[[..marignon-ma|{{:wiki:dom6_version.png?100 }}]]{{ :nations:flags:ma_marignon.png?nolink|}}
======MA Marignon, Fiery Justice ======
===== Lore =====
"Marignon is a feudal theocracy. The Inquisition controls all aspects of the country, including warfare. The feudal lords pay tithes and tax the peasants, but all political decisions are made solely by the Church. Marignon rose out of the ashes of Ermor and has succeeded in holding the shadow of the fallen empire at bay through religious zeal and austerity. The widespread fanaticism in Marignon has done wonders for its survival thus far. The heavy infantry of Marignon is armed with large weapons such as great swords and halberds. All units carry the bright red-and-orange livery of Marignon. The Inquisitors of Marignon are trained in the House of Fiery Justice together with Witch Hunters. The Witch Hunters are mage-priests who use Astral magic." -Official Description
//"Marignon is a late medieval nation of inquisitors and religious fanatics. Prudent – or perhaps paranoid –
priests search for vice and heresy throughout the land, putting men and women to the pyre with fiery
justice. Imagine the soldiers wearing fancy and colorful Renaissance clothing, while religious and
arcane officials wear red or black robes and severe miens."// -Illwinter\\
Marignon rose out of the ashes of [[ermor-ma|Ermor]], just like [[ulm-ma|Ulm]], but under a different banner. All that it had for repelling the shadows of Death was faith & austerity. The peasants labored under feudal lords, who payed their tithes and diligently served the Inquisition, all in the name of survival. The Inquisition was assembled by the House of Fiery Justice, a powerful Priesthood that dedicated itself to purging heresy & eliminating witches that used their magic for selfish means. The start of the Middle Age rebuffed the faith & fanaticism of Marignon with the undeath of Ermor, and (if you so decide) rewarded it with the arrival of an awakening God.
===== General Overview =====
Marignon is a nation of fire and faith with a sacred knightly order. Like other medieval human-only nations (pretty much just Ulm & [[man-ma|Man]]), its magic diversity is not very good; unlike the other two, however, Marignon's two paths it focuses on are almost-purely offensive. One does not simply pick Marignon and avoid gunning for attack spells & elementals in their research. For what can't be dealt with by your old and frail mages, you have Knights of the Chalice, [[Sacred]] heavy cavalry that can be recruited anywhere with a fort, a temple, and an ample pool of resources.
=====National Features=====
^ Magic Access ^ Alt. Access ^ Unit Summary ^ Core Abilities ^ Buildings ^
| {{path>F4}} (rare 5) \\ {{path>S3}} (rare 4) \\ {{path>A1}} (rare 2) \\ {{path>E1}} (rare 2) \\ {{path>H3}} | **Heroes** \\ {{path>F1S1H4}} \\ {{path>F2E2S3}}\\ \\ **Summons** \\ {{path>A3H2}} (req. {{path>S4}}) \\ {{path>F4H3}} (req. {{path>S5}}) \\ {{path>F4A4S4H4}} \\ (req. {{path>S7F2}}) | Medium-Heavy Infantry \\ Two-Handed Weapons \\ Crossbowmen \\ Heavy Cavalrymen \\ Falconeers \\ Any-fort [[Sacred|Sacreds]] \\ * Flagellants \\ * Paladins | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] | {{:misc:gui:castle.png?30&nolink}} Standard Forts \\ {{:abilities:mason.png?15&nolink}} [[Mason|Masons]] |
**Capitol Gems: **{{gems>4F1S}}
**The Inquisition:** Marignon is held together (more or less) by its Inquisition, the militant fist of the House of Fiery Justice's militant arm, the House of Just Fires. These guys repel hostile [[Dominion]] even if you **haven't** hired them, in provinces and [[fort|forts]] that belong to you, having a 30% chance to remove an enemy candle from each of these places each turn (and a 60% chance if there's a [[Temple]]). They're less effective at spreading your own Dominion, able to do so only to a maximum of 1 candle (2 where there's a [[Temple]]).
