User Tools

Site Tools


wigglefig-draft

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
wigglefig-draft [2025/10/17 01:44]
wigglefig
wigglefig-draft [2025/10/30 02:14] (current)
wigglefig
Line 103: Line 103:
 ^ ??Streams from Hades?? | //Conjuration 6// | {{path>W4D1}} • {{gems>40W}} | ??Kokythiad?? × 1 | ^ ??Streams from Hades?? | //Conjuration 6// | {{path>W4D1}} • {{gems>40W}} | ??Kokythiad?? × 1 |
 | ::: | //May use underwater.// A water mage with some death access can summon this [[amphibious]] {{path>W3D3}} mage using just water gems. The Kokythiad has high [[Fear]], [[spirit sight]], excellent magic resistance, and some [[invulnerability]], but only human hit points.  Useful for breaking into {{path>D3}} and as a ??Stygian Rains?? caster. ||| | ::: | //May use underwater.// A water mage with some death access can summon this [[amphibious]] {{path>W3D3}} mage using just water gems. The Kokythiad has high [[Fear]], [[spirit sight]], excellent magic resistance, and some [[invulnerability]], but only human hit points.  Useful for breaking into {{path>D3}} and as a ??Stygian Rains?? caster. |||
-^ ??Summon Catoblepas?? | //Conjuration 7// | {{path>W3D2}} • {{gems>12W}} | ??Catoblepas?? |+^ ??Summon Catoblepas?? | //Conjuration 7// | {{path>W3D2}} • {{gems>12W}} | ??Catoblepas?? × 1 |
 | ::: | Catoblepas are famous for their ??Gaze of Death?? attack, which deals 10 armor-negating damage in an enormous area (AOE 20; magic resistance negates) and thus can annihilate entire formations of low MR troops. Friendly fire can be a major problem, both with the Gaze of Death and the poison cloud that surrounds these deadly bulls. Mindless units like constructs and longdead are immune to the Gaze of Death.  ||| | ::: | Catoblepas are famous for their ??Gaze of Death?? attack, which deals 10 armor-negating damage in an enormous area (AOE 20; magic resistance negates) and thus can annihilate entire formations of low MR troops. Friendly fire can be a major problem, both with the Gaze of Death and the poison cloud that surrounds these deadly bulls. Mindless units like constructs and longdead are immune to the Gaze of Death.  |||
 ^ ??Hidden in Snow?? | //Enchantment 6// | {{path>W3D1}} • {{gems>65W}} | Various | ^ ??Hidden in Snow?? | //Enchantment 6// | {{path>W3D1}} • {{gems>65W}} | Various |
-| ::: | //Mountains and Highlands only,// Summons an army of tough undead. See [[Hidden in Terrain]] for details. |||+| ::: | //Mountains and Highlands only// Summons an army of tough undead. See [[Hidden in Terrain]] for details. |||
 <tabbox Water/Nature> <tabbox Water/Nature>
 ^ ??Contact Naiad?? | //Conjuration 5// | {{path>W3N1}} • {{gems>35W}} | ??Naiad?? × 1 | ^ ??Contact Naiad?? | //Conjuration 5// | {{path>W3N1}} • {{gems>35W}} | ??Naiad?? × 1 |
Line 112: Line 112:
 ^ ??Naiad Warriors?? | //Conjuration 5// | {{path>W3N1}} • {{gems>18W}} | ??Kydnid?? × 25 | ^ ??Naiad Warriors?? | //Conjuration 5// | {{path>W3N1}} • {{gems>18W}} | ??Kydnid?? × 25 |
 | ::: | Kydnids are efficiently summoned amphibious troops, with decent skills, bronze gear and high [[Awe]]. With their low strength, they won't kill much, but they can be valuable as amphibious blockers and bodyguards.  ||| | ::: | Kydnids are efficiently summoned amphibious troops, with decent skills, bronze gear and high [[Awe]]. With their low strength, they won't kill much, but they can be valuable as amphibious blockers and bodyguards.  |||
-^ ??Call Ancient Presence?? | //Conjuration 9// | {{path>W5N4}} • {{gems>15W}} | ??Ancient Presence?? | +^ ??Call Ancient Presence?? | //Conjuration 9// | {{path>W5N4}} • {{gems>15W}} | ??Ancient Presence?? × 1 
