Micky Onimusha
Prince
- Joined
- Apr 26, 2004
- Messages
- 344
A curiosity poll. There's 10 different summoning spheres, and whilst there's some overlap on each kind, there are some differences. I'm determined to play around with a Summoner Civ, so I wouldn't mind finding out. I figured I'd try and lay this out in detail though. I've wrapped it in spoiler tags since it's a fair mouthful.
Anyway, over-all, I've found myself liking Fire summons, simply because they can be summoned by Ashen Veil Ritualists (and subsequent High Priests and Inquistors). This tied in with Fire's generally awesome Spell Spheres makes them quite readily available. If you're already investing in that sphere, the free tag-alongs are certainly welcomed, at least that's how I see it.
Spoiler :
I haven't added in the sources for damage (e.g. 5 + 3 Fire) because that would get a bit wordy and it usually doesn't apply.
Tier II Summons:
Air: Air Elemental* - 7 Str / 3 Mov (Water Walking / Sentry I & II / Immune to Lightning, Death & Poison)
Chaos: Pit Beast - 10 Str / 2 Mov (Demon / Remains after successful combat)
Death: Wraith - 9 Str / 2 Mov (Undead)
Earth: Earth Elemental* - 11 Str / 1 Mov (Immune to Death & Poison)
Entropy: Balor - 8 Str / 1 Mov (50% Fire resist / Demon / Stigmata)
Fire: Fire Elemental* - 8 Str / 2 Mov (Immune to Death & Poison)
Law: Host of the Einherjar - 10 Str / 2 Mov (Angel / Remains after successful combat)
Life: Lifespark - 0 Str / 2 Mov (Can be sacrificed to "Heal")
Nature: Treant - 11 Str / 1 Mov (Woodsman I & II, 50% Fire vulnerable, Immune to Death & Poison)
Water: Water Elemental* - 11 Str / 1 Mov (Water Walking, 50% Fire vulnerable, Immune to Death & Poison)
Any summon marked with a star has an affinity to its Mana type (+1 Str per Mana Node) and gain +1 from the Tower of the Elements.
The Wraith removes half of its slayer's experience upon death (according to the wiki).
The Treant is different to the other summons in the sense that it's "permanent". It doesn't despawn so it remains until it's killed (or deleted). It's limited to one per Summoner and can only be summoned in a forest.
So, for Raw Strength (discounting the Treant), it's the Water Elemental and the Earth Elemental. They have poor move-ment however, meaning their summoner will need to be close by.
The Host of the Einherjar and Pit Beast can stay in play provided they defeat a unit in combat each turn (or every three turns for 'Summoner' leaders). With 10 strength they aren't far behind the "top three" and have an extra move-ment point to boot.
The Lifespark can be sacrificed to use "Heal", which is something limitted by religion, but it isn't a 'fighter' summon for sure.
Tier I Summons:
Air: Lightning Elemental - 3 Str / 2 Mov (Blitz / Immune to Lightning, Death & Poison)
Chaos: Chaos Marauder - 5 Str / 2 Mov (Demon / May become Barbarian / Can use metals)
Death: Spectre - 3 Str / 2 Mov (Fear / Undead)*
Earth: Kikijub - 5 Str / 1 Mov (Immune to Death & Poison)
Entropy: Imp - 4 Str / 1 Mov (50% Fire resist / Demon / Caster)**
Fire: Sand Lion - 6 Str / 3 Mov (Nomad / 50% Fire resist)
Law: Law Bringer - 6 Str / 2 Mov (Angel)
Life: Griffon - 5 Str / 2 Mov (+50% vs Mounted / Different move-ment)***
Nature: Guardian Vines - 9 Str / 0 Mov
Water: Djinn - 4 Str / 2 Mov (Water Walking / Caster)**
*Spectre's recieve +1 strength per Death Node from their Death Affinity.
**The two caster summons, Djinns and Imps have a 15% chance of each: Air I, Body I, Chaos I, Death I, Dimensional I, Earth I, Enchantment I, Entropy I, Fire I, Law I, Life I, Mind I, Nature I, Spirit I, Water I.
***Can move through impassible terrain, flat movement costs and ignores terrain costs.
The Guardian Vines is different to the other summons in the sense that it's "permanent". It doesn't despawn so it remains until it's killed (or deleted). It's limited to one per Summoner and can only be summoned in a forest.
Considering that Tier I summons aren't as long-term as Tier II, their side-effects can become noteworthy. Spectre's have Fear and the two Casters could grant you some (temproary) spells you couldn't access previously.
Still, as far as Raw power is concerned (discounting the Guardian Vines), the Law Bringer and Sand Lion are the best, with the Sand Lion also having the best move-ment. The Law Bringer will only fight Evil units whilst the Sand Lion can only be summoned in a Desert (which isn't too hard to find, since the Summoner would also have Scorch, turning Plains into Desert).
Griffons have the ability to attack through impassable locations, which probably has a lot of potential on maps with a lot of mountains.
Chaos Marauders can become barbarians after they aren't in the control of their summoners. I can see that having some use for bombarding 'friendly' civs with some Barbarian hordes but has the potential to backfire.