**The House of Fiery Justice:** In the Capitol, half of the Undead and Demons receive 10 Armor Negating Magical Damage each turn, (Magic Resistance negates).
{{:nations:ma:marignon:swordsman.png?nolink }} The **Marignese** are almost-average humans, distinguished by a sort of zeal that makes them somewhat unlikely to rout: even the levies among them have **11 [[Morale]]**, instead of the average of 10. Even the back-rank fighters among them have this elevated bravery, whereas most archers and crossbowmen from [[independents|independent]] provinces have a mere 8 Morale.
===== National Units =====
{{:nations:ma:marignon:knight_of_the_chalice.png|}} \\
You will **love** each and every ??Knight of the Chalice?? that you can produce. Most Independents won't have troops that can match them, and most nations don't have something to compare that's as easy to buff. Consider taking Productivity and Order scales to have more of these guys, or maybe just put off building forts around your capital for a while.
{{:nations:ma:marignon:paladin.png|}} \\
Your ??Paladin??s are pretty good, too (being Commander Knights), though pretty-much all of your Commanders are at least decent at leading armies.
==== Commanders ====
^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^
| {{:nations:ma:marignon:scout.png?nolink}} | **??Scout??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (50)\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] | Commentary here. |
| {{:nations:ma:pythium:assassin.png?nolink}} | **??Assassin??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (65) \\ {{:abilities:assassin.png?15&nolink}} [[Assassin]] (1) \\ {{:abilities:ambidextrous.png?15&nolink}} [[Ambidextrous]] (2) | Commentary here. |
| {{:nations:ma:marignon:falconeer.png?nolink}} | **??Falconeer??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:summon_allies.png?15&nolink}} [[Summons in Battle]] (??Falcon#3371?? x 1d6) | Commentary here. |
| {{:nations:ma:marignon:troubadour.png?nolink}} | **??Troubadour??**\\ {{:misc:gui:gold.png?15&nolink}} 110\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (70) \\ {{:abilities:seduction.png?15&nolink}} [[Seduction]] \\ {{:abilities:spy.png?15&nolink}} [[Spy]] | Commentary here. |
| {{:nations:ma:marignon:friar.png?nolink}} | **??Friar??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ Recruit Anywhere | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (40) | Commentary here. |
| {{:nations:ma:marignon:paladin.png?nolink}} | **??Paladin??**\\ {{:misc:gui:gold.png?15&nolink}} 215\\ {{:misc:gui:resources.png?15&nolink}} 58 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:skilled_rider.png?15&nolink}} [[Skilled Rider]] (3) \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] | Commentary here. |
| {{:nations:ma:marignon:destrier.png?nolink}} | //??Destrier#3583??// | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:animal.png?15&nolink}} [[Animal]] | Commentary here. |
| {{:nations:ma:marignon:initiate.png?nolink}} | **??Initiate??**\\ {{:misc:gui:gold.png?15&nolink}} 65\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>F1R7}} | Marignon's only reliably-"young" mage. |
| {{:nations:ma:marignon:inquisitor.png?nolink}} | **??Inquisitor??**\\ {{:misc:gui:gold.png?15&nolink}} 190\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{path>F1H2R7}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (49/48) | Commentary here. |
| {{:nations:ma:marignon:witch_hunter.png?nolink}} | **??Witch Hunter??**\\ {{:misc:gui:gold.png?15&nolink}} 260\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>F2S1H1R11}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (10) | Commentary here. |
| {{:nations:ma:marignon:architect.png?nolink}} | **??Architect??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 52\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only | {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (15) \\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (15) \\ {{:abilities:mason.png?15&nolink}} [[Mason]] | Commentary here. |