-| ::: | An enormous swamp monster with [[fear]] and 40% regeneration per turn, the Ancient Presence can devour whole any creature smaller than it (growing in strength as it does so). Unfortunately, comes as a unit, not a commander. While this monster has some physical resistances, it is much tougher when targeted by protection buffs and/or other fluffing. \\ A ??Naiad?? can summon this monster with Construction boosters.  |||+| ::: | An enormous swamp monster with [[fear]] and 40% regeneration per turn, the Ancient Presence can devour whole any creature smaller than it (growing in strength as it does so). Unfortunately, comes as a unit, not a commander. While this monster has some physical resistances, it is much tougher when targeted by protection buffs and/or other fluffing. \\ A ??Naiad?? can summon this monster with Construction boosters.  |||
  
 </tabbox> </tabbox>
Line 119: Line 119:
 =====Earth===== =====Earth=====
 <tabbox Earth> <tabbox Earth>
-^ ??Summon Cave Grubs?? | //Conjuration 1// | {{path>E1}} • {{gems>6E}} | ??Cave Grub?? x5 +1/2 lv +^ ??Summon Cave Grubs?? | //Conjuration 1// | {{path>E1}} • {{gems>5E}} | ??Cave Grub?? × 10 ½ per extra level 
-| ::: | //Cave only.// An early game way to get 60 siege strength worth of siege chaff given a {{path>E1}} in cave province lab, cave grubs have an impressive 52 hit points, and a high damage bite attack that can corrode armor. Their slow combat speed is a feature: Their poor combat skills and low protection mean they tend to die in melee, and their poor MR makes them a target for ??Charm Animal??. ||| +| ::: | //Cave only.// An early game way to get a lot of siege strength given a {{path>E1}} in cave province lab, Cave Grubs have an impressive 52 hit points, and a high damage bite attack that can corrode armor. Their slow combat speed is a feature: their poor combat skills and low protection mean they tend to die in melee, and their poor MR makes them a target for ??Charm Animal??. ||| 
-^ ??Summon Ogres?? | //Conjuration 2// | {{path>E1}} • {{gems>10E}} | ??Ogre?? x5 +1/2 lv |+^ ??Summon Ogres?? | //Conjuration 2// | {{path>E1}} • {{gems>7E}} | ??Ogre?? × 5 ½ per extra level |
 | ::: | Ogres are one of the game's most accessible summons. While their [[cold resistance]] is somewhat notable, their main use case is as a quickly massed source of 30 damage attacks in early game warfare. ||| | ::: | Ogres are one of the game's most accessible summons. While their [[cold resistance]] is somewhat notable, their main use case is as a quickly massed source of 30 damage attacks in early game warfare. |||
-^ ??Summon Cave Drake?? | //Conjuration 4// | {{path>E2}} • {{gems>4E}} | ??Cave Drake?? |+^ ??Summon Cave Drake?? | //Conjuration 4// | {{path>E2}} • {{gems>4E}} | ??Cave Drake?? × 1 |
 | ::: | Cave drakes are earth [[Drakes]]. A cave drake is a [[cold-blooded]] [[animal]] notable for its resistance to physical damage, with 22 protection and 58 hit points. Cave drakes have high strength but poor combat skills, so they combine well with immobilizing spells like ??Web?? and ??Earth Meld??. [[Drakes]] can be summoned in greater numbers by a [[Dragon Master]], making them substantially cheaper and more turn-efficient. ||| | ::: | Cave drakes are earth [[Drakes]]. A cave drake is a [[cold-blooded]] [[animal]] notable for its resistance to physical damage, with 22 protection and 58 hit points. Cave drakes have high strength but poor combat skills, so they combine well with immobilizing spells like ??Web?? and ??Earth Meld??. [[Drakes]] can be summoned in greater numbers by a [[Dragon Master]], making them substantially cheaper and more turn-efficient. |||
-^ ??Summon Fall Bears?? | //Conjuration 5// | {{path>E3}} • {{gems>12E}} | ??Fall Bear?? x5 +1/2 lv +^ ??Summon Fall Bears?? | //Conjuration 5// | {{path>E3}} • {{gems>13E}} | ??Fall Bear?? × 5 ½ per extra level  
-| ::: | 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. Notable for their built-in [[Regeneration]] and high HP, Fall Bears can be very effective blockers against targets without magic weapons, especially with protection buffs and/or ??Fog Warriors??. ||| +| ::: | 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. Notable for their built-in [[Regeneration]] and high HP, Fall Bears can be very effective blockers against targets without magic weapons, especially with protection buffs and/or ??Fog Warriors??. ||| 
