How to Use Undead Summons, Breath Spells, Siphoning, and Spell Power in Medieval Origins Revival
Medieval Origins Revival gives several races their own active powers, and this guide covers the undead-summoning, elemental-breath, life-draining, and spell-power systems. Everything here is operated from your inventory interface or from hotkeys you assign yourself. When a fact below refers to an action key, bind it in the controls menu; no default key is assumed.
Summoning Undead Minions
Revenants can rebuild creatures of the night and bind them into service. These summons behave like pets: they trail behind you and can be given gear such as weapons or armor. Zombies are unable to use bows. Hover over the badges in the interface to read the fine print.
To raise a summon, hold the required items and use the summon key. The item cost depends on the creature:
- Skeleton — 4 bones in your main hand. Lasts 10 minutes.
- Zombie — 4 flesh in your main hand. Lasts 5 minutes.
- Wither Skeleton — 12 bones in your main hand plus 1 wither skull in your off hand. Lasts 30 minutes.
- Skeleton Horse — 12 bones in your main hand plus 1 saddle in your off hand. Permanent.
- Zombie Horse — 12 flesh in your main hand plus 1 saddle in your off hand. Permanent.
You may keep at most five combat summons active simultaneously. If you try to raise another past that cap, the oldest one is dismissed.
Commanding your summons uses a dedicated cycle key. Each press rotates the order between three states: sitting still, following you, and being called to your side. Only summoned combat undead obey this, not horses.
A Revenant can also strengthen future summons by eating the flesh or bones of undead creatures. Doing so empowers the next summon of that same kind. For combat creatures this lengthens their duration, and at maximum charge they become permanent. For undead steeds it improves their attributes once fully charged.
Revenants additionally have a defensive ability: they can raise a ring of motionless skeletons that shields them and harms nearby enemies. Note that Revenants cannot harvest crops, cannot sleep, are tolerated by Pillagers but refused by villagers, and iron golems attack them on sight.
Elemental Breath Attacks
High Elves channel magic by holding different objects and unleashing the energy stored inside them. Hover over each interface box to see what a given item does.
Two breath attacks are documented:
- Blazenbreath — Hold coal in either hand and use the relevant action key to fire a weak cone of flame. Swap the coal for blaze powder to fire a moderate cone instead. Its damage rises with Fire Spell Power.
- Ebonbreath — Hold bottled dragon's breath in either hand and use the action key to fire a cone of potent magical flame. Its damage rises with both Fire and Arcane Spell Power.
Incubi are naturally stronger with fire magic and can release a burst of flame on demand, also scaling with Fire Spell Power.
Siphoning Life
Revenants accumulate a resource as they take hits, and that buildup lets them drain life from enemies. Strike a living creature to pull its life force out; the damage dealt grows with the stored resource and with Soul Spell Power. This works on creatures generally, for good or ill, but not on your own summoned dead. Beyond bones and rotten flesh, consuming certain monster heads charges the resource faster.
Spell Power and Magic Specialization
High Elves are more talented with one element, fixed when the character is created. Three paths exist:
- Arcane — grants +1 Arcane Spell Power and starts you with an Arcane Wand and 16 Arcane Runes.
- Fire — grants +1 Fire Spell Power and starts you with a Fire Wand and 16 Fire Runes.
- Frost — grants +1 Frost Spell Power and starts you with a Frost Wand and 16 Frost Runes.
High Elves also carry more mana than other races and can call on their elders to refill it quickly. Their magic hits harder and magic hits them softer, but they are frail in melee and slowed by heavy armor unless an enchantment prevents it.
Valkyries lean on healing spell power instead. Their leap-and-slam maneuver cleanses and heals nearby allies while shoving non-allies back, and its healing scales with healing spell power. Every third strike calls down a smite on nearby foes, also scaling with healing spell power. Slaying an undead mob triggers Divine Smite and trims Corruption stacks, though you lose half your stacks on death.