| {{:nations:ma:marignon:high_inquisitor.png?nolink}} | **??High Inquisitor#222??**\\ {{:misc:gui:gold.png?15&nolink}} 190\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only | {{path>F1H3R7}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (66/48) | Commentary here. |
| {{:nations:ma:marignon:grand_master.png?nolink}} | **??Grand Master??**\\ {{:misc:gui:gold.png?15&nolink}} 520\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only | {{path>F3S2H2,100%FAES,10%FAES}}{{path>R17}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (65/44) | Commentary here. |
==== Troops ====
^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^
| {{:nations:ma:marignon:Crossbowman.png?nolink}} | **??Crossbowman#218??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 8\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Commentary here. |
| {{:nations:ma:marignon:Swordsman.png?nolink}} | **??Swordsman??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 23\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Of Marignon's three types of two-handed infantry: \\ • The Pikeneers can poke giants in the eye before getting punted into Hell. \\ • The Halberdiers can occasionally hit something, and to great effect. \\ • The Swordsmen can dodge and hit more often than the other two. |
| {{:nations:ma:marignon:Halberdier.png?nolink}} | **??Halberdier??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (1) | ::: |
| {{:nations:ma:marignon:Pikeneer.png?nolink}} | **??Pikeneer#221??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 20\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | ::: |
| {{:nations:ma:marignon:Man_at_Arms.png?nolink}} | **??Man at Arms??**\\ {{gold}} 14\\ {{:misc:gui:resources.png?15&nolink}} 24\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18 | {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (2) | Swordsmen with shields; 5 less damage, 3 more defense. |
| {{:nations:ma:marignon:royal_guard.png?nolink}} | **??Royal Guard??**\\ {{:misc:gui:gold.png?15&nolink}} 50\\ {{:misc:gui:resources.png?15&nolink}} 66\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 51 | {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (3) \\ {{:abilities:skilled_rider.png?15&nolink}} [[Skilled Rider]] (2) | Which knight is best? \\ • The Sacred Knight has better stats, but costs 40% more. \\ • The golden boy has thicker armor, but that requires 14% more resources. \\ You can use both; the golden boy is slightly slower, though. \\ (There's also the whole issue with Sacreds and Holy Points.) |
| {{:nations:ma:marignon:destrier_2.png?nolink}} | //??Destrier#3897??// | {{:abilities:animal.png?15&nolink}} [[Animal]] | Commentary here. |
| {{:nations:ma:marignon:flagellant.png?nolink}} | **??Flagellant??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 5 \\ Recruit Anywhere | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:affliction.png?15&nolink}} [[Start Affliction]] (75%) | Any nation can get these, through events and ??Imprint Souls??! |
| {{:nations:ma:marignon:Knight_of_the_chalice.png?nolink}} | **??Knight of the Chalice??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 58\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 51 | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:skilled_rider.png?15&nolink}} [[Skilled Rider]] (2) | ::: |
| {{:nations:ma:marignon:destrier_3.png?nolink}} | //??Destrier#3582??// | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:animal.png?15&nolink}} [[Animal]] | Commentary here. |
==== Heroes ====
^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^
| {{:nations:ma:marignon:cardinal.png?nolink}} | **??Carmont - Cardinal??** | {{path>F1S1H4R9}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] | {{path>H4}} allows for full-party Morale-boosting, to say the least. |
| {{:nations:ma:marignon:Heroine_dom6.png?nolink}} | **??Angelique d'Armant - Heroine??** | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inspirational_dom6.png?15&nolink}} [[Inspirational]] (1) \\ {{:abilities:skilled_rider.png?15&nolink}} [[Skilled Rider]] (5) \\ [[Female]] | A better leader than your already-good leaders. It helps that she's mounted. |