-^ ??Contact Trolls?? | //Conjuration 5// | {{path>E3}} • {{gems>15E}} | ??Troll?? x5 +1/2 lv |+^ ??Contact Trolls?? | //Conjuration 5// | {{path>E3}} • {{gems>10E}} | ??Troll?? × 5 ½ per extra level  |
 | ::: | Trolls are an expensive but powerful troop summon, with high magic resistance, high durability, a very high damage great club, and built-in [[Regeneration]]. Especially with buffs, they can be quite strong in combat against opponents that are unable to exploit their high fire vulnerability. Note that unlike most summons, trolls have high gold upkeep. ||| | ::: | Trolls are an expensive but powerful troop summon, with high magic resistance, high durability, a very high damage great club, and built-in [[Regeneration]]. Especially with buffs, they can be quite strong in combat against opponents that are unable to exploit their high fire vulnerability. Note that unlike most summons, trolls have high gold upkeep. |||
-^ ??Contact Hill Giant?? | //Conjuration 6// | {{path>E3}} • {{gems>3E}} | ??Hill Giant?? | +^ ??Contact Hill Giant?? | //Conjuration 6// | {{path>E3}} • {{gems>3E}} | ??Hill Giant?? × 1 
-| ::: | Hill giants are enormous size units with a remarkable 106 hp, a 42 damage great club, and the ability to swallow humans whole (50% chance each round). Both attacks are capable of killing units protected by ??Mossbody?? or ??Mistform??, especially if you manage to cast ??Weapons of Sharpness?? on your fast and [[undisciplined]] giants. Their high HP will attract attract both friendly buffs and enemy evocations, which can be desirable at times, but beware [[Enslave Mind]] casters, who are almost guaranteed to exploit their 9 [[magic resistance]]. ||| +| ::: | Hill giants are enormous size units with a remarkable 106 hp, a 42 damage great club, and the ability to swallow humans whole (50% chance each round). Both attacks are capable of killing units protected by ??Mossbody?? or ??Mistform??, especially if you manage to cast ??Weapons of Sharpness?? on your fast and [[undisciplined]] giants. Their high HP will attract attract both friendly buffs and enemy evocations, which can be desirable at times, but beware [[Enslave Mind]] casters, who are almost guaranteed to exploit their 9 [[magic resistance]]. ||| 
-^ ??Troll King's Court?? | //Conjuration 6// | {{path>E3}} • {{gems>55E}} | ??Troll King?? • ??Troll?? x10 • ??War Troll?? x5 • ??Troll Moose Knight?? x2 |+^ ??Troll King's Court?? | //Conjuration 6// | {{path>E3}} • {{gems>65E}} | ??Troll King?? × 1, ??Troll?? × 10, ??War Troll?? × 5, ??Troll Moose Knight?? × 2 |
 | ::: | The Troll King is a useful summon, often used as a thug chassis or a caster for big earth spells like ??Army of Gold?? and ??Weapons of Sharpness??. He comes with an army of trolls, which is a great bonus but makes this spell more expensive than many other mage summons. Troll Kings are important for path-boosting earth magic, since an {{path>E2}} mage with ??Earth Boots?? can cast this spell and then give the ??Troll king?? his boots to create a {{path>E4}} mage. Note that unlike most summons, trolls have high gold upkeep. ||| | ::: | The Troll King is a useful summon, often used as a thug chassis or a caster for big earth spells like ??Army of Gold?? and ??Weapons of Sharpness??. He comes with an army of trolls, which is a great bonus but makes this spell more expensive than many other mage summons. Troll Kings are important for path-boosting earth magic, since an {{path>E2}} mage with ??Earth Boots?? can cast this spell and then give the ??Troll king?? his boots to create a {{path>E4}} mage. Note that unlike most summons, trolls have high gold upkeep. |||
