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vanarus-guide [2025/06/09 13:24]
reinc
vanarus-guide [2026/01/13 07:13] (current)
reinc
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 Vanarusian Berserker - a weaker version of the Chud Hirdman. If you are using Chud Hirdmen, you can recruit one or two of these guys every once in a while in situations when you can't afford to recruit one more Chud Hirdman, but can afford a Vanarusian Berserker. They trade blows with independent Tribes, Militias and Light Infantries at a roughly 2.5 to 1 rate, having the biggest edge against unarmored Tribes and a disadvantage against ranged attackers. This means you need roughly 75% as many Vanarusian Berserkers as there are enemies in order to come out of the fight with minimal losses.\\  Vanarusian Berserker - a weaker version of the Chud Hirdman. If you are using Chud Hirdmen, you can recruit one or two of these guys every once in a while in situations when you can't afford to recruit one more Chud Hirdman, but can afford a Vanarusian Berserker. They trade blows with independent Tribes, Militias and Light Infantries at a roughly 2.5 to 1 rate, having the biggest edge against unarmored Tribes and a disadvantage against ranged attackers. This means you need roughly 75% as many Vanarusian Berserkers as there are enemies in order to come out of the fight with minimal losses.\\ 
  
-Oath-Bound - sacred defensive troops with a balanced cost. Unless you are using a heavy bless, there is no reason to recruit them as anything but bodyguards against nations with recruitable assassins. If you do use them as troops, be aware of their low combat speed and short weapons. The low combat speed makes them likely to take a hit first before they can attack and also makes them especially vulnerable to tramplers, such as Minotaurs or Elephants, while short weapons make them extremely vulnerable to a Fire Shield bless. Even without a bless, they trade blows with independents extremely well due to their high survivability, but tend to do a lot worse if their Mirror Image is disrupted by ranged attacks. \\ +Oath-Bound - sacred defensive troops with a balanced cost. Unless you are using a heavy bless, there is no reason to recruit them as anything but bodyguards when playing against nations with recruitable assassins. If you do use them as troops, be aware of their low combat speed and short weapons. The low combat speed makes them likely to take a hit first before they can attack and also makes them especially vulnerable to tramplers, such as Minotaurs or Elephants, while short weapons make them extremely vulnerable to a Fire Shield bless. Even without a bless, they trade blows with independents extremely well due to their high survivability, but tend to do a lot worse if their Mirror Image is disrupted by ranged attacks. \\ 
  
 __Chud Hirdmen__ - strong troops with two attacks which require more resources than other normal troops. Well-suited for dealing with hordes of weak troops or with tough giants due to their good armor, berserking ability and dual-wielded slashing weapons. They trade blows with independent Tribes, Militias and Light Infantries at a roughly 3.5 to 1 rate, having the biggest edge against Wolf Tribe and ranged attackers, who can do almost no damage through their armor. This means you need roughly 35% as many Chud Hirdmen as there are enemies in order to come out of the fight with minimal losses. Chud Hirdmen are worse at dealing with Heavy Cavalry than Chud Skinshifters and often die to a lance charge before they can instantly kill the enemy with their own attacks. You can use Huskarls and archers from your starting army, summoned animals, Chud Skinshifters and other means to absorb lance charges in order to not pointlessly lose troops. Another danger for Chud Hirdmen are Barbarians, who present a similar problem to Heavy Cavalries - getting killed in one hit before you are able to kill the enemy in one hit - with a similar solution.\\  __Chud Hirdmen__ - strong troops with two attacks which require more resources than other normal troops. Well-suited for dealing with hordes of weak troops or with tough giants due to their good armor, berserking ability and dual-wielded slashing weapons. They trade blows with independent Tribes, Militias and Light Infantries at a roughly 3.5 to 1 rate, having the biggest edge against Wolf Tribe and ranged attackers, who can do almost no damage through their armor. This means you need roughly 35% as many Chud Hirdmen as there are enemies in order to come out of the fight with minimal losses. Chud Hirdmen are worse at dealing with Heavy Cavalry than Chud Skinshifters and often die to a lance charge before they can instantly kill the enemy with their own attacks. You can use Huskarls and archers from your starting army, summoned animals, Chud Skinshifters and other means to absorb lance charges in order to not pointlessly lose troops. Another danger for Chud Hirdmen are Barbarians, who present a similar problem to Heavy Cavalries - getting killed in one hit before you are able to kill the enemy in one hit - with a similar solution.\\ 
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 Yngvar the Varyag - his main purpose is to bring a host of Oath-Bound into your capital a turn after his arrival (although in reality the Oath-Bounds will arrive at his current location at the start of the turn following his arrival). It is hard to think of any particular use for him aside from maybe carrying a Crystal Shield into battles, which is something Vanabogs can't do. Another possible use is making him into a super-stealthy Oath-Bound leading raider by equipping him with stealth boots and other stealth-boosting items, since Vanabogs cannot equip boots. Everything else, they can do better.\\  Yngvar the Varyag - his main purpose is to bring a host of Oath-Bound into your capital a turn after his arrival (although in reality the Oath-Bounds will arrive at his current location at the start of the turn following his arrival). It is hard to think of any particular use for him aside from maybe carrying a Crystal Shield into battles, which is something Vanabogs can't do. Another possible use is making him into a super-stealthy Oath-Bound leading raider by equipping him with stealth boots and other stealth-boosting items, since Vanabogs cannot equip boots. Everything else, they can do better.\\ 
  