| {{:nations:ma:marignon:destrier_5.png?nolink}} | //??Destrier#3583??// | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:animal.png?15&nolink}} [[Animal]] | ::: |
| {{:nations:ma:marignon:Witch_Hunter_General.png?nolink}} | **??Tomaso del Monferrada - Witch Hunter General??** | {{path>F3S2H2R15}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (15) \\ {{:abilities:skilled_rider.png?15&nolink}} [[Skilled Rider]] (3) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] | A rare human mage-knight. He's also youthful, unlike the Grand Masters. |
| {{:nations:ma:marignon:destrier_4.png?nolink}} | //??Destrier#3898??// | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:animal.png?15&nolink}} [[Animal]] | ::: |
| {{:nations:ma:marignon:rephaite_scholar.png?nolink}} | **??Simeon ben Tabbai - Rephaite Scholar??**\\ Earliest Arrival Turn (5) | {{path>F2E2S3R27}} \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5) \\ {{:abilities:gluttony.png?15&nolink}} [[Gluttony]] (1)\\ {{:abilities:wasteland_survival.png?15&nolink}} [[Wasteland Survival]] | Greatly assists with Angel access. Getting another **Sky Metal Coin** forger takes a while, and the coin brings {{path>S3}}'s up to {{path>S4}}. (He forges ??Earth Boots?? too.) |
===== Magic =====
==== Magic Spells ====
=== Summons ===
{{:nations:ma:pythium:angel_of_the_host.png?20&nolink}}: {{:abilities:magic_being.png?15&nolink}} [[Magic Being]], {{:abilities:flying.png?15&nolink}} [[Flying]], {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]], {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]
===Ritual===
^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^
| **??Contact Angel of the Host??** \\ //(Conjuration 5)// \\ {{path>S3}} and {{gems>7S}} | {{:nations:ma:pythium:angel_of_the_host.png?nolink}} \\ **??Angel of the Host#3870??** | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:nations:ma:pythium:angel_of_the_host.png?15&nolink}} \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (5) \\ {{:abilities:awe.png?15&nolink}} [[Awe]] (+5) \\ {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (15) | Don't let the Dominions 5 sprite fool you; this guy is an excellent, fully-equipped unit. He's not a commander, though, so that may be a problem. \\ His attack is accompanied by a square-pounding burst of Holy Fire, which is twice as strong against Undead and Demons. This burst is not very effective against the common Imps due to their [[Fire Resistance]]. |
| **??Angelic Choir??** \\ //(Conjuration 6)// \\ {{path>S3}} and {{gems>15S}} | {{:nations:ma:pythium:angel_of_the_heavenly_choir.png?nolink}} \\ **??Angel of the Heavenly Choir#1367??** x 3 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:nations:ma:pythium:angel_of_the_host.png?15&nolink}} \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (5) \\ {{:abilities:awe.png?15&nolink}} [[Awe]] (+5) \\ {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (15) \\ {{:abilities:communion_slave.png?15&nolink}} [[Chorus Slave]] \\ With Gift of Reason \\ ({{path>H2}}} | Essentially a booster pack for your Harbingers and Seraphim. \\ These guys //are// a bit tougher than Marignon's rank-and-file infantry, however, in most cases. They don't fight if they're allowed to conduct their true calling: fueling a [[Communion|Chorus]] of Angels. |
| **??Contact Harbinger??** \\ //(Conjuration 6)// \\ {{path>S4}} and {{gems>25S}} | {{:nations:ma:pythium:harbinger.png?nolink}} \\ **??Harbinger#464??** | {{path>A3H2R11}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:nations:ma:pythium:angel_of_the_host.png?15&nolink}} \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (10) \\ {{:abilities:awe.png?15&nolink}} [[Awe]] (+5) \\ {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (20) \\ {{:abilities:communion_master.png?15&nolink}} [[Chorus Master]] | Summons a [[Flying]] {{path>A3}} Angel. The Harbinger is a mobile ??Air Elemental?? summoner, a ??Thunder Strike??r, and can work as a magic-phase thug with ??Cloud Trapeze??, though they are somewhat pricey for the job. Perhaps more significant is their ability to provide access to high-level {{misc:magic:air.png?14&nolink}}Air magic (??Fog Warriors??, ??Mass Flight??, ??Wrathful Skies??) when wired into a communion with a ??Crystal Matrix??, which is much more straightforward than trying to do the same with a max {{path>A1}} ??Grand Master??. |
