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summon-spells [2022/08/01 05:56]
demonsthenes [Earth] Improve description of hill giants.
summon-spells [2023/10/16 19:21] (current)
power_mac [Death/Air] Corrected ziz summon school
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 | ::: | Like other seasonal spirits, these are [[Ethereal]] [[Mindless]] [[Magic Being|Magic Beings]] [[Animal|Animals]] with [[Spirit Sight]], high magic resistance, and modest seasonal variation in HP. Summon lions have a [[heat aura]] and have remarkably high HP for their size (55 HP in Summer; 33 in Winter). ||| | ::: | Like other seasonal spirits, these are [[Ethereal]] [[Mindless]] [[Magic Being|Magic Beings]] [[Animal|Animals]] with [[Spirit Sight]], high magic resistance, and modest seasonal variation in HP. Summon lions have a [[heat aura]] and have remarkably high HP for their size (55 HP in Summer; 33 in Winter). |||
 ^ ??Summon Fire Snakes?? | //Conjuration 6// | {{path>F2}} • {{gems>7F}} | ??Fire Snake?? x5 +1/2 | ^ ??Summon Fire Snakes?? | //Conjuration 6// | {{path>F2}} • {{gems>7F}} | ??Fire Snake?? x5 +1/2 |
-| ::: | An offense focused unit, with an AOE1 Fire Flare attack and a Poisonous Bite. These are often used as a fire gem dump, because they can very quickly destroy targets without fire resistance. They do better in Heat [[Scales]], thanks to their [[Fire Power]]. They are [[undisciplined]], but less vulnerable to [[Charm Animal]] than most other units with the [[Animal]] tag due to their high [[magic resistance]]. |||+| ::: | An offense focused unit, with an AOE1 13 AP damage Fire Flare attack (not scaling with strength) and fangs inflicting 15 poison damage. These are often used as a fire gem dump, because they can very quickly destroy targets lacking fire resistance. They do better in Heat [[Scales]], thanks to their [[Fire Power]] and [[heat aura]]. // // Like other snakes, they have very low defense skill (varying from 4 to 10 depending on temperature) and so their otherwise dangerous venomous fangs attack will often be prevented by [[repel]]. The repel issue can be greatly mitigated by fighting in hot provinces, enlarging them with ??Army of Giants??, and using a high morale leader (or ??Growing Fury??). They are [[undisciplined]], but less vulnerable to [[Charm Animal]] than most other units with the [[Animal]] tag due to their high [[magic resistance]]. |||
 ^ ??Summon Flame Spirit?? | //Conjuration 6// | {{path>F3}} • {{gems>30F}} | ??Flame Spirit?? | ^ ??Summon Flame Spirit?? | //Conjuration 6// | {{path>F3}} • {{gems>30F}} | ??Flame Spirit?? |
 | ::: | An {{path>F3}} mage with a retinue of 1d6 ??Will o' the Wisps??. Commonly summoned by nations with limited {{path>F}} access to break more deeply into fire magic. Vulnerable to cold damage and has no boots slot, which limits map movement. |||                                                                                                                                                     | ::: | An {{path>F3}} mage with a retinue of 1d6 ??Will o' the Wisps??. Commonly summoned by nations with limited {{path>F}} access to break more deeply into fire magic. Vulnerable to cold damage and has no boots slot, which limits map movement. |||                                                                                                                                                    
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 ^ ??Queen of Elemental Water?? | //Conjuration 8// | {{path>W5}} • {{gems>50W}} | ??Thalassa - Queen of the Sea#359?? • ??Bathusma - Queen of the Deeps#907?? • ??Limne - Queen of the Lake#908?? | ^ ??Queen of Elemental Water?? | //Conjuration 8// | {{path>W5}} • {{gems>50W}} | ??Thalassa - Queen of the Sea#359?? • ??Bathusma - Queen of the Deeps#907?? • ??Limne - Queen of the Lake#908?? |
 | ::: | //Underwater only.// The water [[Elemental Royalty]], all of these have {{path>W5}}, incredible underwater regeneration, [[recuperation]], and built-in ??Liquid body??, giving them the potential to be mighty underwater supercombatants (ideally with fluffers). Only the ??Queen of the Lake?? is naturally [[amphibious]]. ||| | ::: | //Underwater only.// The water [[Elemental Royalty]], all of these have {{path>W5}}, incredible underwater regeneration, [[recuperation]], and built-in ??Liquid body??, giving them the potential to be mighty underwater supercombatants (ideally with fluffers). Only the ??Queen of the Lake?? is naturally [[amphibious]]. |||
 +^ ??Vile Water?? | //Enchantment 4// | {{path>W2}} • {{gems>2W}} | ??Gelatinous Cube?? x1 |
 +| ::: | Gelatinous Cubes are resistant to physical damage as well as most types of elemental damage. They can trample and [[swallow]] units smaller than them. Using them effectively requires care; they have incredibly low combat speed and no protection. But they can be capable anti-thug units or even line combatants with the right buffs. |||
 <tabbox Water/Fire> <tabbox Water/Fire>