-Baba Yaga the Hag - same idea as the Last Perkunu, but with different paths and without being plugged into life support on arrival. She is also an extremely fast flier with built-in resistances, great undead and magic leadership and magic paths suitable for different army-wiping battlefield enchantments, which might make her useful for some surprise attacks, but in most cases it is better to not risk losing her, unless you are going to Twiceborn and Transform her. Before battlefield enchantments are available, you can use her as a very fast stealthy raider (with a Shademail Haubergeon equipped), attacking deep into enemy territory with a host of Shades, Killer Mantises and Fire Ants, for example, but such a move would be rather risky, because, as previously mentioned, you don't want to lose her. She is also the only one who gives you access to Rusalka summons in this era, but you might never use them, because Vanarus has no natural Water gem income and no access to the Volla of the Bountiful Forest titan, which is available for EA Rus and LA Bogarus. You do have recruitable Vyedmas who can search for Water, unlike other eras, but with the ability to Blood Sacrifice, your Water gems might be better used on Vengeful Water.\\ +Baba Yaga the Hag - same idea as the Last Perkunu, but with different paths and without being plugged into life support on arrival. She is also an extremely fast flier with built-in resistances, great undead and magic leadership and magic paths suitable for different army-wiping battlefield enchantments, which might make her useful for some surprise attacks, but in most cases it is better to not risk losing her, unless you are going to Twiceborn and Transform her. Before battlefield enchantments are available, you can use her as a very fast stealthy raider (with a Shademail Haubergeon equipped), attacking deep into enemy territory with a host of Shades, Killer Mantises and Fire Ants, for example, but such a move would be rather risky, because, as previously mentioned, you don't want to lose her. She is also the only one who gives you access to Rusalka summons in each era, but you might never use them, because Vanarus has no natural Water gem income and no access to the Volla of the Bountiful Forest titan, which is available for EA Rus and LA Bogarus. You do have recruitable Vyedmas who can search for Water sites, unlike other eras, but with the ability to Blood Sacrifice, your Water gems might be better used on Vengeful Water.\\ 
  
 ==== National spells ==== ==== National spells ====
 Notable spells are __underscored.__ Notable spells are __underscored.__
  
-Summon Simargl - weak non-magic flyers which you can summon one at a time. Their main purpose is patrolling, which they are very good at, second only to Nazca's Condors. This makes them situationally useful against nations with recruitable assassins and seducers. Just make sure to set them as bodyguards for the patrolling commanders, or else they will die and you will have to summon them all over again. To save turns, you may only summon them with your spread-out blood hunters while you wait for the unrest in their province to go down. Alternatively, use illiterate mages such as Vyeduns and Old Bear Thunder in order to not waste turns for the Vanarusian Sages.\\ +Summon Simargl - weak non-magic flyers which you can summon one at a time. Their main purpose is patrolling, which they are very good at, second only to Nazca's Condors. This makes them situationally useful against nations with recruitable assassins and seducers. Just make sure to set them as bodyguards for the patrolling commanders, or else they will die and you will have to summon them all over again. To save turns, you may only summon them with your spread-out blood hunters while you wait for the unrest in their province to go down. Alternatively, use illiterate mages such as Vyeduns and Old Bear Thunder in order to not waste turns for the Vanarusian Sages. Due to being limited to a single creature per summon, it might be reasonable to eventually replace the casting of this spell with the more expensive Summon Eagles or even just Call of the Winds once these spells become available.\\ 
  