It's also worth noting that Fire, Death and Entropy summons can be raised by Ritualists, Nature summons can be raised by Druids and Earth summons can be raised by Dwarven Druids, increasing their availability.
Tier II Summons:
Air: Air Elemental* - 7 Str / 3 Mov (Water Walking / Sentry I & II / Immune to Lightning, Death & Poison)
Chaos: Pit Beast - 10 Str / 2 Mov (Demon / Remains after successful combat)
Death: Wraith - 9 Str / 2 Mov (Undead)
Earth: Earth Elemental* - 11 Str / 1 Mov (Immune to Death & Poison)
Entropy: Balor - 8 Str / 1 Mov (50% Fire resist / Demon / Stigmata)
Fire: Fire Elemental* - 8 Str / 2 Mov (Immune to Death & Poison)
Law: Host of the Einherjar - 10 Str / 2 Mov (Angel / Remains after successful combat)
Life: Lifespark - 0 Str / 2 Mov (Can be sacrificed to "Heal")
Nature: Treant - 11 Str / 1 Mov (Woodsman I & II, 50% Fire vulnerable, Immune to Death & Poison)
Water: Water Elemental* - 11 Str / 1 Mov (Water Walking, 50% Fire vulnerable, Immune to Death & Poison)
Any summon marked with a star has an affinity to its Mana type (+1 Str per Mana Node) and gain +1 from the Tower of the Elements.
The Wraith removes half of its slayer's experience upon death (according to the wiki).
The Treant is different to the other summons in the sense that it's "permanent". It doesn't despawn so it remains until it's killed (or deleted). It's limited to one per Summoner and can only be summoned in a forest.
So, for Raw Strength (discounting the Treant), it's the Water Elemental and the Earth Elemental. They have poor move-ment however, meaning their summoner will need to be close by.
The Host of the Einherjar and Pit Beast can stay in play provided they defeat a unit in combat each turn (or every three turns for 'Summoner' leaders). With 10 strength they aren't far behind the "top three" and have an extra move-ment point to boot.
The Lifespark can be sacrificed to use "Heal", which is something limitted by religion, but it isn't a 'fighter' summon for sure.
Tier I Summons:
Air: Lightning Elemental - 3 Str / 2 Mov (Blitz / Immune to Lightning, Death & Poison)
Chaos: Chaos Marauder - 5 Str / 2 Mov (Demon / May become Barbarian / Can use metals)
Death: Spectre - 3 Str / 2 Mov (Fear / Undead)*
Earth: Kikijub - 5 Str / 1 Mov (Immune to Death & Poison)
Entropy: Imp - 4 Str / 1 Mov (50% Fire resist / Demon / Caster)**
Fire: Sand Lion - 6 Str / 3 Mov (Nomad / 50% Fire resist)
Law: Law Bringer - 6 Str / 2 Mov (Angel)
Life: Griffon - 5 Str / 2 Mov (+50% vs Mounted / Different move-ment)***
Nature: Guardian Vines - 9 Str / 0 Mov
Water: Djinn - 4 Str / 2 Mov (Water Walking / Caster)**
*Spectre's recieve +1 strength per Death Node from their Death Affinity.
**The two caster summons, Djinns and Imps have a 15% chance of each: Air I, Body I, Chaos I, Death I, Dimensional I, Earth I, Enchantment I, Entropy I, Fire I, Law I, Life I, Mind I, Nature I, Spirit I, Water I.
***Can move through impassible terrain, flat movement costs and ignores terrain costs.
The Guardian Vines is different to the other summons in the sense that it's "permanent". It doesn't despawn so it remains until it's killed (or deleted). It's limited to one per Summoner and can only be summoned in a forest.
Considering that Tier I summons aren't as long-term as Tier II, their side-effects can become noteworthy. Spectre's have Fear and the two Casters could grant you some (temproary) spells you couldn't access previously.
Still, as far as Raw power is concerned (discounting the Guardian Vines), the Law Bringer and Sand Lion are the best, with the Sand Lion also having the best move-ment. The Law Bringer will only fight Evil units whilst the Sand Lion can only be summoned in a Desert (which isn't too hard to find, since the Summoner would also have Scorch, turning Plains into Desert).
Griffons have the ability to attack through impassable locations, which probably has a lot of potential on maps with a lot of mountains.
Chaos Marauders can become barbarians after they aren't in the control of their summoners. I can see that having some use for bombarding 'friendly' civs with some Barbarian hordes but has the potential to backfire.
It's also worth noting that Fire, Death and Entropy summons can be raised by Ritualists, Nature summons can be raised by Druids and Earth summons can be raised by Dwarven Druids, increasing their availability.
Anyway, over-all, I've found myself liking Fire summons, simply because they can be summoned by Ashen Veil Ritualists (and subsequent High Priests and Inquistors). This tied in with Fire's generally awesome Spell Spheres makes them quite readily available. If you're already investing in that sphere, the free tag-alongs are certainly welcomed, at least that's how I see it.