                                                                                                                                                   | {{path>E5}} • {{gems>20E}}  
-| ::: | 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?                                                                                                                                                        || 
-^ ??Leprosy??  | //Thaumaturgy 6//  | {{path>D5}} • {{gems>10D}} | +^ ??Leprosy??              | //Thaumaturgy 6//                                                                                                                                                                                                                                                                                                                                                                                                                                                   | {{path>D5}} • {{gems>10D}}  
-| ::: | 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. Sine disease disables healing, this pairs well with other remote attacks or low-damage battlefield threats like Earthquake.\\ 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. Since disease disables healing, this pairs well with other remote attacks or low-damage battlefield threats like Earthquake.\\ Magic penetration boosters do increase the chance of disease                                                                                                                                                       || 
-^ ??Beckoning??  | //Thaumaturgy 6//  | {{path>N5}} • {{gems>20N}} | +^ ??Beckoning??            | //Thaumaturgy 6//                                                                                                                                                                                                                                                                                                                                                                                                                                                   | {{path>N5}} • {{gems>20N}}  
-| ::: | 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.                                                                                                                                                                                                                                                                                                                ||
  
 =====Assassinations===== =====Assassinations=====
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 When cast by third parties, Mind Hunt and Seeking Arrow are confirmed to target randomly among both sieging/sieged commanders. When cast by third parties, Mind Hunt and Seeking Arrow are confirmed to target randomly among both sieging/sieged commanders.
  
-^ **Conjuration** ^^^ +^ **Conjuration**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     ||| 
-??Winged Monkeys?? | //Conjuration 5// | {{path>N3S2}} • {{gems>10N}} |    +[[Winged Monkeys]]         | //Conjuration 5//                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        | {{path>N3S2}} • {{gems>10N}}  
-| ::: | Expensive and awkward to cast, and killing non-mages is rarely worth 10 gemsHowever, the predictable targeting can be used to eliminate generals and ??Mound King??s so that mages move without their armies. \\ FIXME what is "too heavy"? Are priests counted as mages? What happens to picked up commanders, do they fight PD/patrollers on arrival? Does this use Wind Ride mechanics, and can it target friendlies?  || +| :::                        | Expensive and situational ritual that target non-mage commandersThe predictable targeting can be used to eliminate generals and ??Mound King??s so that mages move without their armies.                                                                                                                                                                                                                                                                                                                                                                                              || 
-^ ??Earth Attack?? | //Conjuration 8// | {{path>E5}} • {{gems>5E}} |    +^ ??Earth Attack??           | //Conjuration 8//                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        | {{path>E5}} • {{gems>5E}}     
-| ::: | Sends a size 6 ??Earth Elemental#493?? to assassinate. Does not affect [[floating]] commanders.  || +| :::                        | Sends a size 6 ??Earth Elemental#493?? to assassinate. Does not affect [[floating]] commanders.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         || 
-^ ??Manifestation?? | //Conjuration 8// | {{path>D5}} • {{gems>4D}} |    +^ ??Manifestation??          | //Conjuration 8//                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        | {{path>D5}} • {{gems>4D}}     
-| ::: | 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 deadly, bypassing Water Bottles via flight and dealing 30 damage with a magic sword at high Atk. Relatively common since ??Well of Misery?? draws high-death nations to Conj 8 and funds the attacks.  || +| :::                        | 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, helpfully bypassing Water Bottles via flight. Relatively common since ??Well of Misery?? draws high-death nations to Conj 8 and funds the attacks. \\ **Warning:** this can hit friendly commanders, making it a bad option in sieges.                                                                                                                                                                                || 
-^ Evocation ^^^ +^ Evocation                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           ||| 
-^ ??Mind Hunt?? | //Evocation 6// | {{path>S4}} • {{gems>2S}} |    +^ ??Mind Hunt??              | //Evocation 6//                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          | {{path>S4}} • {{gems>2S}}     
-| ::: | 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]] | //Enchantment 3// | {{path>A3}} • {{gems>4A}} |    +^ [[Seeking Arrow]]          | //Enchantment 3//                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        | {{path>A3}} • {{gems>4A}}     
-| ::: | 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?? | //Thaumaturgy 4// | {{path>S3D1}} • {{gems>3S}}    +^ ??Vengeance of the Dead??  | //Thaumaturgy 4//                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        | {{path>S3D1}} • {{gems>3S}}   | 
-| ::: | 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>B5}} • {{gems>5B}} |    +^ ??Infernal Disease??       | //Blood 6//                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              | {{path>B5}} • {{gems>5B}}     
-| ::: | 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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 ^ ??Call of the Winds?? | //Conjuration 3// | {{path>A2}} • {{gems>10A}} | 1×??Great Hawk?? • 40×??Black Hawk??  ^ ??Call of the Winds?? | //Conjuration 3// | {{path>A2}} • {{gems>10A}} | 1×??Great Hawk?? • 40×??Black Hawk?? 
 | ::: | More often used to summon expensive patrol chaff, the hawks are fairly weak and unreliable, though they may pick off PD Commanders.  ||| | ::: | 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>N3}} • {{gems>12N}} | 1×??Werewolf?? • 30×??Wolf??  |  +^ ??Call of the Wild?? | //Conjuration 3// | {{path>N4}} • {{gems>12N}} | 1×??Werewolf#633?? • 30×??Wolf??  |  
-| ::: | More often used to summon expensive patrol chaff, the hawks are fairly weak and unreliable, though they may pick off PD Commanders |||+| ::: |Gives less wolves outside forests. Less efficient as a summoning spell than ??Pack of Wolves??, but the ??Werewolf#633?? can summon 3 wolves per turn. It takes ten months for the werewolf to produce an equal amount of wolves per nature gemassuming the spell was used in a forest and that the werewolf survived. |||
 ^ ??Ghost Riders?? | //Conjuration 9// | {{path>D6}} • {{gems>5D}} | 1×??Wraith Lord#182?? • 33×??Longdead Horseman??  ^ ??Ghost Riders?? | //Conjuration 9// | {{path>D6}} • {{gems>5D}} | 1×??Wraith Lord#182?? • 33×??Longdead Horseman?? 
 | ::: | The riders are neutral, not friendly, and will not stick around after the attack. On the bright side, they're quite cheap (gem-wise).  ||| | ::: | The riders are neutral, not friendly, and will not stick around after the attack. On the bright side, they're quite cheap (gem-wise).  |||
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 | ::: | The phantasmal army is neutral, not friendly, and will not stick around after the attack.   ||| | ::: | The phantasmal army is neutral, not friendly, and will not stick around after the attack.   |||
 ^ Enchantment ^^^^ ^ Enchantment ^^^^
-^ ??Carrion Reanimation?? | //Enchantment 7// | {{path>D3}} • {{gems>10D}} | 1×Soulless Leader • Up to 100×Soulless  |  +^ ??Carrion Reanimation?? | //Enchantment 7// | {{path>D3}} • {{gems>10D}} | 1×Soulless Leader • Up to 100×Soulless 
-| ::: | 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 chaff or for the [[mindless]] commander.  |||+| ::: | 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/siege chaff or for the [[mindless]] commander.  |||   
 +^ ??Army of the Dead?? | //Enchantment 9// | {{path>D5}} • {{gems>10D}} | (40+[5/lvl])×Longdead • 1×Longdead Leader • Up to 20×Soulless Warriors • 1×Soulless Warrior Leader  |  
 +| ::: | 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 ^^^^ ^ Blood ^^^^
 ^ ??Horde from Hell?? | //Blood 5// | {{path>B4}} • {{gems>44B}} | 1×??Devil??(commander) • 25×??Imp??  ^ ??Horde from Hell?? | //Blood 5// | {{path>B4}} • {{gems>44B}} | 1×??Devil??(commander) • 25×??Imp?? 
Line 93: Line 96:
  