-^ ??King of Elemental Earth?? | //Conjuration 8// | {{path>E5}} • {{gems>50E}} | //One of:// ??Barathrus - King of Deeper Earth?? • ??Oreigenes - King of Mountains?? |+^ ??King of Elemental Earth?? | //Conjuration 8// | {{path>E5}} • {{gems>50E}} | //One of:// ??Barathrus - King of Deeper Earth????Oreigenes - King of Mountains?? |
 | ::: | [[Elemental Royalty]] ||| | ::: | [[Elemental Royalty]] |||
-^ ??Clockwork Soldiers?? | //Construction 3// | {{path>E2}} • {{gems>5E}} | ??Clockwork Soldier?? x5 +1/2 lv |+^ ??Clockwork Soldiers?? | //Construction 2// | {{path>E2}} • {{gems>4E}} | ??Clockwork Soldier?? × 10 ½ per extra level |
 | ::: | Clockwork soldiers are a mechanical version of human infantry, with high resistances to all elements and high protection. They fatigue out very quickly (-15 [[reinvigoration]]), and thus will actively fight for at most 7 rounds of battle. All constructs are [[mindless]] and have [[spirit sight]], though clockwork troops only have a few turns of activity after the casting time of ??Darkness?? would complete. ||| | ::: | Clockwork soldiers are a mechanical version of human infantry, with high resistances to all elements and high protection. They fatigue out very quickly (-15 [[reinvigoration]]), and thus will actively fight for at most 7 rounds of battle. All constructs are [[mindless]] and have [[spirit sight]], though clockwork troops only have a few turns of activity after the casting time of ??Darkness?? would complete. |||
-^ ??Clockwork Horrors?? | //Construction 5// | {{path>E2}} • {{gems>9E}} | ??Clockwork Horror?? x10 +1/lv |+^ ??Clockwork Horrors?? | //Construction 4// | {{path>E2}} • {{gems>9E}} | ??Clockwork Horror?? × 15 + 1 per extra level |
 | ::: | Improves on the similar ??Clockwork soldier?? by having two attacks and higher combat speed (thus wasting less of their limited combat value moving). ||| | ::: | Improves on the similar ??Clockwork soldier?? by having two attacks and higher combat speed (thus wasting less of their limited combat value moving). |||
-^ ??Crusher Construction?? | //Construction 5// | {{path>E3}} • {{gems>15E}} | ??Crusher?? |+^ ??Crusher Construction?? | //Construction 4// | {{path>E3}} • {{gems>10E}} | ??Crusher?? × 1 |
 | ::: | The ??Crusher?? is a tough blocker, with high hp, protection, and pierce/slash resistances. Consider fluffing your Crusher with defensive spells like ??Mossbody?? and ??Body Ethereal??. Its very low combat stats mean that it will primarily crush targets that have been immobilized by spells like ??Earth Grip?? or ??Web??. ||| | ::: | The ??Crusher?? is a tough blocker, with high hp, protection, and pierce/slash resistances. Consider fluffing your Crusher with defensive spells like ??Mossbody?? and ??Body Ethereal??. Its very low combat stats mean that it will primarily crush targets that have been immobilized by spells like ??Earth Grip?? or ??Web??. |||
-^ ??Mechanical Men?? | //Construction 7// | {{path>E2}} • {{gems>15E}} | ??Mechanical Man?? x10+ 1/lv +^ ??Mechanical Men?? | //Construction 6// | {{path>E2}} • {{gems>15E}} | ??Mechanical Man?? × 15 + 1 per extra level 
-| ::: | Mechanical men are similar to the ??clockwork soldier?? in having very high resistances to elemental magic, without the [[reinvigoration]] penalty. Their direct combat ability is modest, with just 8 hit points and human level combat stats, but they have some of the best resistances of any troop in the game. ||| +| ::: | Mechanical Men are similar to ??Clockwork Soldier??in having very high resistances to elemental magic, without the [[reinvigoration]] penalty. Their direct combat ability is modest, with just 8 hit points and human level combat stats, but they have some of the best resistances of any troop in the game. ||| 
-^ ??Siege Golem?? | //Construction 9// | {{path>E3}} • {{gems>20E}} | ??Siege Golem#760?? |+^ ??Siege Golem?? | //Construction 8// | {{path>E3}} • {{gems>15E}} | ??Siege Golem#760?? × 1 |
