{{ :nations:flags:ma_man.png?100&nolink|}} ====== MA Man, Tower of Avalon ====== ===== Lore ===== The Kingdom of Man was once the land of [[Fomoria-ea|Fomoria]], or at least a land connected to that one. Though a bountiful domain, the Fomorians did a lot of damage to the place through their wars with Partholonians, Nemedians, and finally the [[tir-na-n-og-ea|Tuatha]]. Their back-and-forth with those superhuman elves, with the half-elven Fir Bolg used as peons by both sides, ultimately ended with Fomoria ruined and the Tuatha victorious; not that their victory was long-lived, for then humanity arrived. The first humans in Man were the Logrians, guided by warrior-shamans of a seemingly-[[Ulm-ea|Ulmish]] background. Migrating to the once-Fomorian landmass, they coexisted with the Fir Bolg at first, but expelled most of them the moment an opportunity arose. This chance came with the Milesian invasion of the Tuatha's imperial core (now known as [[Eriu-ma|Eriu]]), causing the Tuatha and their Sidhe descendants to abandon Fomoria in a bid to salvage the situation. From there, the Logrians' new home was called Logres; that was the only thing the various Logrian tribes could agree on, however, and they entered a period of feuding petty kings. Logres became Man with the arrival of the Witches, non-Logrian ladies who heard notes of magic from the forests and came to find the full songs. Eventually they found their prize, the Enchanted Forest of Avalon, and treasure troves of Sidhe [[spell-singer|spellsongs]]. Their discovery made them the most powerful beings in the land, so they united Logres and chose a non-Logrian King for it. The Logrian families remain as much of the Kingdom of Man's nobility, but their men are forbidden from joining the Witches' coven; the closest some can get, aside from eavesdropping and becoming Bards, is through supplicating to the Witches and becoming their Wardens. Man is a human kingdom modeled after the myths of [[https://en.wikipedia.org/wiki/King_Arthur|King Arthur]] and the kingdoms of Andor and Tar Valon in the [[https://en.wikipedia.org/wiki/The_Wheel_of_Time|The Wheel of Time]] book series. The Logrian element of the nation (with Logres being the name of King Arthur's dominion in //The Matter of Britain//) was more-or-less added in Dominions 4, to represent the Anglo-Saxons; they ran petty kingdoms until forced to unite by outside pressures, mainly from the Norse and their descendants. ===== Overview ===== __**Summary**__: Man is the prototypical human nation, with high quality equipment on their troops, but vulnerable, frail human bodies with no special attributes. On the battlefield, the nation can field both heavily armored knights and long ranged longbowmen. Man has excellent access to nature and air magic and can use nature based communions. This allows easy access to powerful nature and air buffs, as well as strong air conjuration and evocation magic. Man has minor access to earth, water, and fire, and may need to address some holes in magic diversity during pretender creation. ===== National Features ===== ^ Race ^ Military ^ Magic Access ^ Priests ^ Buildings ^ | **Humans**\\ Neutral Temperature | Medium & Heavy Infantry\\ Special Scouts\\ Longbowmen\\ Knights (Heavy Cavalry) \\ Out-of-Fort alternatives for everything | {{path>N4}} (rare 5) \\ {{path>A3}} (rare 4) \\ {{path>E2}} \\ {{path>W1}} (uncommon, rare 2) \\ {{path>F1}} (uncommon) \\ {{abilities:spell_singer.png?nolink}} [[Spell-Singer|Spell Singers]] \\ Chorus [[Communions]]\\ \\ **Heroes:** {{path>S3}}, {{path>W2E3S2}} | Weak ({{path>H1}}) \\ Stealthy \\ All can [[Research]] | {{:misc:gui:fortress.png?30&nolink}} Castles\\ Temples cost 200{{:misc:gui:gold.png?15&nolink}} | __**Capital Income**__: {{gems>3N}}, {{gems>2A}} __**National Mechanics**__: Cheap (200g) temples. Some recruit out-of-fort units and mages. **Nature based communions**: Spellsingers can use the N1 spells Chorus Master and Chorus Slave. Other mages may also enter the communion using astral or blood magic, or forged items. The communion functions as normal except that chorus slaves will leave the communion if they fall unconscious. ==== Capital Special Sites ==== ^ Forest of Avalon ^^ | {{sites:sites_0050.png?nolink}} | **Enables recruitment of:** \\ ??Lord Warden?? {{nations:ma:man:lord_warden.png?16&nolink}} \\ ??Warden of Avalon?? {{nations:ma:man:warden_of_avalon.png?16&nolink}}\\ ??Knight Commander of Avalon?? {{:nations:ma:man:knight_commander_of_avalon.png?16&nolink}} \\ ??Knight of Avalon?? {{:nations:ma:man:knight_of_avalon.png?16&nolink}} \\ **Produces:** \\ {{gems>3N}} per turn | ^ Tower of Avalon ^^ | {{sites:sites_0053.png?nolink}} | **Enables recruitment of:** \\ ??Crone of Avalon?? {{nations:ma:man:crone_of_avalon.png?11&nolink}} \\ **Produces:** \\ {{gems>2A}} per turn | ===== Units ===== ==== Commanders ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ma:man:royal_forester.png?nolink}} | **??Royal Forester??