 ^ National Only ^^^^ ^ National Only ^^^^
-^ ??Send Bukavac?? | //Conjuration 5// | {{path>W4}} • {{gems>5W}} | [[rus ea |EA Rus]] and [[vanarus ma | later]] [[bogarus la | incarnations]].\\ 1×??Bukavac?? +^ ??Send Bukavac?? | //Conjuration 5// | {{path>W4}} • {{gems>5W}} | [[rus ea |EA Rus]][[vanarus ma | MA Vanarus]] and [[bogarus la | LA Bogarus]].\\ 1×??Bukavac?? 
 | ::: | Sends a temporary size 6 trampler to attack the province. The Bukavac is neutral, not friendly.  ||| | ::: | Sends a temporary size 6 trampler to attack the province. The Bukavac is neutral, not friendly.  |||
 ^ ??Angelic Host?? | //Conjuration 7// | {{path>S5}} • {{gems>50S}} | [[pythium ma|MA Pythium]], [[marignon ma|MA Marignon]], and [[marignon la|LA Marignon]].\\ 1×??Arch Angel?? • 6×??Angel of the Host??  ^ ??Angelic Host?? | //Conjuration 7// | {{path>S5}} • {{gems>50S}} | [[pythium ma|MA Pythium]], [[marignon ma|MA Marignon]], and [[marignon la|LA Marignon]].\\ 1×??Arch Angel?? • 6×??Angel of the Host?? 
Line 111: Line 114:
 ^ ??Hurricane?? | //Evocation 4// | {{path>A3}} • {{gems>5A}} |  ^ ??Hurricane?? | //Evocation 4// | {{path>A3}} • {{gems>5A}} | 
 | ::: | 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.  || | ::: | 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.  ||
-^ ??Hurricane?? | //Evocation 4// | {{path>A3}} • {{gems>5A}} |  +^ ??Volcanic Eruption?? | //Evocation 9// | {{path>F4E3}} • {{gems>15F}} |  
-| ::: | Unrest +25, Population -3%. Air gems tend to be valuable gem type for nations which can cast this, and the unrest effect is low for the costCan still contribute to locking down the recruitment of important provinces ||+| ::: | 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>W5}} • {{gems>15W}} |  
 +| ::: | Unrest +50, Population -30%. Has a similar effect to the other Evocation 9 remote attack, ??Volcanic Eruption??, but produces more unrest. || 
 +^ Thaumaturgy ^^^ 
 +^ ??Raging Hearts?? | //Thaumaturgy 5// | {{path>F4}} • {{gems>10F}} |  
 +| ::: | Unrest +60, Population -5%. Generates huge amount of unrest, can completely lock down the recruitment of any province when combined with ??Rain of Toads??. || 
 +^ ??Melancholia?? | //Thaumaturgy 6// | {{path>E5}} • {{gems>20E}} |  
 +| ::: | Sets production scales to {{scales>S3}}decreases Dominion by 1-2. Can help reduce recruitment of key resource-intensive units such as [[ashdod ma | Ahiman Anakim]], but is very expensive when not benefitting from the desertion aspect. || 
 +^ ??Black Death?? | //Thaumaturgy 8// | {{path>D5}} • {{gems>15D}} |  
 +| ::: | Unrest +10, Population -50%. Far more popkill-focused than the fire/water/air counterparts. As a result it has low tactical value and tends to destroy the value of captured land, but is the spell most often used in the lategame specifically for economic damage1-2 casts can slash recruitment of recruitment-point intensive cap-onlys. Sometimes used to deter attackers or destroy capitols someone else will take in a 2v1. The cost can be slightly defrayed by consuming the corpses with ??Raven Feast??, ??Carrion Reanimation??, or a Corpse Eater. || 
 +^ Blood ^^^ 
 +^ ??Rain of Toads?? | //Blood 5// | {{path>B3N1}} • {{gems>20B}} |  
 +| ::: | Unrest +40, Misfortune +3, disease chance 4%. Blood slaves are cheap and the unrest effect is substantial. || 
 +^ ??Wrath of Pazuzu?? | //Blood 5// | {{path>B1A3}} • {{gems>15B}} |  
 +| ::: | Unrest +35, Population -4%. Another cheap way to raise unrest in blood. ||
  