 | ::: | Similar to a ??Crusher?? but with a large siege bonus, better resistances, and duel Shatterfist attacks (basically a built-in ??Smasher??). Siege golems compete with both ??Crumble?? and ??Gate Cleaver?? as ways to transform {{gems>E}} into [[siege]] strength. They are quite durable, with high hp, protection, and elemental resistances, but comes as a unit (not a commander), and their modest magic resistance makes them a target for spells like ??Disintegrate??. ||| | ::: | Similar to a ??Crusher?? but with a large siege bonus, better resistances, and duel Shatterfist attacks (basically a built-in ??Smasher??). Siege golems compete with both ??Crumble?? and ??Gate Cleaver?? as ways to transform {{gems>E}} into [[siege]] strength. They are quite durable, with high hp, protection, and elemental resistances, but comes as a unit (not a commander), and their modest magic resistance makes them a target for spells like ??Disintegrate??. |||
-^ ??Enliven Statues?? | //Enchantment 6// | {{path>E3}} • {{gems>20E}} | ??Living Statue?? x10 +1/lv +^ ??Enliven Statues?? | //Enchantment 6// | {{path>E3}} • {{gems>20E}} | ??Living Statue?? × 10 + 1 per extra level 
-| ::: | A mage turn efficient way to summon. Living statues are substantially better combatants than ??mechanical men??, but lack the elemental resistances and do not heal between battles. All constructs have [[spirit sight]], and Living Statues in particular have high attack/defense stats, which means they have very high relative stats in ??Darkness??. |||+| ::: | Living Statues are substantially better combatants than ??Mechanical Men??, but lack the elemental resistances and do not heal between battles. All constructs have [[spirit sight]], and Living Statues in particular have high attack/defense stats, which means they have very high relative stats in ??Darkness??. |||
 <tabbox Earth/Fire> <tabbox Earth/Fire>
-^ ??Iron Dragon?? | Construction | {{path>E4F2}} • {{gems>30E}} | ??Iron Dragon#531?? |+^ ??Iron Dragon?? | Construction | {{path>E4F2}} • {{gems>25E}} | ??Iron Dragon#531?? × 1 |
 | ::: | Durable fire-breathing unit with full elemental resistances, [[trample]], [[fear]], and a fire breath attack. [[mindless]] and thus immune to spells like [[soul slay]], but the low MR for a late game summon means it will be targeted by spells like ??Disintegrate??. ||| | ::: | Durable fire-breathing unit with full elemental resistances, [[trample]], [[fear]], and a fire breath attack. [[mindless]] and thus immune to spells like [[soul slay]], but the low MR for a late game summon means it will be targeted by spells like ??Disintegrate??. |||
 <tabbox Earth/Air> <tabbox Earth/Air>
-^ ??Enliven Gargoyles?? | Enchantment 5 | {{path>E3A1}} • {{gems>10E}} | ??Gargoyle?? x5 +1/2 lv |+^ ??Enliven Gargoyles?? | Enchantment 5 | {{path>E3A1}} • {{gems>12E}} | ??Gargoyle?? × 10 ½ per extra level |
 | ::: | //May cast underwater.// With this rare cross path, you can summon a group of durable flyers with two attacks and similar attributes to the ??Living Statue??. Because of their built-in physical resistances and small size, gargoyles can be efficiently buffed with AOE 1 spells like ??Mossbody?? to create very durable flyers. ||| | ::: | //May cast underwater.// With this rare cross path, you can summon a group of durable flyers with two attacks and similar attributes to the ??Living Statue??. Because of their built-in physical resistances and small size, gargoyles can be efficiently buffed with AOE 1 spells like ??Mossbody?? to create very durable flyers. |||
 <tabbox Earth/Water> <tabbox Earth/Water>
-^ ??Summon Cave Crab?? | //Conjuration 3// | {{path>E1W1}} • {{gems>4E}} | ??Cave Crab?? | +^ ??Summon Cave Crab?? | //Conjuration 3// | {{path>E1W1}} • {{gems>4E}} | ??Cave Crab?? × 1  