| **??Heavenly Wrath??** \\ //(Conjuration 7)// \\ {{path>F1S3}} and {{gems>35S}} | {{:nations:ma:pythium:angel_of_fury.png?nolink}} \\ **??Angel of Fury#1369??** | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (5) \\ {{:abilities:blood_vengeance.png?15&nolink}} [[Blood Vengeance]] (+4) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+5) \\ {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (20) \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | A thug chassis that's easier for Marignon to summon than the ??Harbinger?? but often outclassed by the Harbinger's utility. |
| **??Angelic Host??** \\ //(Conjuration 7)// \\ {{path>S5}} and {{gems>50S}} \\ Remote Summons | {{:nations:ma:pythium:arch_angel.png?nolink}} \\ **??Arch Angel#465??** | {{path>F4H3R13}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:nations:ma:pythium:angel_of_the_host.png?15&nolink}} \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (12) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (5) \\ {{:abilities:awe.png?15&nolink}} [[Awe]] (+6) \\ {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (25) | It's //not// cheap (this isn't the Early Age, Magic Gems of all kinds are a hot commodity now), but it's a doable summon that gets you a slightly-better chassis than the Harbinger. Marignon doesn't really need its Magical services, however, although the flying and the youth are much appreciated. Note that this is a remote summon, and the Angels of the Host are pretty strong; the most efficient use of this spell is to drop it on a raiding thug or force that it can kill, take a province, and then keep the units. |
| ::: | {{:nations:ma:pythium:angel_of_the_host.png?nolink}} \\ **??Angel of the Host#3870??** x 6 | //See above// | ::: |
| **??Heavenly Choir??** \\ //(Conjuration 9)// \\ {{path>F2S7}} and {{gems>144S}} | {{:nations:ma:pythium:seraph.png?nolink}} \\ **??Seraph#1368??** | {{path>F4A4S4H4R29}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:nations:ma:pythium:angel_of_the_host.png?15&nolink}} \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (22) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (22) \\ {{:abilities:fire_shield.png?15&nolink}} [[Fire Shield]] (16) \\ {{:abilities:awe.png?15&nolink}} [[Awe]] (+7) \\ {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (30) \\ {{:abilities:spreads_dominion.png?15&nolink}} [[Spreads Dominion]] (1) \\ {{:abilities:unsurroundable.png?15&nolink}} [[Unsurroundable]] (5) \\ [[No Wish]] \\ {{:abilities:communion_master.png?15&nolink}} [[Chorus Master]] | Commentary here. |
| ::: | {{:nations:ma:pythium:angel_of_the_heavenly_choir.png?nolink}} \\ **??Angel of the Heavenly Choir#1367??** x 9 | //See above.// | ::: |
| ::: | {{:nations:ma:pythium:harbinger_of_the_choir.png?nolink}} \\ **??Harbinger of the Choir#3869??** x 3 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:nations:ma:pythium:angel_of_the_host.png?15&nolink}} \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (5) \\ {{:abilities:awe.png?15&nolink}} [[Awe]] (+5) \\ {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (20) \\ {{:abilities:communion_slave.png?15&nolink}} [[Chorus Slave]] | ::: |
==== Other Spell ====
* **??Holy Pyre??:** (Evocation 4) {{path>F2}} \\ A situational side-grade to ??Falling Fires?? that lets your weaker mages (anyone you aren't recruiting in the capital) deal a lot of damage to undead and Demons. It's also a decent alternative to ??Fireball?? in that it **isn't** a missile spell and thus has a much higher likelihood of hitting the enemy.
