Re: Survival
1.1 Update
-Fixed various typos.
-Added a recruitable home province only S1 mage. This should help get magic moving along a tad sooner. Before if you took an asleep pretender, it wasn’t possible to alchemize gems and therefore the first empowerment was only possible around turn 8.
-Monsters added – looking to get the balance on these costs so any suggestions welcome!
Fire
Smoulder ghost Conj2 F1, 5g
Fire Elemental Conj3, F3, 15g
Spenta of Fire conj8, F6, 40g
Air
Air Elemental Conj1, A1, 5g
Yazad Conj3, A3, 10g
Spenta of Sky and Metals Conj8, A6, 40g
Nature
Great Bear x2 Conj2 N2, 6g
Carrion Lord Conj4, N3D1, 20g
Spenta of Plants Conj8, N7, 25g
Earth
Earth Elemental Conj2, E2, 7g
Marble Oracle Conj6, E4, 30g
Spenta of Earth Conj8, E6, 40g
Water
Water Elemental Conj2, W2, 5g
Void Spectre Conj5, W4S2, 15g
Spenta of Waters, Conj8, W6, 35g
Astral
Kinnara Conj4, S4A1, 15g
Harbinger Conj6, S5, 30g
Blood
Vampire Count Conj2, B3, 35Slaves
Tzitzimitl Conj4, B4, 20Slaves
Death
Shaddow Vestal Conj1, D1, 5g
Wraith Centurion Conj4, D4, 20g
Umbral Conj6, D5, 30g
I want to look at adding the other pretender chassis in as unique summons – will get to this at some point.
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