-  * Evocation 9 {{path>F4E3}} for {{gems>15F}}: ??Volcanic Eruption??\\ 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. +^ National Only ^^^^ 
-  * Evocation 9 {{path>W5}} for {{gems>15W}}: ??Tidal Wave??\\ Unrest +50, Population -30%. Has a similar effect to the other Evocation 9 remote attack, ??Volcanic Eruption??, but produces more unrest. +??Hellscape?? | //Alteration 6// | {{path>F4}} • {{gems>10F}} [[abysia Abysia]] only.   
- +| ::: | Substantially more popkill and unrest than ??Breath of the Desert??, but equal heat change for twice the price at a higher research level. Generally only useful because Abysia lacks the FA cross for Breath. Technically anonymous since it is reported as a random event, but in practice clearly Abysia's fault. |||
-  * Thaumaturgy 5 {{path>F4}} for {{gems>10F}}: ??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?? +
-  * Thaumaturgy 6 {{path>E5}} for {{gems>20E}}: ??Melancholia??\\ Sets production scales to {{scales>S3}}, decreases Dominion by 1-2. Can help reduce recruitment of key resource-intensive units such as [[ashdod ma Ahiman Anakim]], but is very expensive when not benefiting from the desertion aspect. +
-  * Thaumaturgy 8 {{path>D5}} for {{gems>15D}}: ??Black Death??\\ Unrest +10, Population -50%. Far more popkill-focused than the fire/water/air counterparts. As a result it has low tactical value and tends to destroy the value of captured land, but is the spell most often used in the lategame specifically for economic damage. 1-2 casts can slash recruitment of recruitment-point intensive cap-onlys. Sometimes used to deter attackers or destroy capitols someone else will take in a 2v1. The cost can be slightly defrayed by consuming the corpses with ??Raven Feast??, ??Carrion Reanimation??, or a Corpse Eater. +
- +
-  * Blood 5 {{path>B3N1}} for {{gems>20B}}??Rain of Toads??\\ Unrest +40, Misfortune +3, disease chance 4%. Blood slaves are cheap and the unrest effect is substantial. +
-  * Blood 5 {{path>B1A3}} for {{gems>15B}}??Wrath of Pazuzu??\\ Unrest +35, Population -4%. Another cheap way to raise unrest in blood. +
- +
- +
-===National Only=== +
-  * [[abysia Abysia]]. Alteration 6 {{path>F4}} for {{gems>10F}}: ??Hellscape??\\ Substantially more popkill and unrest than ??Breath of the Desert??, but equal heat change for twice the price at a higher level. Generally only useful because Abysia lacks the FA cross for Breath. Technically anonymous since a random event exists, but in practice clearly Abysia's fault.+
  
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remote-attacks.1650241796.txt.gz · Last modified: 2022/04/18 00:29 by wigglefig