==== Magic Access ====
//See [[Magic Access]].// These guides supplement the summaries at the top.
MA Marignon's magic diversity is rather limited. It is renowned for its mastery in {{misc:magic:fire.png?14&nolink}}Fire magic, has some skill in {{misc:magic:astral.png?14&nolink}}Astral, and its most powerful mages dabble in {{misc:magic:air.png?14&nolink}}Air and {{misc:magic:earth.png?14&nolink}}Earth magic. That's it! Off-capital, Marignon has only {{path>F2S1H2}}; only a little better than what [[bandar-log-ma|Bandar Log]] has, and only debatably so.
In terms of rituals/forging, MA Marignon has access to the following paths:
**Elements**
* {{path>F4}} on ??Grand Master??s, {{path>F6}} via a ??Flame Helmet?? and [[Elemental Royalty#Kings of Elemental Fire | King of Elemental Fire]]
* {{path>A1}} on ??Grand Master??s
* No {{misc:magic:water.png?14&nolink}}Water magic
* {{path>E1}} on ??Grand Master??s
**Sorceries**
* {{path>S3}} on ??Grand Master??s, {{path>S4}} via a ??Starshine Skullcap??
* No {{misc:magic:death.png?14&nolink}}Death magic
* No {{misc:magic:nature.png?14&nolink}}Nature magic
* No {{misc:magic:glamour.png?14&nolink}}Glamour magic
**Others**
* No {{misc:magic:blood.png?14&nolink}}Blood magic
* {{path>H3}} on ??High Inquisitor??s, allowing for {{path>H4}} [[Prophet|Prophets]]
If you include Heroes, Marignon's {{path>H4}} hero can be made a {{path>H5}} Prophet, while its {{path>F2E2S3}} hero can expand the nation's booster access to get {{path>S5}} and at least {{path>E2}}.
====Notable Generic Magic====
===Combat===
Your standard priest's main methods of attack are raining fire, Astral and holy prayers.
Fire kills chaff and stops ??Air Elemental??s with ??Fire Elemental??s. Standard evocations like ??Fireball?? and eventually ??Pillar of Flame?? are decent gem-free options. ??Incinerate?? is a good anti-thug spell. ??Heat from Hell?? can fatigue out non-fire resistant enemies.
Astral magic has buffs and single model kill spells. ??Mind Burn??, ??Soul Slay??, ??Enslave Mind?? and ??Magic Dual??. Luck manipulation of ??Battle Fortune?? and ??Doom??. get MR ??Antimagic??. ??Stellar Cascades?? is alterative to ??Falling Fires?? to bypass resistance.
In ??Witch Hunter?? communions, ??Phoenix Power??, ??Power of the Spheres?? and ??Light of the Northern Star?? boost the slave's fire and astral paths to reduce fatigue.
??Returning?? is available if you need a ??Grand Master?? to pop in cast some spell then leave.
If you take a Darkvision bless then ??Solar Eclipse?? is a castable ??Darkness?? that is half as effective.
??Flaming Arrows?? makes crossbows more effective and ??Wind Guide?? improve precision for both mundane and magic ranged combat.
Earth magic is unreliable but communionable, providing some small access to the excellent roster of earth buffs.
Air also a big thing for Marignon. ??Sulfer Haze?? is unexpected poison damage. and Angles ??Thunder Strike??
===Rituals====
Harbingers can respond to attacks in the magic-phase using ??Cloud Trapeze??, and Grand Masters can teleport armies with ??Gateway??.
??Breath of the Desert?? lets you spread heat scale to boost fire magic and diminish cold-related strategies before a battle start.
??Eternal Pyre?? is something of a natural global for Marignon to cast due to its pathing and capital gem income, if it gets to Enchantment 6.
??Mind Hunt?? pick people off.
??Terracotta Army?? later game replaces your line troops with those heavily resistant to Fire and Poison attacks.