-__Summon Firebird__ - almost useless in combat, but extremely powerful economic boosters if produced in great numbers. There is one problem: you do not have a Fire/Astral crosspath in this era. Your chances at being able to summon them are the following: a) Pick an awake Deives of the Sun Pretender to empower some lizard shamans or independent Sages in Fire; b) pick Turmoil3/Luck3 scales and secure multiple coastal provinces to get some shipwrecked Alchemists or Adepts of the Golden Order in random events; c) find an Alchemists Guild, Magus Temple or the High Temple of the Magi. Neither of these are easy or cheap, or reliable. Still, if you do get lucky, you should absolutely invest into these summons, unless you are playing a short game where such an investment is not going to pay off.\\ +__Summon Firebird__ - almost useless in combat, but extremely powerful economic boosters if produced in great numbers. There is one problem: you do not have a Fire/Astral crosspath mage in this era. Aside from creating a pretender for the purpose of casting this spell (don't do this, by the way), your chances at being able to summon them are the following: a) Pick an awake Deives of the Sun Pretender to empower some lizard shamans or independent Sages in Fire; b) pick Turmoil3/Luck3 scales and secure multiple coastal provinces to get some shipwrecked Alchemists or Adepts of the Golden Order in random events; c) find an Alchemists Guild, Magus Temple or the High Temple of the Magi. Neither of these are easy or cheap, or reliable. Still, if you do get lucky, you should absolutely invest into these summons, unless you are playing a short game where such an investment is not going to pay off.\\ 
  
 Sloth of Bears - not sacred = not needed. Hypothetically you could use these regional summons for siege strength, but Cave Grubs or Black Hawks can do a better job, either because of strength or mobility. They also can serve as bait for enemy evocations thanks to their high HP, in situations when you need to go against an enemy who researched Evocation early, while you have a long way to go before you get Mist/Storm/Darkness.\\  Sloth of Bears - not sacred = not needed. Hypothetically you could use these regional summons for siege strength, but Cave Grubs or Black Hawks can do a better job, either because of strength or mobility. They also can serve as bait for enemy evocations thanks to their high HP, in situations when you need to go against an enemy who researched Evocation early, while you have a long way to go before you get Mist/Storm/Darkness.\\ 
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 Awaken Draugar - fairly expensive and too few to be immediately useful, these regional undead summons can be a slightly better alternative to summoning generic Wights, especially underwater, thanks to having Amphibious trait, as opposed to Poor Amphibian for Wights.\\  Awaken Draugar - fairly expensive and too few to be immediately useful, these regional undead summons can be a slightly better alternative to summoning generic Wights, especially underwater, thanks to having Amphibious trait, as opposed to Poor Amphibian for Wights.\\ 
  
-__Contact Alkonost__ - fast, flying and upkeep-free Holy 3 priestswho come two research levels earlier than the generic and hard to summon Bishop Fish. Normally only good for Divine Blessing and throne claiming, these ladies truly shine in the hands of MA Vanarus because of the nation's blood sacrifice ability. Vanarus has a very hard time getting Astral Pearls, but if you are planning to use globals like The Wrath of God and Vengeful Water (and you should), they are worth it. Even without globals, the dominion pressure they can create is extremely dangerous in Middle Age where it can only be matched by Abysia.\\ +__Contact Alkonost__ - fast, flying and upkeep-free Holy 3 priests who come two research levels earlier than the generic and hard to summon Bishop Fish. Normally only good for Divine Blessing and throne claiming, these ladies truly shine in the hands of MA Vanarus because of the nation's blood sacrifice ability. Vanarus has a very hard time getting Astral Pearls, but if you are planning to use globals like The Wrath of God and Vengeful Water (and you should), they are worth it. Even without globals, the dominion pressure they can create is extremely dangerous in Middle Age where it can only be matched by Abysia.\\ 
  
-__Summon Rusalka__ - more assassins than seducers, these undead creatures can only be reliably summoned by Baba Yaga, if you ever get her, and cost a whopping 16 Water gems, for a nation with no guaranteed Water income. This makes them more expensive for Vanarus than Alkonosts, because it takes Vanarus 2 gems to get an Astral pearl, but 4 gems to get a Water gem. On a more positive note, they can become extremely powerful assassins with Frozen Heart once Alteration 6 is researched, and they can allow your troops to breathe underwater.\\ +__Summon Rusalka__ - more assassins than seducers, these undead creatures can only be reliably summoned by Baba Yaga, if you ever get her, and cost a whopping 16 Water gems, for a nation with no guaranteed Water income. This makes them more expensive for Vanarus than Alkonosts, because it takes Vanarus 2 gems to alchemize an Astral pearl, but 4 gems to alchemize a Water gem. On a more positive note, they can become extremely powerful assassins with Frozen Heart once Alteration 6 is researched, and they can allow your troops to breathe underwater.\\ 
  