 ^ ??Manifest Vitriol?? | //Alteration 6// | {{path>W2F1}} • {{gems>3W}} | ??Green Lion?? | ^ ??Manifest Vitriol?? | //Alteration 6// | {{path>W2F1}} • {{gems>3W}} | ??Green Lion?? |
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 <tabbox Earth/Nature> <tabbox Earth/Nature>
 ^ ??Iron Pigs?? | //Alteration 6// | {{path>E3N1}} • {{gems>9E}} | ??Iron Pig?? x7 | ^ ??Iron Pigs?? | //Alteration 6// | {{path>E3N1}} • {{gems>9E}} | ??Iron Pig?? x7 |
-| ::: | descrip |||+| ::: | Iron pigs are essentially [[undisciplined]] size 3 [[animal]] tramplers with ??Ironskin?? precast, including the shock vulnerability. While their low morale and magic resistance are certainly weaknesses, each can kill a large number of low damage size 2 units like ??Swarm?? bugs, skellyspam, or independent humans, as long as they don't run into anything size 3 or larger, which they will ineffectually attempt to bite. Just 3 of them can beat 6PD against common PD types. |||
 <tabbox Earth/Death> <tabbox Earth/Death>
 ^ ??Hidden Underearth?? | //Enchantment 6// | {{path>E3D1}} • {{gems>75E}} | Various | ^ ??Hidden Underearth?? | //Enchantment 6// | {{path>E3D1}} • {{gems>75E}} | Various |
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 <tabbox Astral> <tabbox Astral>
 ^ ??Juggernaut Construction?? | //Construction 9// | {{path>S5}} • {{gems>25S}} | ??Juggernaut?? | ^ ??Juggernaut Construction?? | //Construction 9// | {{path>S5}} • {{gems>25S}} | ??Juggernaut?? |
-| ::: | Juggernauts are very durable size 6 [[Sacred]] construct, notable for being a unit (not a commander!) that spreads Dominion like a temple. They are one of the slowest units in the game, and thus their [[trample]] ability is of limited use. |||+| ::: | Juggernauts are very durable size 6 [[Sacred]] construct, notable for being a unit (not a commander!) that spreads Dominion like a temple. With [[Divine Name]], they become {{path>H3}} for claiming [[Thrones]]. They are one of the slowest units in the game, and thus their [[trample]] ability is of limited use. |||
 ^ ??Telestic Animation?? | //Thaumaturgy 5// | {{path>S3}} • {{gems>5S}} | ??Telestic Animate?? | ^ ??Telestic Animation?? | //Thaumaturgy 5// | {{path>S3}} • {{gems>5S}} | ??Telestic Animate?? |
-| ::: | Cheap {{path>H2}} immobile priest statue. One of the very few units with [[Innate spellcaster]], though you'd need to empower in order to use that ability. |||+| ::: | Cheap {{path>H2}} immobile priest statue. One of the very few units with [[Innate spellcaster]], though you'd need to empower in a magic path in order to use innate caster for much. |||
 <tabbox Astral/Water> <tabbox Astral/Water>
 ^ ??Call Abomination?? | //Conjuration 9// | {{path>S5W2}} • {{gems>25S}} | ??Abomination?? x1 | ^ ??Call Abomination?? | //Conjuration 9// | {{path>S5W2}} • {{gems>25S}} | ??Abomination?? x1 |
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 ===== Nature ===== ===== Nature =====
 <tabbox Nature> <tabbox Nature>
-^ ??Summon Animals?? | //Conjuration 1// | {{path>N2}} • {{gems>10N}} | Various +^ ??Summon Animals?? | //Conjuration 1// | {{path>N2}} • {{gems>10N}} | 40 animals 
-| ::: | See [[Animal Summons]]. |||+| ::: | Summons 40 animal chaff of varying types and quality, heavily dependant on the terrain. Generally more gem and mage turn efficient than other spells that summon animals, especially if cast in a swamp or underwater.  \\ \\ See [[Animal Summons]]. |||
 ^ ??Pack of Wolves?? | //Conjuration 2// | {{path>N1}} • {{gems>2N}} | ??Wolf?? x10 +1/lv | ^ ??Pack of Wolves?? | //Conjuration 2// | {{path>N1}} • {{gems>2N}} | ??Wolf?? x10 +1/lv |
 | ::: | Wolves are a very cheap animal summon. As fast [[undisciplined]] units that are substantially weaker than many PD troops, their combat effectiveness is typically limited to serving as a distraction. A popular use case is as early game patrol chaff for [[blood hunting]]. ||| | ::: | Wolves are a very cheap animal summon. As fast [[undisciplined]] units that are substantially weaker than many PD troops, their combat effectiveness is typically limited to serving as a distraction. A popular use case is as early game patrol chaff for [[blood hunting]]. |||
 ^ ??Summon Horned Serpents?? | //Conjuration 2// | {{path>N1}} • {{gems>4N}} | ??Horned Serpent?? x5 +1/2 lv | ^ ??Summon Horned Serpents?? | //Conjuration 2// | {{path>N1}} • {{gems>4N}} | ??Horned Serpent?? x5 +1/2 lv |
-| ::: | Horned serpents are easily massed [[undisciplined]] [[cold-blooded]] animals with a poisonous bite. While 29HP may seem impressive, their low defense skill and modest protection mean they trade poorly with many basic units, like province defense. However, their low cost, high attack skill, high MR, and 15AN [[poison]] mean they can have a useful role as a tool against thugs or other elites lacking high poison resistance.  |||+| ::: | Horned serpents are easily massed [[undisciplined]] [[cold-blooded]] animals with a poisonous bite. While 29HP, 11 protection, and 14 attack skill may seem impressive, these trade poorly with many basic units, including basic province defense. The primary issue is their 7 defensewhich means that their attacks will be very often be prevented by [[repel]]. One might think that their 13 morale would make that a non-issue, but checks to attack despite a successful repel are penalized by how much the defender won the repel check by, which will usually be a lot. \\ \\ As a result, ??Army of Giants?? will significantly improve their damage output against troops with length 0 or 1 weapons, if you can manage to target them with it despite their lack of discipline. Their low cost, high attack skill, high MR, and 15AN [[poison]] mean they can still have a useful role as a tool against some elite targets lacking high poison resistance, or, heavily buffed, as chaff in in late game battles. \\ \\ Note that these can be summoned more efficiently by casting ??Animal Horde?? in a swamp province. |||
 ^ ??Summon Killer Mantis?? | //Conjuration 2// | {{path>N2}} • {{gems>4N}} | ??Killer Mantis?? x5 +1/2 lv | ^ ??Summon Killer Mantis?? | //Conjuration 2// | {{path>N2}} • {{gems>4N}} | ??Killer Mantis?? x5 +1/2 lv |
 | ::: | Killer mantis have the rare combination of being both a [[magic being]] and an [[animal]]. They are notable for having two decent attacks and unbreakable morale. ||| | ::: | Killer mantis have the rare combination of being both a [[magic being]] and an [[animal]]. They are notable for having two decent attacks and unbreakable morale. |||
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 | ::: | [[Trolls]] descrip ||| | ::: | [[Trolls]] descrip |||
 ^ ??Awaken Sleeper?? | //Conjuration 5// | {{path>N4}} • {{gems>10N}} | ??Sleeper?? x1 | ^ ??Awaken Sleeper?? | //Conjuration 5// | {{path>N4}} • {{gems>10N}} | ??Sleeper?? x1 |
-| ::: | descrip |||+| ::: | A superhuman commander with [[magic weapons]], including 30 magic Javelins that keep them busy. \\ Of course, many mages who can summon Sleepers are superhuman themselves, and have better prospects as thugs due to spells like ??Personal Regeneration??. Still, the Sleepers see use as leaders of troops; each has 120 Leadership, 80 Magic Leadership, and 40 Undead Leadership.  |||
 ^ ??Forest Troll Tribe?? | //Conjuration 6// | {{path>N3}} • {{gems>37N}} | ??Troll Shaman?? x1 • ??Forest Troll?? x15 | ^ ??Forest Troll Tribe?? | //Conjuration 6// | {{path>N3}} • {{gems>37N}} | ??Troll Shaman?? x1 • ??Forest Troll?? x15 |
-| ::: | [[Trolls]] descrip |||+| ::: | The Troll Shaman is the highlight of the Tribe, boasting {{path>D1N1,100%EDN}}, and the ritual is rather cheap if you also need the Forest Trolls. If you only care about breaking into Death, know that there's only a one-in-three chance of getting a {{path>D2}}, which is required for summoning additional Death Mages. |||
 ^ ??Contact Forest Giant?? | //Conjuration 6// | {{path>N3}} • {{gems>2N}} | ??Forest Giant?? x1 | ^ ??Contact Forest Giant?? | //Conjuration 6// | {{path>N3}} • {{gems>2N}} | ??Forest Giant?? x1 |
-| ::: | descrip |||+| ::: | A lesser Giant who can't pick foes up and swallow them whole, though it still does enough damage with each strike to punch through ??Mossbody?? and ??Mistform??. Just comparing to the Hill Giant, the Hill Giant has over 60% more HP, 33% less Defense, and the same chance of getting flipped by dastardly [[Enslave Mind|slavers]]. |||
 ^ ??Contact Lamias?? | //Conjuration 6// | {{path>N3}} • {{gems>5N}} | ??Lamia?? x5 +1/2 lv | ^ ??Contact Lamias?? | //Conjuration 6// | {{path>N3}} • {{gems>5N}} | ??Lamia?? x5 +1/2 lv |
 | ::: | descrip ||| | ::: | descrip |||
-^ ??Animal Horde?? | //Conjuration 7// | {{path>N4}} • {{gems>15N}} | Various +^ ??Animal Horde?? | //Conjuration 7// | {{path>N4}} • {{gems>15N}} | 100 animals 
-| ::: | [[Animal Summons]] |||+| ::: | Summons 100 animal chaff of varying types and quality, heavily dependant on the terrain. Significantly more gem and mage turn efficient than other spells that summon animals, especially if cast in a swamp or underwater. \\ \\ See [[Animal Summons]]|||
 ^ ??Awaken Ivy King?? | //Conjuration 7// | {{path>N4}} • {{gems>30N}} | ??Ivy King?? x1 | ^ ??Awaken Ivy King?? | //Conjuration 7// | {{path>N4}} • {{gems>30N}} | ??Ivy King?? x1 |
-| ::: | descrip |||+| ::: | A Giant {{path>N3}} mage with the HP of someone one Size category taller, not to mention the [[physical resistance|physical resistances]] to everything except for swords. He's also a high-level Ivy Lord, of course, and he counters other Nature nations' animal hordes with his [[Animal Awe]]. He does **not** have a head slot, however, for his Ivy Crown forbids the wearing of protective headwear. |||
 ^ ??Faerie Court?? | //Conjuration 8// | {{path>N5}} • {{gems>40N}} | ??Faery Queen?? x1 • ??Sprite?? x15 | ^ ??Faerie Court?? | //Conjuration 8// | {{path>N5}} • {{gems>40N}} | ??Faery Queen?? x1 • ??Sprite?? x15 |
-| ::: | descrip |||+| ::: | The draw of this ritual is the Faery Queen, a [[flying]] {{path>A3N3}} mage who doubles as a [[Disease Healer]]. She doesn't offer deeper Nature access, except through [[Blood]]-assisted booster chains in nations like [[sauromatia-ea|Sauromatia]] or Early/Late [[Mictlan]] (the latter of which has a national alternative), but only a few would turn down her Air magic. At the very least, she's a ??Miraculous Cure All Elixir?? that also does other things. \\ The Sprites are dodge-tanks (SIZE 1 AND 20 DEFENSE) whose only attacks dump 100 Fatigue on their targets, though they're vulnerable to Evocations (and Tramplers) and lacking in Morale.  |||
