![]() ![]() Is it really a good use of a 3 water mage? The Kraken costs only 1 gem, but requires 3 Water to cast. What seems harsh is that a lot of the individual summons are very cheap, but cost only a little bit. Line holders (trolls, cave drakes, vine ogres, wrights, etc.) - can be good for just holding a line in dangerous environments. Ranged Monsters (Vitriol, drakes, catobleopas, bog beasts, etc.) - with the right resistances on your own forces all of these guys can be crazy deadly when massed. Various Flyers (particularly disciplined ones - great eagles, manticores, wyrvyns, sprign hawks, etc.) enable various flying shenanigans for nations otherwise incapable of it it. Same applies to any other large chaff summons.Īny of the tramplers (behemoth, asp turtle, leviathan, vile water, etc.) with buffs (body eth, skins, wave warriors, flight, haste, etc.) these can be very effective. Usually, high str, not great in combat, but can knock down a wall like crazy. Various Animal Summons - wall destroyers. A few mages can summon up quite a few of these high str guys in a hurry and hold up a wall vs. A little pricy in A gems, but if you're limited by gold for mages and have tons of A gems they're worth it. For Helhiem, van, lanka, these can be an easy way to deploy very efficient patrollers to blood hunt provinces. If you have W mages just summon elementals.Ĭall of the winds - patrollers for blood nations. They can sometimes serve a combat role, but they're pretty shit at that and almost never worth it. Sea Trolls - these are awesome as communion soul vortex batteries. Then go from there to more generic combat forces. The recuperation bless means that Tartarians with afflictions can be cured over time by equipping a shroud.It's a really good question, as a lot of the summons are shit.Įasiest ones are those with very specialized niche uses. Conj 9 is the end goal and gives Tartarian Gate and Legion of Wights are two powerful end game spells that are very useable if you can make at least one mage D7 (with boosters). Conj 8 gives Well of Misery as a way to massively boost D gem income. Conj 7 gives Mound Fiend a useful battlemage able to reanimate low level undead after battles and Wraith Lord an immortal able to reanimate ghosts. If you get plenty of D sites by site searching or conquering neighbours lands then it's worth continuing up conjuration (and construction 6 for items) your rainbow pretender can forge any special needs once he arrives. Here recuperation and a cheap shroud made with a hammer can let you use any good indy mages you find, hence the need for E gems to make the hammers. The Miasma of MA C'tis means it is difficult to use indy mages or indy troops as they get diseased quickly inside your dominion (on land but not underwater). You need 110 D gems to get a good chance of getting useful spectres. Meanwhile research is directed towards Enchantment 6 for Rigor Mortis, Relief, HoS and Foul Vapours and other good things provided by Marshmasters for middle game and wars.Įarly death gems can be spent on a few Revenants to boost research a little but once we switch to researching conjuration they are saved for Spectres as an easy way to get mages with the E path for site searching and hopefully the SE cross path for forging matrices. Recuperation means that the cap sacreds including the Sobek generals are useful during expansion and can recover from afflictions making them particularly strong once they pick up experience and hall of fame abilities. Let's take MA C'tis as an example, which I like to play with a recuperation and combat bless on a rainbow pretender, either dormant or imprisoned. All these factors are hard to evaluate without a specific situation. How worthwhile they are depends on what other uses you have for death gems, it might be better to invest them in extra skull staffs to boost the paths of death mages or skull mentors for extra research. Many of them have interesting abilities that can add a lot at different stages of the game, no upkeep or need for food is useful for the low level ones and immunity to disease, poison and cold resistance, or partial amphibious can all make them worth getting. ![]() The value of death summons (units and commanders) depends very much on the nation you're playing and the situation around you. ![]()
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