-| ::: | //Cave only.// Cave crabs are [[undisciplined]] amphibians with very high natural protection and a single 25 damage, [[armor piercing]] claw attack. While their combat skills are unremarkable, their [[darkvision]] allows them to fight effectively in caves and other dark places. Cave crabs are [[animals]] with extremely low [[magic resistance]]. |||+| ::: | //Cave only.// Cave Crabs are [[undisciplined]] amphibians with very high natural protection and a single 25 damage, [[armor piercing]] claw attack. While their combat skills are unremarkable, their [[darkvision]] allows them to fight effectively in caves and other dark places. Cave Crabs are [[animals]] with extremely low [[magic resistance]]. |||
 <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?? × 10 + ½ per extra level 
-| ::: | Iron pigs are essentially [[undisciplined]] size [[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 or larger, which they will ineffectually attempt to bite. Just 3 of them can beat 6PD against common PD types. |||+| ::: | Iron Pigs are essentially [[undisciplined]] size [[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 smaller chaff like ??Swarm?? bugs, skellyspam, or independent humans, as long as they don't run into anything size or larger, which they will ineffectually attempt to bite. Just 3 of them can beat 6PD against common PD types. For [[marverni-ea|Marverni]], this spell summons size 5, sacred ??Iron Boar??s instead. |||
 <tabbox Earth/Death> <tabbox Earth/Death>
-^ ??Hidden Underearth?? | //Enchantment 6// | {{path>E3D1}} • {{gems>75E}} | Various |+^ ??Hidden Underearth?? | //Enchantment 6// | {{path>E3D1}} • {{gems>65E}} | Various |
 | ::: | //Cave only.// Summons an army. See [[Hidden in Terrain]] ||| | ::: | //Cave only.// Summons an army. See [[Hidden in Terrain]] |||
-^ ??Hidden in Sand?? | //Enchantment 6// | {{path>E3D1}} • {{gems>75E}} | Various |+^ ??Hidden in Sand?? | //Enchantment 6// | {{path>E3D1}} • {{gems>65E}} | Various |
 | ::: | //Waste only.// Summons an army. See [[Hidden in Terrain]] ||| | ::: | //Waste only.// Summons an army. See [[Hidden in Terrain]] |||
 </tabbox> </tabbox>
 ===== Astral ===== ===== Astral =====
 <tabbox Astral> <tabbox Astral>
-^ ??Juggernaut Construction?? | //Construction 9// | {{path>S5}} • {{gems>25S}} | ??Juggernaut??+^ ??Juggernaut Construction?? | //Construction 8// | {{path>S5}} • {{gems>25S}} | ??Juggernaut?? × 1 
-| ::: | Juggernauts are very durable size [[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. ||| +| ::: | Juggernauts are very durable size 10 [[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 4// | {{path>S3}} • {{gems>5S}} | ??Telestic Animate?? × 1 
-| ::: | 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. |||+| ::: | 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>15S}} | ??Abomination?? × 1 
-| ::: | A big monster that needs point buffs to survive late-game battles, \\ but is an artiliry weapon that fires AOS instant death Mind blast (Magic Negates).\\ Comes too late game to be the most useful thing to spend pearls on. |||+| ::: | A big monster that needs point buffs to survive late-game battles, but is an artillery weapon that fires an AOE instant death Mind blast (Magic Negates).\\ Comes too late game to be the most useful thing to spend pearls on. |||
 <tabbox Astral/Earth> <tabbox Astral/Earth>
-^ ??Golem Construction?? | Construction | {{path>S3E2}} • {{gems>30S}} | ??Golem?? | +^ ??Golem Construction?? | Construction | {{path>S3E2}} • {{gems>35S}} | ??Golem?? × 1 
