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Mostly, you are summoning them to break into magic paths that you don't otherwise get, or don't get enough of. They also tend to serve as flying leaders for demon armies that fly. You can turn your unique summons into supercombatants, but it's way less good an option than it used to be in earlier patches.
In general, many of the unique blood summons tend to do bad things to the provinces they live in - Reaper kills population, for example. Diseasing, spreading unrest, all that sort of thing are really common. You want the guys who do this stuff either in a lab in a low-pop province you don't care about (if they are forging or casting globals or whatever) or you want them leading armies to attack enemies.
In general:
Archdevils mostly just give you top-tier fire casters who can drop big fire spells and either end up being supercombatants with like Phoenix Pyre, or parts of Firestorm traps. However they also give you S3 on a guy, which is pretty awesome.
Ice devils give you S2 and D3 in addition to water magic.
Vampire Lords give you excellent flying raiders with skeleton-spamming, thugging, and immortal capabilities.
Father Illearth is really good as a supercombatant with minimal gear (he comes with his own regen and has great stats) and can also toss out bloodstones.
Heliophagi break you into fire and death even if you have none of either of those paths.
Demon Lords get you into a lot of different paths, and are sort of obscene spellcasters.
Of the non-unique unit summons, the biggest and best are probably:
Storm Demons - toss amazing lightning damage everywhere, and flies also, and still is pretty good in melee. Amazing unit.
Demon Knight - tanky as hell in melee, and has a Fear aura on each dude so a bunch of these will rout most enemies who have morale (i.e. not mindless/demon/undead guys).
Devils - Flying guys who want to be used to kill archers or casters in the backs of armies. Need a large number to be effective, not terribly resilient, but really strong and can kill elite units pretty well
Of the rest, Ice devils are not great, unless maybe fighting people with weaknesses to ice. Fiends of Darkness are sort of crap, even fighting in Darkness. Dark Vines are big blobs of HP to bait spells, that otherwise sort of suck. Crossbreeding *mostly* just gets fodder that's only good for sieging down castles, but costs too much for that job... but with max Luck scales it can sometimes pull out really quite nice monsters with neat abilities or stats, like Cockatrices, Basilisks, and Ettins, so if you have good luck on your BN nation it's not bad.
A = Air
W = Water
E = Earth
F = Fire
S = aStral
D = Death
N = Nature
B = Blood
Nations with mages with blood/nature crosspaths include some of the eras of Xibalba and Pangaea.
Once you get one Vampire Lord, they'll be freespawning vampire units that are also immortal life drainers, and they can summon more Vampire Lords with a Skull Staff. Arch Devils and some of the Demon Lords can cast Infernal Forces so they can roll with posses of Devils and Imps. Things like that. Your pretender can focus on other things while they take over summoning/forging duties.
One reason I like the Grigori so much is that they can all booster up to B6 or 7 easily, and then summon 10+ demons in one cast. A few turns at that and you have an army ready to roll.