** \\ {{:misc:gui:gold.png?15&nolink}} 40 \\ {{:misc:gui:resources.png?15&nolink}} 8 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ Forest Rec+ | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]](55)\\ {{:abilities:Ambidextrous.png?15&nolink}}[[Ambidextrous]](1)\\ {{:abilities:patrol_bonus.png?15&nolink}}[[Patrol Bonus]](5)\\ {{:abilities:forest_survival.png?15&nolink}}[[Forest Survival]] | A Scout that doubles as a cheap Patroller. Costwise for patrolling it is better to recruit only Royal Foresters instead of the ??Forester?? | | {{:nations:ma:man:castellan.png?nolink}} | **??Castellan??** \\ {{:misc:gui:gold.png?15&nolink}} 70 \\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | | Your standard milquetoast Leader. | | {{:nations:ma:man:monk.png?nolink}} | **??Monk??** \\ {{:misc:gui:gold.png?15&nolink}} 25 \\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ Foreign Rec+ | {{path>H1}} {{:misc:gui:research.png?15&nolink}} 3\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:stealthy.png?15&nolink}}[[Stealthy]](40)\\ {{:abilities:divine_insights.png?15&nolink}}[[Divine Insights]] | Your cheapest Scout, Priest, and Research Monkey by a mile. Monks are easy to mass, but the number of Monks that can Research in a given province is capped by the number of candles present. As Man has cheap temples, it is easy to risk building some outside forts. This allows spamming monks from those provinces while leaving forts to recruit mages. Excellent against undead especially when using [[communions]] to buff prophet to level 5 and casting ??Divine Channeling??. | | {{:nations:ma:man:bard.png?nolink}} | **??Bard??** \\ {{:misc:gui:gold.png?15&nolink}} 75 \\ {{:misc:gui:resources.png?15&nolink}} 5\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>N1}} {{:misc:gui:research.png?15&nolink}} 7 \\ {{:abilities:stealthy.png?15&nolink}}[[Stealthy]](50) \\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]](10) \\ {{:abilities:spy.png?15&nolink}}[[Spy]] \\ {{:abilities:spell_singer.png?15&nolink}}[[Spell Singer]] \\ {{:abilities:forest_survival.png?15&nolink}}[[Forest Survival]] | Your Spy/advanced Scout. Now that he's not priced at 110 Gold & 21 Resources, he can double as your go-to Chorus Slave. | | {{:nations:ma:man:daughter_of_avalon.png?nolink}} | **??Daughter of Avalon??** \\ {{:misc:gui:gold.png?15&nolink}} 85 \\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>N1,100%AN}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]] \\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]](10) \\ {{:abilities:spell_singer.png?15&nolink}}[[Spell Singer]] \\ {{:abilities:forest_survival.png?15&nolink}}[[Forest Survival]] \\ [[Female]] | Your designated Chorus Slave for the Mothers and Crones -- not cheap for this role, but fairly useful outside of it anyway. She now has to compete with the Bards, but the Bards don't have her Magic nor research skills. \\ If you're already full of Monks, the Daughters are your second-most-efficient Research Monkeys (9.44 gold-per-point vs. 8.33). | | {{:nations:ma:man:mother_of_avalon.png?nolink}} | **??Mother of Avalon??** \\ {{:misc:gui:gold.png?15&nolink}} 175 \\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>N1H1,100%AN,100%AN,20%WE}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]] \\ {{:abilities:stealthy.png?15&nolink}}[[Stealthy]](40)\\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]](10) \\ {{:abilities:spell_singer.png?15&nolink}}[[Spell Singer]] \\ {{:abilities:forest_survival.png?15&nolink}}[[Forest Survival]] \\ [[Female]] | Your "budget" power Mage, often boasting {{path>N3}} or {{path>A2}} without the need for Boosters, two quite-decent options for Combat Magic. The former option also has a fair amount of rituals. Their age may vary a LOT, however. \\ if you're trying to [[raid]] with blessed Wardens or Dogs, the Mothers are your best option for leading the strike team. | | {{:nations:ma:man:knight_commander_of_avalon.png?nolink}} | **??Knight Commander of Avalon??