 ^ ??Awaken Tarrasque?? | //Conjuration 9// | {{path>N6}} • {{gems>25N}} | ??Tarrasque?? x1 | ^ ??Awaken Tarrasque?? | //Conjuration 9// | {{path>N6}} • {{gems>25N}} | ??Tarrasque?? x1 |
 | ::: | A super tough regenerating dragon with a big poison cloud.\\ Comes too late in research to be useful, as you would prefer a fully slotted super-combatant chassis at Conj 9 ||| | ::: | A super tough regenerating dragon with a big poison cloud.\\ Comes too late in research to be useful, as you would prefer a fully slotted super-combatant chassis at Conj 9 |||
 ^ ??Wooden Construction?? | //Construction 5// | {{path>N3}} • {{gems>3N}} | ??Lumber Construct?? x1 | ^ ??Wooden Construction?? | //Construction 5// | {{path>N3}} • {{gems>3N}} | ??Lumber Construct?? x1 |
 | ::: | Poorer Golem. If you get one during a random event, it's tradition to thug it out for good luck. ||| | ::: | Poorer Golem. If you get one during a random event, it's tradition to thug it out for good luck. |||
-^ ??Awaken Treelord?? | //Enchantment 7// | {{path>N5}} • {{gems>35N}} | //One of:// ??Treelord#621?? • ??Treelord#820?? • ??Dying Treelord?? | +^ ??Awaken Treelord?? | //Enchantment 7// | {{path>N5}} • {{gems>35N}} | //One of:// ??Treelord#621?? • ??Treelord#980?? • ??Dying Treelord?? | 
-| ::: | descrip |||+| ::: | All Treelords are immobile, high-nature, [[Innate Spellcaster|Innate Spellcasters]], around as tough as the most durable [[pretender-chassis|Idols]] (if their weakness to Fire is ignored). They all have retinues and three innate attacks, too, and they're all high-level [[Ivy Lord|Ivy Lords]]. However, all three have notable differences. One has {{path>E1N4}} and boars, and raises Growth [[Scales]] locally. Another has {{path>N4B1}} and Dire Wolves. The third has {{path>N5}} and uses ??Swarm?? at the start of each battle for free, but is extremely [[old-age|old]]. Summoning in a densely-populated province will get the most out of the first two.   |||
 ^ ??Call the Worm That Walks?? | //Thaumaturgy 8// | {{path>N5}} • {{gems>30N}} | ??Worm Mage?? | ^ ??Call the Worm That Walks?? | //Thaumaturgy 8// | {{path>N5}} • {{gems>30N}} | ??Worm Mage?? |
-| ::: | [[Immortals]] descrip |||  +| ::: | [[Immortality|Immortal]] |||  
 <tabbox Nature/Water> <tabbox Nature/Water>
 ^ ??Summon Sea Dogs?? | //Conjuration 1// | {{path>N1W1}} • {{gems>2N}} | ??Sea Dog?? x5 +1/2 lv | ^ ??Summon Sea Dogs?? | //Conjuration 1// | {{path>N1W1}} • {{gems>2N}} | ??Sea Dog?? x5 +1/2 lv |
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 ^ ??Summon Sea Lions?? | //Conjuration 3// | {{path>N2W1}} • {{gems>10N}} | ??Leocampus?? x10 +l/lv | ^ ??Summon Sea Lions?? | //Conjuration 3// | {{path>N2W1}} • {{gems>10N}} | ??Leocampus?? x10 +l/lv |
 | ::: | //Underwater only.// ||| | ::: | //Underwater only.// |||
-^ ??Summon Sea Lions?? | //Conjuration 3// | {{path>N2W2}} • {{gems>7N}} | ??Bog Beast?? x5 +1/2 lv | +^ ??Summon Bog Beasts?? | //Conjuration 3// | {{path>N2W2}} • {{gems>7N}} | ??Bog Beasts?? x5 +1/2 lv | 
-| ::: | //Underwater only.// |||+| ::: | Poison cloud and ranged poison attack. Has decent HP, modest protection but low morale and extremely low magic resistance. Swimming and swamp survival. Ironically like all poison cloud units, it can sometimes kill more enemy units while routing or even being charmed due to enemy units amassing around. |||
 ^ ??Summon Swamp Drake?? | //Conjuration 4// | {{path>N2W1}} • {{gems>7N}} | ??Swamp Drake?? x1 | ^ ??Summon Swamp Drake?? | //Conjuration 4// | {{path>N2W1}} • {{gems>7N}} | ??Swamp Drake?? x1 |
 | ::: | Swamp drakes are slow [[cold-blooded]] [[animal]]s with a poison gas beam attack. Because of their poor combat skills and modest protection, they are best used in combination with poison immune troops, such as undead. Like ??Bog beasts??, Swamp Drakes can be an effective way to field poison damage for nations with limited access to the poison cross path. [[Drakes]] can be summoned in greater numbers by a [[Dragon Master]], making them substantially cheaper and more turn-efficient. ||| | ::: | Swamp drakes are slow [[cold-blooded]] [[animal]]s with a poison gas beam attack. Because of their poor combat skills and modest protection, they are best used in combination with poison immune troops, such as undead. Like ??Bog beasts??, Swamp Drakes can be an effective way to field poison damage for nations with limited access to the poison cross path. [[Drakes]] can be summoned in greater numbers by a [[Dragon Master]], making them substantially cheaper and more turn-efficient. |||
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 <tabbox Nature/Death> <tabbox Nature/Death>
 ^ ??Contact Lamia Queen?? | //Conjuration 6// | {{path>N5D2}} • {{gems>25N}} | ??Lamia Queen?? | ^ ??Contact Lamia Queen?? | //Conjuration 6// | {{path>N5D2}} • {{gems>25N}} | ??Lamia Queen?? |
