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You can order a mage to cast a ritual by opening their command menu and selecting 'Cast ritual spell'.
#Dominions 5 best summons how to
In order to cast a ritual, you require four things: a mage with sufficient magic paths to cast the ritual a laboratory to staff the mage in while they cast the gems to fuel the ritual and the research to know how to cast the ritual. These are the spells that you cast on the strategic map of Dominions 5 and play a major role in almost every nation's toolkit. Ritual magic is concerned with the casting of grand spells - think esoteric magic circles, weeks of mystical chanting, and the sacrifice of magic resources (or slaves!) in return for a tremendous effect. Even when it is not feasible to try for high astral access it can be worthwhile to go to some extra effort to get a few low astral mages since astral itself is counter to some of the tools in its kit.Magic comes in two main forms: combat magic and ritual magic. Additionally when taking a rainbow or blood pretender consider at least 4 4 for easy access to robe of magi. If designing a pretender with astral consider 6 or higher for both the help with the ring of wizardry and the protection it affords against magic duel. High astral can have some of the best payoff for reaching it since late game it has a few powerful tools that make it particularly threatening and it is helpful when boosting other paths. 4 → 5 and 5 → 6 tend to be difficult leaps, generally needing either blood and a variety of crosspaths or some unique items and global or mix of the two. High path access for astral is one of the hardest to get without native high access or pretender access. With 4 & Blood access: get an 2to 3 (empower if need be) → forge Blood Stone → summon Father Illearth/King of Elemental Earth → 6/ 7 access for 125 or 75 85 another 125 if empowering blood (0 → 3) Achieving 3 early can reward quite handsomely by allowing the forging of the extremely useful Dwarven Hammer. If one has any sort of native earth access there is very good reason to get at least medium earth access by late game for the powerful army buffs. The Blood-Earth crosspath really smooths out the difficulties of reaching high earth and they synergise also with some powerful summons. High earth paths are often taken on pretenders, simplifying the boosting process, since expanders benefit greatly from the innate buff to protection for having 4 or higher and the early self buffs available, and earth has some valuable bless options. The 2nd of these is not a major hindrance as some of the best buffs in the game don’t need higher than an 4 mage and extra gems. With base 2 access: forge Water Bracelet → forge Robe of the Sea → summon Naiad/Sea King/Ice Devil → summon Elemental Queen of Water = 7 access for 125, or 105, , or 70 88, another 125, if empowering Blood (0 → 3)Įarth is only moderately difficult to achieve the highest paths in, with 2 hurdles, one at 1 to 2 and another at 4 to 5. Lastly, only relevant summons will be included so anything that requires a higher path access than it results in will be omitted. Communions are a common means to boost paths in combat but there are guides specific to that feature so it will not be delved into in depth here either. Additionally, most things with less than a 10% chance of getting the paths needed will be skipped, since that list is rather extensive and getting them in a reasonable time frame is not guaranteed. This means that using specific throne or site recruitment, national spells or items will not be discussed in this guide. This guide is designed to point out the commonly available ways that magic paths can be boosted and suggest which ones are useful and viable. Anymore significant suggested alterations please submit via email at or discord at MelficeBelmont#1431
#Dominions 5 best summons free
Red_Rob has written a similar guide for the game with the Dominions Enhanced mod.įor any typos or errors in path levels or gem values feel free to comment on the google doc. Additional special thanks to youtuber Attica and their video Dominions 5 - Magic Path Boosting & Diversity Guide which talked about some stuff missed in v1 of this document. Special thanks to Nunnullus and Althaea for additional suggestions and edits. That in turn was transcribed from occult ancient Sumerian stone carvings. This guide is significantly derived from the work of Telos’ guide for Dominions 4 path boosting which in turn has drawn upon Sector24’s guide for Dominions 3.