====Magic Items====
??Fire in a Jar?? is a powerful economy option due to the ability of Marignon's workhorse mages to spam Fire Elementals.
It can be helpful to make a number of thug items for angels and morale-boosting items such as ??Helmet of Heroes?? and ??Herald Lance??.
Also, get some casting improvers with ??Eye of Aiming?? so that ??Gift from Heavens?? hits its mark. ??Eye of the Void?? and ??Spell Focus?? help penetrate enemy MR.
===National Items===
* **??Mercybrand??** {{:items:mercybrand.png?14&nolink}} (Construction 2) {{gems>10F}} and {{path>F2}} \\ An inquisitor's weapon that inflicts additional [[heat]] damage, along with giving the user fear, a patrol bonus, and inquisitor. Generally, a good tool to help your priest suppress encroaching enemy influences. can be viable on a durable thug chassis to rout enemies way by stacking more fear checks.
* **??Cockerel Scepter??** {{:items:cockerel_scepter.png?14&nolink}} (Construction 4) {{gems>10F}} and {{path>F2}} \\ A strange staff that inflicts blindness and a lot of damage to demons and undead, common late-game thugs chassis. It also allows for the casting of ??Holy Pyre??.
===National Discount Items===
* **??Holy Scourge??** {{:items:holy_scourge.png?14&nolink}} (Construction 3) {{path>F2}} and {{gems>8F}} \\ Flail that gives a lot of attack skill and deals devastating damage to the unholy.
* **??Just Man's Cross??** {{:items:just_mans_cross.png?14&nolink}} (Construction 3) {{path>F1}} and {{gems>4F}} \\ Unholy-killing crossbow. The cheapest way to keep an off-script communion master occupied if you're worried about your communion slaves.
* **??Flambeau??** {{:items:flambeau.png?14&nolink}} (Construction 5) {{path>F1}} and {{gems>4F}} \\ Another anti-unholy weapon, this time it's a great sword with extra fire damage that provides the wielder with some fire resistance. Its holder can cast ??Holy Pyre?? for free, so you might consider giving it to army leaders.
* **??Golden Barding??** {{:items:golden_barding.png?14&nolink}} (Construction 5) {{path>F1S1}} and {{gems>5F5S}} \\ Commentary here.
=====Strategy=====
====Expansion====
//List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.//
====Early Game====
====Mid Game====
====Late Game====
====Example Pretender Builds====
{{:pretenders:titan_of_crossroads_1.png |}} Format for putting a pretender build in.
**Chassis:** Awake ??Titan of Crossroads?? \\
**Paths:** {{path>S4D5N7}} \\
**Bless:** MW/Arcane Finesse, Invuln 10, Regen. \\
**Scales:** {{scales>dom6T2P0H3D1M2M3}}
{{:pretenders:titan_of_crossroads_1.png |}} Format for putting a pretender build in.
**Chassis:** Awake ??Titan of Crossroads?? \\
**Paths:** {{path>S4D5N7}} \\
**Bless:** MW/Arcane Finesse, Invuln 10, Regen. \\
**Scales:** {{scales>dom6T2P0H3D1M2M3}}
=====See More=====
YouTube videos:
[[https://www.youtube.com/watch?v=sl3-9NAMMNU|Attica]]
[[https://www.youtube.com/watch?v=ohKNYenEXeg|General Confusion]]
[[https://www.youtube.com/watch?v=Tw_q1xfHgq8|Lucid Tactics]]
Forum Discussions:
[[https://steamcommunity.com/app/722060/discussions/0/1733216261958880141/|Steam Bless strategy]]
[[https://old.reddit.com/r/Dominions5/comments/7hkwtr/heres_a_good_starter_nation_ma_marignon_and/| Reddit starter nation & pretender]]
[[https://steamcommunity.com/app/722060/discussions/0/2570942028830668042/|Steam Strategies for multiplayer]]
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{{tag>nation stubs ma-nation}}