-| ::: | descrip |||+| ::: | The mighty {{path>D2N1,100%WNDB,100%WNDB}} Lamia Queen has an impressive 50% [[regeneration]] in both her humanoid and ??Serpent Queen?? forms, giving her substantial thug potential despite her modest hit points. High regeneration allows Lamia Queens to be used as turbo communion batteries with a ??Slave Matrix??; the second form regenerates 14 hit points a turn even without buffs like ??Enlarge?? or ??Personal Regeneration??, while the humanoid form can support almost a many with a ??Coral Blade?? to boost her hit points. Commonly summoned for the 47.5% chance to be a blood mage on nations without native blood access, with the other randoms being useful death or nature casters. ??Contact Lamias?? will summon 2 extra Lamias when cast by a Lamia Queen. All Lamias are [[cold-blooded]]. |||
 ^ ??Construct Manikin?? | //Construction 3// | {{path>N1D1}} • {{gems>9N}} | ??Manikin?? x10 +2/lv | ^ ??Construct Manikin?? | //Construction 3// | {{path>N1D1}} • {{gems>9N}} | ??Manikin?? x10 +2/lv |
 | ::: | descrip ||| | ::: | descrip |||
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 <tabbox Death> <tabbox Death>
 ^ ??Black Servant?? | //Conjuration 1// | {{path>D2}} • {{gems>5D}} | ??Black Servant#434?? | ^ ??Black Servant?? | //Conjuration 1// | {{path>D2}} • {{gems>5D}} | ??Black Servant#434?? |
-| ::: | scout. Useful if you need an amphibious scout or need a scout with spirit sight. |||+| ::: | An unusually stealthy scout. Useful if you need an amphibious scout or need a scout with spirit sight. Can be used as a stealthy light raider when equipped with an ??Amulet of the Dead??. |||
 ^ ??Summon Shades?? | //Conjuration 2// | {{path>D2}} • {{gems>8D}} | ??Shade?? x5 +1/2 lv | ^ ??Summon Shades?? | //Conjuration 2// | {{path>D2}} • {{gems>8D}} | ??Shade?? x5 +1/2 lv |
-| ::: | Rarely used. |||+| ::: | Shades are a weak [[ethereal]] summon, notable for their ??Steal Strength?? attack, which permanently consumes 2 points of the target's strength after a [[magic resistance]] check. |||
 ^ ??Revive Wights?? | //Conjuration 3// | {{path>D2}} • {{gems>20D}} | ??Wight?? x5 | ^ ??Revive Wights?? | //Conjuration 3// | {{path>D2}} • {{gems>20D}} | ??Wight?? x5 |
-| ::: | //May use underwater.// Descr |||+| ::: | //May use underwater.// Wights are elite undead troops, with good stats, heavy armor, [[cold aura]], and a magic ??Bane Blade#40??. While expensive at {{gems>4D}} each, they are a mage turn efficient way to turn gems into combat power. In the late game, ??Legion of Wights?? is much more economical. |||
 ^ ??Revive Bane?? | //Conjuration 3// | {{path>D2}} • {{gems>7D}} | ??Bane?? | ^ ??Revive Bane?? | //Conjuration 3// | {{path>D2}} • {{gems>7D}} | ??Bane?? |
-| ::: | //May use underwater//Descr |||+| ::: | //May use underwater//Banes are essentially a commander version of the ??Wight??, notable for have 120 undead leadership (and thus able to do formations) with a morale bonus. They wield the 2-handed ??Bane Blade#41??. They are one of the better early game options for a summoned [[thug]] chassis. |||
 ^ ??Summon Shade Beasts?? | //Conjuration 4// | {{path>D3}} • {{gems>15D}} | ??Shade Beast?? x15 +2/lvl | ^ ??Summon Shade Beasts?? | //Conjuration 4// | {{path>D3}} • {{gems>15D}} | ??Shade Beast?? x15 +2/lvl |
-| ::: | //May use underwater//Descr |||+| ::: | //May use underwater//Shade Beasts are [[ethereal]] hounds that are ineffective in daylight. In ??Darkness??, they have 13 attack, 10 defense, and a 15 damage magic attack, making them decent midgame chaff for fighting enemy troops without any darkvision. |||
 ^ ??Spirit Mastery?? | //Conjuration 5// | {{path>D1}} • {{gems>4D}} | ??Dispossessed Spirit?? x15+ | ^ ??Spirit Mastery?? | //Conjuration 5// | {{path>D1}} • {{gems>4D}} | ??Dispossessed Spirit?? x15+ |
-| ::: | //May use underwater//Descr |||+| ::: | //May use underwater//These extremely cheap [[ethereal]] troops can be used like swarm bugs as as blockers against foes lacking both priests and magic weapons. They are one of the cheapest troop counters to elephants, as [[ethereal]] troops are resistant to tramplers, and their weak paralyzing attacks will quickly paralyze targets with log magic resistance. |||
 ^ ??Revive Bane Lord?? | //Conjuration 5// | {{path>D4}} • {{gems>12D}} | ??Bane Lord?? | ^ ??Revive Bane Lord?? | //Conjuration 5// | {{path>D4}} • {{gems>12D}} | ??Bane Lord?? |
-| ::: | //May use underwater//Descr |||+| ::: | //May use underwater//The Bane Lord is an upgraded size 3 version of the Bane, with the same gear and special abilities, but significantly better stats and more hit points. Like the Bane, a common use case is as a summoned [[thug]] or counter-thug chassis. |||
 ^ ??Summon Ghosts?? | //Conjuration 6// | {{path>D2}} • {{gems>14D}} | ??Ghost?? x5 +1/2 lv | ^ ??Summon Ghosts?? | //Conjuration 6// | {{path>D2}} • {{gems>14D}} | ??Ghost?? x5 +1/2 lv |