-| ::: | //May cast underwater.// Golems are one of the defining summons of the late game, because they are a durable [[mindless]] astral mage. Mindless mages cannot be targeted by ??Magic Duel??, making golems the preferred {{path>S}} caster for important battlefield spells like ??Antimagic??, ??Doom??, and ??Will of the Fates?? when fighting a nation with far more astral access than you. Mindless mages are also immune to [[Soul Slay]], [[Charm]], [[Enslave Mind]], and similar spells. \\ \\ These features, combined with the ability to move during the [[Magic phase]] with a ??Starshine Skullcap??, make golems an important late game thug chassis despite their low combat skills. While {{path>S2}} offers limited buff options, golems can be geared, fluffed, or (at great expense) empowered for use as a thug against armies. \\ \\ Golems have a key role during ??Astral Corruption?? and the [[Cataclysm]], because [[horrors]] do not hunt [[mindless]] mages. |||+| ::: | //May cast underwater.// Golems are one of the defining summons of the late game, because they are a durable [[mindless]] astral mage. Mindless mages cannot be targeted by ??Magic Duel??, making Golems the preferred {{path>S}} caster for important battlefield spells like ??Antimagic??, ??Doom??, and ??Will of the Fates?? when fighting a nation with far more astral access than you. Mindless mages are also immune to [[Soul Slay]], [[Charm]], [[Enslave Mind]], and similar spells. \\ \\ These features, combined with the ability to move during the [[Magic phase]] with a ??Starshine Skullcap??, make golems an important late game thug chassis despite their low combat skills. While {{path>S2}} offers limited buff options, golems can be geared, fluffed, or (at great expense) empowered for use as a thug against armies. \\ \\ Golems have a key role during ??Astral Corruption?? and the [[Cataclysm]], because [[horrors]] do not hunt [[mindless]] mages. |||
 <tabbox Astral/Death> <tabbox Astral/Death>
-^ ??Ether Gate?? | //Conjuration 6// | {{path>S4D1}} • {{gems>90S}} | ??Ether Lord?? • ??Ether Warrior?? x15 +^ ??Summon Ether Warriors?? | //Conjuration 5// | {{path>S3D1}} • {{gems>15S}} | ??Ether Warrior?? × 3 
-| ::: | //May use underwater.// The princely sum pays for dumping {{scales>M3}} on the province you cast it inalong with [[Magic Being|Magic]] half-giants armed with ??Moon Blade??s. The commander has {{path>S3D2,100%ASDB}}, possibly busting you into a path/level you're missing. \\ The troops are well-armored, and all of them are [[Ethereal]], [[Amphibious]], and possessing [[Spirit Sight]]. They perform better in Magic scales, too. The price is often far too high if you're needing only one feature of this Ritualthough.  ||| +| ::: | //May use underwater.// Ether Warriors are skilled, [[Magic Being|magic]] half-giants armed with ??Moon Blade??s. They are well-armored, and all of them are [[ethereal]], [[amphibious]], and possess [[spirit sight]]. They perform better in Magic scales, too. Summons two additional warriors if cast in a province with an open Ether Gate (see below)bringing the cost per-warrior from {{gems>5S}} down to {{gems>3S}}.  ||| 
-^ ??Call the Eater of the Dead?? | //Conjuration 8// | {{path>S4D4}} • {{gems>50S}} | ??Eater of the Dead?? | +^ ??Ether Gate?? | //Conjuration 6// | {{path>S4D1}} • {{gems>90S}} | ??Ether Lord?? × 1, ??Ether Warrior?? × 15 | 
-| ::: | Essentially an Ancient Presence with better ramp-up between battles, due to its Trample-and-Swallow method of feeding and its Corpse Eater trait, but worse initial stats and a Disease aura. It can at least damage Size 6 foes. \\ The Eater gets progressively better as it eats more, up until it becomes the ??Unfettered?? and turns against you; not that the added attacks matter a whole lot, unless the Eater finds itself next to Size 6 supercombatants.  |||+| ::: | //May use underwater.// The Ether Lord has {{path>S3D2,100%ASDB}}, potentially granting great magic diversity though at a steep cost. \\ Overcasting this spell will keep the Ether Gate open for longer, allowing you to cast ??Summon Ether Warriors?? more efficiently. ||| 
 +^ ??Call the Eater of the Dead??  | //Conjuration 8// | {{path>S4D4}} • {{gems>50S}} | ??Eater of the Dead?? × 1 
 +| ::: | Essentially an Ancient Presence with better ramp-up between battles, due to its Trample-and-Swallow method of feeding and its Corpse Eater trait, but worse initial stats and a Disease aura.\\ The Eater gets progressively more powerful as it eats more, up until it becomes the ??Unfettered?? and turns against you.  |||
