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wigglefig-draft [2025/10/26 08:27]
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wigglefig-draft [2025/10/30 02:14] (current)
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 <tabbox Astral/Water> <tabbox Astral/Water>
 ^ ??Call Abomination?? | //Conjuration 9// | {{path>S5W2}} • {{gems>15S}} | ??Abomination?? × 1 | ^ ??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 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. |||+| ::: | 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 6 | {{path>S3E2}} • {{gems>35S}} | ??Golem?? × 1 | ^ ??Golem Construction?? | Construction 6 | {{path>S3E2}} • {{gems>35S}} | ??Golem?? × 1 |
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 | ::: | //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}}.  ||| | ::: | //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}}.  |||
 ^ ??Ether Gate?? | //Conjuration 6// | {{path>S4D1}} • {{gems>90S}} | ??Ether Lord?? × 1, ??Ether Warrior?? × 15 | ^ ??Ether Gate?? | //Conjuration 6// | {{path>S4D1}} • {{gems>90S}} | ??Ether Lord?? × 1, ??Ether Warrior?? × 15 |
-| ::: | //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.  +| ::: | //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. ||| 
-| //Conjuration 8// | {{path>S4D4}} • {{gems>50S}} | ??Eater of the Dead?? × 1 |+^ ??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.  ||| | ::: | 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.1761467249.txt.gz · Last modified: 2025/10/26 08:27 by wigglefig