-| ::: | //May use underwater//Descr |||+| ::: | //May use underwater//Ghosts are powerful [[ethereal]] spirits with a [[cold aura]], [[fear]], and an armor piercing life drain attack. Their 0 protection is a major weakness, but Ghosts can be deadly combatants when their protection is buffed, especially with offensive buffs like ??Quickness??. Note that Ghosts can be summoned using a ??Wraith Lord?? turn as well as via gems. |||
 ^ ??Summon Spectre?? | //Conjuration 6// | {{path>D3}} • {{gems>22D}} | ??Spectral Mage?? | ^ ??Summon Spectre?? | //Conjuration 6// | {{path>D3}} • {{gems>22D}} | ??Spectral Mage?? |
-| ::: | //May use underwater//Descr |||+| ::: | //May use underwater//Spectral Mages are {{path>D1,100%WEDS,100%WEDS}} mages, with all the features of a ??Ghost?? chassis. They can be used as a [[thug]], or as affordable summon for breaking into useful paths or crosspaths unavailable to a nation. Astral randoms can be used as a [[stealthy]] counter to an enemy making extensive use of ??Mind Hunt??|||
 ^ ??Summon Mound Fiend?? | //Conjuration 7// | {{path>D3}} • {{gems>28D}} | ??Mound Fiend?? | ^ ??Summon Mound Fiend?? | //Conjuration 7// | {{path>D3}} • {{gems>28D}} | ??Mound Fiend?? |
-| ::: | //May use underwater//Descr |||+| ::: | //May use underwater//Mound Fiends are {{path>D3H2}} mages and reanimator priests, with all the features of a ??Ghost?? chassis. They are often used both in climbing Death magic and as a source of freespawn chaff.  |||
 ^ ??Harvester of Sorrows?? | //Conjuration 7// | {{path>D3}} • {{gems>28D}} | ??Harvester of Sorrows#491?? | ^ ??Harvester of Sorrows?? | //Conjuration 7// | {{path>D3}} • {{gems>28D}} | ??Harvester of Sorrows#491?? |
-| ::: | //May use underwater//Practically summoning thugable ??Banevenom Charm??. \\ Kills about 5% of the current pop as an anonymous event every turn.\\ Can dispatch light PD and patrols that were expecting a scout with a charm. \\ More of a Troll tool for its price than an actually win strategy. |||+| ::: | //May use underwater//A powerful undead spirit with a life drain attack. The lack of a body slot complicates using these as a thug, but its powerful [[fear]] aura means these can often rout light PD or low morale patrol chaff. Can be used as a ??Banevenom Charm?? to kill 10% of a province's population as an anonymous event every turn. Human opponents often find the use of reapers upsetting, which can lead to diplomatic consequences |||
 ^ ??Call Wraith Lord?? | //Conjuration 7// | {{path>D5}} • {{gems>40D}} | ??Wraith Lord?? | ^ ??Call Wraith Lord?? | //Conjuration 7// | {{path>D5}} • {{gems>40D}} | ??Wraith Lord?? |
-| ::: | //May use underwater//Descr |||+| ::: | //May use underwater//Wraith Lords are [[immortal]] {{path>D3}} mages. As [[ethereal]] commanders with excellent stats, a magic ??Bane Blade#41??, a [[cold aura]] and [[fear]], these can be easily used as a [[thug]] without any gear, often using ??Soul Vortex?? and ??Invulnerability??. \\ \\ While Wraith Lords are weaker death mages than the other immortal death magic summon (??Lich??), they respawn immediately after being killed, making them often worth the higher cost. \\ \\ Wraith Lords can freespawn one ??Ghost?? a turn, and will [[curse]] whoever kills them. |||
 ^ ??Legion of Wights?? | //Conjuration 9// | {{path>D6}} • {{gems>30D}} | ??Wight?? x20 +3/lv] | ^ ??Legion of Wights?? | //Conjuration 9// | {{path>D6}} • {{gems>30D}} | ??Wight?? x20 +3/lv] |
-| ::: | //May use underwater//Descr |||+| ::: | //May use underwater//One of the mage's most efficient troop summoning spells, Legion of Wights is an efficient way to mass a small army of elite, easily buffed undead troops carrying magic weapons. |||
 ^ ??Tartarian Gate?? | //Conjuration 9// | {{path>D7}} • {{gems>10D}} | Summons a Tartarian | ^ ??Tartarian Gate?? | //Conjuration 9// | {{path>D7}} • {{gems>10D}} | Summons a Tartarian |
-| ::: | See the [[Tartarian Gate]] page for a complete description of this endgame spell. |||+| ::: | Summons a powerful undead Titan, who can be powerful casters and supercombatants, if you can manage their afflictions and insanity. See the [[Tartarian Gate]] page for a complete description of this endgame spell. |||
 ^ Enchantment |||| ^ Enchantment ||||
-^ ??Reanimation?? | //Enchantment 1// | {{path>D1}} • {{gems>10D}} | Longdeadx10 | +^ ??Reanimation?? | //Enchantment 1// | {{path>D1}} • {{gems>3D}} | Longdeadx10 | 
-| ::: | //May use underwater//. |||+| ::: | //May use underwater//. Reanimates 10 permanent Longdead troops, which can be boosted to 12 by an ??Amulet of the Dead??. For nations with special national Longdead types, many of the longdead created by this spell will be of those types. See [[Reanimation]] for details. |||
 ^ ??Revive King?? | //Enchantment 2// | {{path>D2}} • {{gems>3D}} | ??Mound King?? | ^ ??Revive King?? | //Enchantment 2// | {{path>D2}} • {{gems>3D}} | ??Mound King?? |
-| ::: | //May use underwater//. |||+| ::: | //May use underwater//. Mound kings are a cheap and mobile undead leader, notable primarily for their 80 undead leadership. |||
 ^ ??Create Revenant?? | //Enchantment 3// | {{path>D2}} • {{gems>9D}} | ??Revenant?? | ^ ??Create Revenant?? | //Enchantment 3// | {{path>D2}} • {{gems>9D}} | ??Revenant?? |