-Send Vodyanoy - powerful Water mages that become available earlier than generic Naiads. However, they suffer from the same price issues for Vanarus as Rusalkas, and also have to be sent into a water province, which they can't get out of on their own, unless it's a province you already own and have a lab in. You will be unlikely to own a single water province, unless it's a tiny lake near your capital.\\ +Send Vodyanoy - powerful aquatic Water mages that become available earlier than generic Naiads. However, they suffer from the same price issues for Vanarus as Rusalkas, and also have to be sent into a water province, which they can't get out of on their own, unless it's a province you already own and have a lab in. You will be unlikely to own a single water province, unless it's a tiny lake near your capital.\\ 
  
 __Send Lady Midday__ - another specialty spell for Vanarus. This time it's an ethereal flying assassin with a diseasing weapon. Unfortunately, they only have two miscellaneous slots for equipment, which will probably be filled by a Stone Bird and a Dancing Trident. They need that harassment penalty and repels due to their weak attack and defense stats. Alternatively, you can give them a Burning Pearl and/or Ring of the Warrior if you really need them to land a hit and disease the target, even if it costs them their life. Using Luck/Twist Fate/Fool's Luck is another option which plays into their etherealness, low HP and Fear Aura. It's not the best idea to send them against nations with built-in magic weapons and Berserk. They can be summoned by Vanabogs while they wait for the unrest from blood hunting to go down. Placing a number of them on your fort while it is besieged (or just having them in your forts in advance) is the most beneficial. You also may use them to hunt for enemy Pretenders who do not have recuperation and who have little to no Nature or Healer access in their nation which would allow them to cure the disease.\\  __Send Lady Midday__ - another specialty spell for Vanarus. This time it's an ethereal flying assassin with a diseasing weapon. Unfortunately, they only have two miscellaneous slots for equipment, which will probably be filled by a Stone Bird and a Dancing Trident. They need that harassment penalty and repels due to their weak attack and defense stats. Alternatively, you can give them a Burning Pearl and/or Ring of the Warrior if you really need them to land a hit and disease the target, even if it costs them their life. Using Luck/Twist Fate/Fool's Luck is another option which plays into their etherealness, low HP and Fear Aura. It's not the best idea to send them against nations with built-in magic weapons and Berserk. They can be summoned by Vanabogs while they wait for the unrest from blood hunting to go down. Placing a number of them on your fort while it is besieged (or just having them in your forts in advance) is the most beneficial. You also may use them to hunt for enemy Pretenders who do not have recuperation and who have little to no Nature or Healer access in their nation which would allow them to cure the disease.\\ 
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 10) With your Godes, build forts in every province, starting from your borders. This will increase your gold income and also will impede the progress of any invading army, forcing them to fight your powerful Pretender. Don't worry about losing resources in your capital – you barely have any in the first place, and Skinshifters can be recruited regardless, as long as you have at least some (you need 35 resources to recruit 7 Chud Skinshifters).\\  10) With your Godes, build forts in every province, starting from your borders. This will increase your gold income and also will impede the progress of any invading army, forcing them to fight your powerful Pretender. Don't worry about losing resources in your capital – you barely have any in the first place, and Skinshifters can be recruited regardless, as long as you have at least some (you need 35 resources to recruit 7 Chud Skinshifters).\\ 