 </tabbox> </tabbox>
 ===== Nature ===== ===== Nature =====
 <tabbox Nature> <tabbox Nature>
-^ ??Summon Animals?? | //Conjuration 1// | {{path>N2}} • {{gems>10N}} | Various animals × 30 + 2/extra level |+^ ??Summon Animals?? | //Conjuration 1// | {{path>N2}} • {{gems>10N}} | Various animals × 30 + 2 per extra level |
 | ::: | Summons 30 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]]. ||| | ::: | Summons 30 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 |+^ ??Awaken Vine Men?? | //Conjuration 2// | {{path>N1}} • {{gems>1N}} | ??Vine Man?? × 4 | 
 +| ::: | Vine men are chaff with low combat stats and some HP. They are notable for not being inanimate, having 50 morale, and their resistances to poison, blunt and pierce damage. The effectiveness of this spell scales with the [[Ivy Lord]] ability, which is most easily obtained by forging an ??Ivy Crown?? or summoning an ??Ivy Lord??. ||| 
 +^ ??Awaken Algae Men?? | //Conjuration 2// | {{path>N1}} • {{gems>1N}} | ??Algae Man?? × 4 | 
 +| ::: | //Underwater only.// Algae Men are very similar to Vine Men, but are amphibious, have less HP and much more protection. ||| 
 +^ ??Pack of Wolves?? | //Conjuration 2// | {{path>N1}} • {{gems>2N}} | ??Wolf?? × 15 + 1 per extra level |
 | ::: | 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?? × 10 ½ per extra level. 
-| ::: | 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 defense, which 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. ||| +| ::: | //Wasteland only.// 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 defense, which 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>5N}} | ??Killer Mantis?? × 10 ½ per extra level 
-| ::: | 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. ||| +| ::: | The Killer Mantis has the rare combination of being both a [[magic being]] and an [[animal]]. They are notable for having two decent attacks and unbreakable morale. ||| 
-^ ??Awaken Vine Men?? | //Conjuration 3// | {{path>N1}} • {{gems>1N}} | ??Vine Man?? x3 | +^ ??Call of the Wild?? | //Conjuration 3// | {{path>N4}} • {{gems>9N}} | ??Werewolf#633?? × 1, ??Wolf?? × 30 
-| ::: | Mindless, poison resistant chaff. With two very weak attacks, unbreakable morale, some physical resistances, and awful combat stats, vine men are typically used as blockers or as bodyguard "batteries" for a mage casting ??soul vortex??. \\ Spell scales with the [[Ivy Lord]] ability, which is most easily obtained by forging an ??Ivy Crown?? or summoning an ??Ivy Lord??. ||| +| ::: | Technically a remote attack, this spell can be cast in friendly territory as a remote summon. Gives half as many 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 gem, assuming the spell was used in a forest. |||
-^ ??Awaken Algae Men?? | //Conjuration 3// | {{path>N1}} • {{gems>1N}} | ??Algae Man?? x3 | +
-| ::: | An amphibious variant of the ??vine man??, with higher protection but lower HP. ||| +
-^ ??Call of the Wild?? | //Conjuration 3// | {{path>N4}} • {{gems>12N}} | ??Werewolf#633?? x1 • ??Wolf?? x30 +
-| ::: | Technically a remote attack, this spell can be cast in friendly territory as a remote summon. 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 gem, assuming the spell was used in a forest. |||+
 ^ ??Summon Leogryphs?? | //Conjuration 4// | {{path>N2}} • {{gems>12N}} | ??Leogryph?? x10 +1/lv | ^ ??Summon Leogryphs?? | //Conjuration 4// | {{path>N2}} • {{gems>12N}} | ??Leogryph?? x10 +1/lv |
 | ::: | Leogryphs are fast, [[undisciplined]] animals with high attack skill and two attacks. Unlike many animals, they have decent [[magic resistance]]. ||| | ::: | Leogryphs are fast, [[undisciplined]] animals with high attack skill and two attacks. Unlike many animals, they have decent [[magic resistance]]. |||
wigglefig-draft.1760665458.txt.gz · Last modified: 2025/10/17 01:44 by wigglefig