 | ::: | //May use underwater//. Turns Death gems into Researchers. Probably only needs some early game to spam death magic and dedicated death site searching. ||| | ::: | //May use underwater//. Turns Death gems into Researchers. Probably only needs some early game to spam death magic and dedicated death site searching. |||
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 | ::: | //May use underwater//. An [[undead]] elephant. Decent MR and morale mean these do not share some of the weaknesses of other elephant units; low defense and protection mean that these perform substantially better with defensive buffs. ||| | ::: | //May use underwater//. An [[undead]] elephant. Decent MR and morale mean these do not share some of the weaknesses of other elephant units; low defense and protection mean that these perform substantially better with defensive buffs. |||
 ^ ??Pale Riders?? | //Enchantment 5// | {{path>D3}} • {{gems>10D}} | ??Longdead Horseman?? x20+ 2/lv | ^ ??Pale Riders?? | //Enchantment 5// | {{path>D3}} • {{gems>10D}} | ??Longdead Horseman?? x20+ 2/lv |
-| ::: | //May use underwater//descrip ||| +| ::: | //May use underwater//A cheap and extremely mage turn efficient way to summon dangerous chaff, notable primarily for their high combat speed, light lance charge, and decent combat speed. With their low HP and average magic resistance, these are highly vulnerable to banishment spells. ||| 
-^ ??Carrion Reanimation?? | //Enchantment 7// | {{path>D3}} • {{gems>10D}} | Soulless Ghost x100 +2/lv | +^ ??Carrion Reanimation?? | //Enchantment 7// | {{path>D3}} • {{gems>10D}} | Soulless x100 +2/lv | 
-| ::: | //May use underwater//descrip |||+| ::: | //May use underwater//Transforms up to 100 corpses in the target province into Soulless. Most nations will get ??Soulless Warrior?? or ??Soulless??, but many nations have special national versions; see [[Reanimation]] for details.   |||
 ^ ??Ritual of Rebirth?? | //Enchantment 7// | {{path>D4}} • {{gems>15D}} | Revives a hero as a ??Mummy?? | ^ ??Ritual of Rebirth?? | //Enchantment 7// | {{path>D4}} • {{gems>15D}} | Revives a hero as a ??Mummy?? |
-| ::: | //May use underwater//descrip |||+| ::: | //May use underwater//Ritual of rebirth resurrects one of your slain commanders who had a heroic trait via the [[Hall of Fame]]. Revived heroes can often be badly afflicted, but this can be an inexpensive way to summon a powerful mage. The mummy chassis has a decent HP pool, but poor combat stats, and is extremely vulnerable to fire magic as well as the ??Shatter?? spell. \\ \\ Notably, resurrecting a dead [[Prophet]] with this spell is one way to get additional {{path>H3}} priests to claim thrones. You don't get to pick which of your dead heroes is raised from the dead.  |||
 ^ ??Lichcraft?? | //Enchantment 8// | {{path>D5}} • {{gems>30D}} | ??Lich?? | ^ ??Lichcraft?? | //Enchantment 8// | {{path>D5}} • {{gems>30D}} | ??Lich?? |
-| ::: | //May use underwater//descrip |||+| ::: | //May use underwater//Liches are [[immortal]] {{path>D4}} mages, useful both as raiders and as casters for major Death magic like ??Life After Death??, ??Darkness??, and ??Rigor Mortis??. A Lich is cheaper and a more powerful mage than the ??Wraith Lord??, but lack its melee combat abilities, and take 3 months to respawn if killed. \\ \\ Since a Lich can summon both types of immortal death mages with just a ??Skull Staff??, they are often a major goal when boosting death magic and one of the most important ways players spend {{gems>D}} in the late game. \\ \\ Liches are highly vulnerable to fire. |||
 <tabbox Death/Fire> <tabbox Death/Fire>
 ^ ??King of Banefires?? | //Conjuration 8// | {{path>D3F4}} • {{gems>50D}} | ??Antrax - King of Banefires#909?? | ^ ??King of Banefires?? | //Conjuration 8// | {{path>D3F4}} • {{gems>50D}} | ??Antrax - King of Banefires#909?? |
-| ::: | [[Elemental Royalty]]. descrip |||+| ::: | One of the [[Elemental Royalty]], Anthrax is notable for his unique AOE banefire attack and powerful Banefire shield, both of which inflict enough [[armor piercing]] damage to pierce nearly any amount of protection. |||
 ^ ??Reanimate Archers?? | //Enchantment 6// | {{path>D2F1}} • {{gems>5D}} | ??Longdead Archer?? x10 | ^ ??Reanimate Archers?? | //Enchantment 6// | {{path>D2F1}} • {{gems>5D}} | ??Longdead Archer?? x10 |
-| ::: | descrip |||+| ::: | Longdead archers shoot Banefire Bows, which like a Bane Blade, force targets they damage to pass a [[magic resistance]] check or suffer from [[Decay]]. Unfortunately, the bows only do 9 magic piercing damage, which can't be easily buffed. As the only generic summon with a magic bow, their best role is probably in shooting 0 protection [[ethereal]] spirits like air elementals and ghosts, where the decay effect is largely a friendly fire problem.  |||
 <tabbox Death/Air> <tabbox Death/Air>
-^ ??Ziz?? | //Construction 6// | {{path>D3A2}} • {{gems>4A}} | ??Ziz#1388??+^ ??Ziz?? | //Enchantment 6// | {{path>D3A2}} • {{gems>4A}} | ??Ziz#1388??