 11) For first wars, pick a target which doesn't have Mind Blast, Mind Burn, Curse, Spirit Curse or Enfeeble. Most other opponents can be defeated with the right equipment. Even hellblessed giants don't fare well against a horde of Skinshifters supported by the Dragon. In most cases, the Dragon should have a Ring of Regeneration and a Mistletoe Garland equipped (later replaced by a Wraith Crown). Set it to stand in the back and attack rear, with a script to cast Iron Skin, Temper Flesh, Mossbody, Personal Regeneration, Quickness, in that order. Later, some of these spells can be cast by assisting mages, freeing up scripting space for Earthquake and/or Foul Vapors. If the Dragon is fighting alongside an army, try not to destroy your troops with spells, especially Foul Vapors. Use the Dragon's mobility to pick off unforted provinces which are away from the main enemy force. Later on, avoid those who can cast Soul Slay, Stream of Life or Shrink. As the game progresses, the Dragon will be increasingly useless on the battlefield (Earthquake and Foul Vapors notwithstanding) while becoming increasingly useful in the lab. Skinshifters under Fog Warriors and Mass Protection can replace it. Your three initial Godes and the starting Herse can get flying carpets to transport 7 Skinshifters per turn across great distances. You will normally only be able to recruit 7 per turn, and 7 is the exact amount of human-sized troops that the Flying Carpet can carry.\\  11) For first wars, pick a target which doesn't have Mind Blast, Mind Burn, Curse, Spirit Curse or Enfeeble. Most other opponents can be defeated with the right equipment. Even hellblessed giants don't fare well against a horde of Skinshifters supported by the Dragon. In most cases, the Dragon should have a Ring of Regeneration and a Mistletoe Garland equipped (later replaced by a Wraith Crown). Set it to stand in the back and attack rear, with a script to cast Iron Skin, Temper Flesh, Mossbody, Personal Regeneration, Quickness, in that order. Later, some of these spells can be cast by assisting mages, freeing up scripting space for Earthquake and/or Foul Vapors. If the Dragon is fighting alongside an army, try not to destroy your troops with spells, especially Foul Vapors. Use the Dragon's mobility to pick off unforted provinces which are away from the main enemy force. Later on, avoid those who can cast Soul Slay, Stream of Life or Shrink. As the game progresses, the Dragon will be increasingly useless on the battlefield (Earthquake and Foul Vapors notwithstanding) while becoming increasingly useful in the lab. Skinshifters under Fog Warriors and Mass Protection can replace it. Your three initial Godes and the starting Herse can get flying carpets to transport 7 Skinshifters per turn across great distances. You will normally only be able to recruit 7 per turn, and 7 is the exact amount of human-sized troops that the Flying Carpet can carry.\\ 
-12) Althogh it is not a priority, you can start mass-producing Wyverns with Summon Wyverns spell to spend all of your spare Air gems (Air items are still more important). Your Heat 1 temperature scale will negate the usual penalty for cold-blooded creatures in Cold dominion. Since you are already researching Construction 6 and Thaumathurgy 7, you can boost your Wyvern production with Dragon Sceptres and Dragon Mastery spell (at Thaumathurgy 8).\\+12) Althogh it is not a priority, you can start mass-producing Wyverns with Summon Wyverns spell to spend all of your spare Air gems (Air items are still more important). Your Heat 1 temperature scale will negate the usual penalty for cold-blooded creatures in Cold dominion. Since you are already researching Construction 6, you can boost your Wyvern production with Dragon Sceptres.\\
 13) Cast Revive King 10 times or more to get cheap commanders who cost no upkeep and equip them all with Soul Contracts as soon as you are able. This will give you 10 Devils per turn, forever (until horrors come). Devils under Fog Warriors will become your main force later on. Incidentally, they are also immune to Earthquake and break down forts with lightning speed, making them into better companions for the Dragon to fight alongside with. Use Banes to command Devils, later Bane Lords. You can equip them with Winged Shoes, Ring of Fire, Rod of the Leper King, Crown of Bones. Fog Warriors caster should be an Air 3 or 4 Vanabog with Winged Helmet, Bag of Winds, Flying Carpet, Golden Hoplon.\\  13) Cast Revive King 10 times or more to get cheap commanders who cost no upkeep and equip them all with Soul Contracts as soon as you are able. This will give you 10 Devils per turn, forever (until horrors come). Devils under Fog Warriors will become your main force later on. Incidentally, they are also immune to Earthquake and break down forts with lightning speed, making them into better companions for the Dragon to fight alongside with. Use Banes to command Devils, later Bane Lords. You can equip them with Winged Shoes, Ring of Fire, Rod of the Leper King, Crown of Bones. Fog Warriors caster should be an Air 3 or 4 Vanabog with Winged Helmet, Bag of Winds, Flying Carpet, Golden Hoplon.\\ 
 14) Once you have at least 10 Soul Contracts, start casting Contact Alkonost. These creatures are largely useless in other eras, but Vanarus can blood sacrifice, so you get an upkeep-free flying Holy 3 priest who can blood sacrifice... at Conjuration 4 (as opposed to water-only Conjuration 6 Bishop Fish for other nations). Put them to work in every province you have, even underwater ones.\\  14) Once you have at least 10 Soul Contracts, start casting Contact Alkonost. These creatures are largely useless in other eras, but Vanarus can blood sacrifice, so you get an upkeep-free flying Holy 3 priest who can blood sacrifice... at Conjuration 4 (as opposed to water-only Conjuration 6 Bishop Fish for other nations). Put them to work in every province you have, even underwater ones.\\ 
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 //Research order//\\  //Research order//\\ 
-Alteration 3 (Barkskin, Stoneskin, Quicken Self, Ironskin, Mossbody) -> Enchantment 2 (Personal Regeneration) -> Alteration 4 (Temper Flesh) -> Construction 6 (resistance rings, Soul Contract, Rod of the Leper King, Mistletoe Garland, Wooden Construstion spell, Vine Shield, Frost Brand, Ring of Regeneration, Winged Helmet, Winged Shoes, Flying Carpet, Crown of Bones, Storm Spool, Sanguine Dowsing Rod, Blood Thorn, Wraith Crown, Bag of Winds, Dragon Sceptre) -> Evocation 5 (Lightning Bolt, Arcane Probing, Thunder Strike, Earthquake) -> Enchantment 5 (Foul Vapors) -> Conjuration 4 (Summon Simargl, Summon Firebird, lesser elemental summoning spells, Revive Bane, Dark Knowledge, Voice of Apsu, Contact Alkonost, Send Vodyanoy, elemental summoning spells, Summon Vywerns) -> Blood 2 (Bowl of Blood) -> Thaumaturgy 4 (Haruspex, Augury, Auspex, Gnome Lore) -> Alteration 5 (Mother Oak) -> Conjuration 5 (Revive Bane Lord, Contact Naiad) -> Thaumaturgy 7 (Dark Skies, Vengeful Water, Divine Name) -> Evocation 6 (The Wrath of God) -> Alteration 8 (Transformation, Fog Warriors, Mass Protection, Wizard's Tower) -> Thaumathurgy 8 (Dragon Mastery, Black Death) -> Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Enchanted Forests, Tartarian Gate) -> Construction 9 (Juggernaut Construction) -> Enchantment (domes, Riches from Beneath, Earth Blood Deep Well, Gift of Health) -> Evocation 9 (Celestial Rainbow) -> Enchantment 9 (Gift of Nature's Bounty) -> Blood 9 (Three Red Seconds, The Looming Hell)+Alteration 3 (Barkskin, Stoneskin, Quicken Self, Ironskin, Mossbody) -> Enchantment 2 (Personal Regeneration) -> Alteration 4 (Temper Flesh) -> Construction 6 (resistance rings, Soul Contract, Rod of the Leper King, Mistletoe Garland, Wooden Construstion spell, Vine Shield, Frost Brand, Ring of Regeneration, Winged Helmet, Winged Shoes, Flying Carpet, Crown of Bones, Storm Spool, Sanguine Dowsing Rod, Blood Thorn, Wraith Crown, Bag of Winds, Dragon Sceptre) -> Evocation 5 (Lightning Bolt, Arcane Probing, Thunder Strike, Earthquake) -> Enchantment 5 (Foul Vapors) -> Conjuration 4 (Summon Simargl, Summon Firebird, lesser elemental summoning spells, Revive Bane, Dark Knowledge, Voice of Apsu, Contact Alkonost, Send Vodyanoy, elemental summoning spells, Summon Vywerns) -> Blood 2 (Bowl of Blood) -> Thaumaturgy 4 (Haruspex, Augury, Auspex, Gnome Lore) -> Alteration 5 (Mother Oak) -> Conjuration 5 (Revive Bane Lord, Contact Naiad) -> Thaumaturgy 7 (Dark Skies, Vengeful Water, Divine Name) -> Evocation 6 (The Wrath of God) -> Alteration 8 (Transformation, Fog Warriors, Mass Protection, Wizard's Tower) -> Thaumathurgy 8 (Black Death) -> Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Enchanted Forests, Tartarian Gate) -> Construction 9 (Juggernaut Construction) -> Enchantment (domes, Riches from Beneath, Earth Blood Deep Well, Gift of Health, Dragon Master) -> Evocation 9 (Celestial Rainbow) -> Enchantment 9 (Gift of Nature's Bounty) -> Blood 9 (Three Red Seconds, The Looming Hell)
  
 //Situational Tactics://\\  //Situational Tactics://\\ 
vanarus-guide.1749475480.txt.gz · Last modified: 2025/06/09 13:24 by reinc