-| ::: | An [[undead]] version of the ??Great Eagle??. More expensive and harder to mass, but the greater cost pays for complete elemental resistances, [[spirit sight]], [[Storm immunity]], and [[Fear]]. |||+| ::: | An [[undead]] version of the ??Great Eagle??. More expensive and harder to mass, but the greater cost pays for complete elemental resistances, [[spirit sight]], [[Storm immunity]], and [[Fear]]. Summoning them requires a rare cross path, but they can absolutely change the outcome of battles by routing a key enemy mage whose position in the rear had been protected only be a ??Staff of Storms??. |||
 <tabbox Death/Water> <tabbox Death/Water>
 ^ ??Leviathan?? | //Enchantment 7// | {{path>D3W1}} • {{gems>12D}} | ??Leviathan#1235?? | ^ ??Leviathan?? | //Enchantment 7// | {{path>D3W1}} • {{gems>12D}} | ??Leviathan#1235?? |
-| ::: | //Underwater only,// A giant [[undead]] turtle with [[trample]] and [[fear]]. Comes with very high protection but very low combat speed. |||+| ::: | //Underwater only,// An enormous [[undead]] turtle with [[trample]] and [[fear]]. A significant upgrade on the ??Behemoth??, with very high protection but only moderate combat speed. |||
 <tabbox Death/Earth> <tabbox Death/Earth>
-^ ??Poison Golem?? | //Construction 5// | {{path>D4E2}} • {{gems>35D}} | ??Poison Golem#1099?? |+^ ??Poison Golem?? | //Construction 9// | {{path>D4E2}} • {{gems>35D}} | ??Poison Golem#1099?? |
 | ::: | A tough thug chassis with [[Reaper]] and [[Banefire shield]] but no magic paths. ||| | ::: | A tough thug chassis with [[Reaper]] and [[Banefire shield]] but no magic paths. |||
 </tabbox> </tabbox>
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 ^ ??Bind Frost Fiend??   | //Blood 3//                                                                                                                                          | {{path>B2W2}} • {{gems>8B}}    | ??Frost Fiend??                                                                                                                                               | ^ ??Bind Frost Fiend??   | //Blood 3//                                                                                                                                          | {{path>B2W2}} • {{gems>8B}}    | ??Frost Fiend??                                                                                                                                               |
 | :::                    | Low Prot but decent HP and high Defense Skill. Primarily a shooter but becomes a flying melee fighter if you buff their prot.                                                                                                                                                                                                                       ||| | :::                    | Low Prot but decent HP and high Defense Skill. Primarily a shooter but becomes a flying melee fighter if you buff their prot.                                                                                                                                                                                                                       |||
-^ ??Bind Ice Devil??     | //Blood 6//                                                                                                                                          | {{path>B3W3}} • {{gems>88B}}   | //One of:// ??Nycafor - Ice Devil?? • ??Oriax - Ice Devil?? • ??Gaap - Ice Devil? • ??Bifrons - Ice Devil?? • ??Cimejes - Ice Devil?? • ??Bune - Ice Devil??  |+^ ??Bind Ice Devil??     | //Blood 6//                                                                                                                                          | {{path>B3W3}} • {{gems>88B}}   | //One of:// ??Nycafor - Ice Devil?? • ??Oriax - Ice Devil?? • ??Gaap - Ice Devil?? • ??Bifrons - Ice Devil?? • ??Cimejes - Ice Devil?? • ??Bune - Ice Devil??  |
 | :::                    | Summons one of six [[unique]] commanders. Descr                                                                                                                                                                                                                                                                                                     ||| | :::                    | Summons one of six [[unique]] commanders. Descr                                                                                                                                                                                                                                                                                                     |||
 ^ ??Forces of Ice??      | //Blood 9//                                                                                                                                          | {{path>B5W2}} • {{gems>50B}}   | ??Frost Fiend?? x8+ 1/lv                                                                                                                                      | ^ ??Forces of Ice??      | //Blood 9//                                                                                                                                          | {{path>B5W2}} • {{gems>50B}}   | ??Frost Fiend?? x8+ 1/lv                                                                                                                                      |
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 ^ ??Awaken Dark Vines??  | //Blood 5//                                                                                                                                          | {{path>B1N3}} • {{gems>12B}}   | ??Dark Vines?? x2                                                                                                                                             | ^ ??Awaken Dark Vines??  | //Blood 5//                                                                                                                                          | {{path>B1N3}} • {{gems>12B}}   | ??Dark Vines?? x2                                                                                                                                             |
 | :::                    | descr                                                                                                                                                                                                                                                                                                                                               ||| | :::                    | descr                                                                                                                                                                                                                                                                                                                                               |||
-^ ??Cross Breeding??     | //Blood 8//                                                                                                                                          | {{path>B2N2}} • {{gems>20B}}   | [[Cross breeding]] x40 +3/lv                                                                                                                                  |+^ ??Improved Cross Breeding??     | //Blood 8//                                                                                                                                          | {{path>B2N2}} • {{gems>20B}}   | [[Cross breeding]] x40 +3/lv                                                                                                                                  |
 | :::                    | descr                                                                                                                                                                                                                                                                                                                                               ||| | :::                    | descr                                                                                                                                                                                                                                                                                                                                               |||
 <tabbox Blood/Death> <tabbox Blood/Death>
summon-spells.1659333395.txt.gz · Last modified: 2022/08/01 05:56 by demonsthenes