** \\ {{:misc:gui:gold.png?15&nolink}} 120 \\ {{:misc:gui:resources.png?15&nolink}} 56 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:forest_survival.png?15&nolink}}[[Forest Survival]] \\ {{:abilities:recuperation.png?15&nolink}}[[Recuperation]]\\ [[Mounted]] | Mounted Commanders are primarily good at shuffling troops within your borders, but the Unicorn mount makes these guys potentially-good thugs. Good at leading ??Knight of Avalon??s as emergency force to reclaim provinces. Forest survival and 20 map move allows attacking an enemy province through one owned province. | | {{:nations:ma:man:lord_warden.png?nolink}} | **??Lord Warden??** \\ {{:misc:gui:gold.png?15&nolink}} 160 \\ {{:misc:gui:resources.png?15&nolink}} 29 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}}[[Sacred]] \\ {{:abilities:stealthy.png?15&nolink}}[[Stealthy]](40) \\ {{:abilities:Ambidextrous.png?15&nolink}}[[Ambidextrous]](2) \\ {{:abilities:forest_survival.png?15&nolink}}[[Forest Survival]] | Your Stealthy Sacred Leader. He really wants to be a thug or an "elf"; it's a shame that he's still a Size 2 Human without Magic or a Shield. He can lead a large number of your Stealthy troops during raids: ??Forester??s, other Sacred ??Warden of Avalon??s, and your Dog Summons. He can even put them in formations. | | {{:nations:ma:man:crone_of_avalon.png?nolink}} | **??Crone of Avalon??** \\ {{:misc:gui:gold.png?15&nolink}} 335 \\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>A2N3H1,100%AWEN,10%AWEN}} {{:misc:gui:research.png?15&nolink}} 17\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]] \\ {{:abilities:resist_poison.png?15&nolink}}[[Resist Poison]](5) \\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]](30) \\ {{:abilities:spell_singer.png?15&nolink}}[[Spell Singer]] \\ {{:abilities:forest_survival.png?15&nolink}}[[Forest Survival]] \\ {{:abilities:old_age.png?15&nolink}}[[Old Age]] \\ [[Female]] | Your best Mage. {{path>A3}} allows for full-size ??Air Elemental??s, while {{path>N4}} allows for ??Mass Regeneration??, and even random Water or Earth Crones can be boosted to satisfactory levels for other powerful spells. Their age should not be understated, however, even though they're Nature Mages. | | {{:nations:ma:man:logrian_wise_man.png?nolink}} | **??Logrian Wise Man??** \\ {{:misc:gui:gold.png?15&nolink}} 90 \\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ \\ Foreign Rec only | {{path>E1,100%FAEN}} {{:misc:gui:research.png?15&nolink}} 5 \\ {{:abilities:inept_researcher.png?15&nolink}}[[Inept Researcher]] (-4) | The {{path>E2}} guys can wear ??Earth Boots?? or cast ??Summon Earthpower?? to cast amazing troop buffs. Also your only source of Fire, albeit not a lot of it. Primarily good for Site Searching or as a [[fluffer]], as the 4-point RP penalty makes them sub-par Research Monkeys. | ====Troops==== While some nations' troops gobble up {{:misc:gui:gold.png?14&nolink}}Gold, others gobble up {{:misc:gui:resources.png?14&nolink}}Resources, and still others gobble up {{:misc:gui:recruitmentpoints.png?14&nolink}}Recruitment Points, Man has the misfortune of relying on all three. This makes choosing which [[Scales]] ({{:misc:scales:order.png?14&nolink}}Order for Rec Points, {{:misc:scales:productivity.png?14&nolink}}Productivity for Resources, etc.) to favor or dump somewhat tricky, though Man is one of those nations that doesn't need a [[Bless]]. ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ma:man:logrian_slinger.png?nolink}} | **??Logrian Slinger??** \\ {{:misc:gui:gold.png?15&nolink}} 9\\ {{:misc:gui:resources.png?15&nolink}} 8 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 6\\ Foreign Rec+ | | Your cheapest troop choice. They obviously lose out to Longbowman in terms of value, but they're still useful if you need to make an army of ranged attackers or Siege chaff on the fly.\\ They come with an axe, so they can inflict some damage before they die in melee. \\ They're also the first unit in the game's code, ID-wise. | | {{:nations:ma:man:longbowman.png?nolink}} | **??Longbowman#59??** \\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 13 | | Archers gifted with the magical ability to actually have a chance of hitting something. Crossbowmen aren't widespread in MA, so press your advantage while you can. | | {{:nations:ma:man:spearman.png?nolink}} | **??Spearman#61??** \\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 9 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | This guy's only difference from Indie ??Heavy Infantry#38?? is that he wears green pants. | | {{:nations:ma:man:longspear.png?nolink}} | **??Longspear#62??** \\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 13 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | This guy's only difference from Indie ??Heavy Infantry#38?? is that he carries a longer spear. \\ (Also the green pants, don't forget those.) | | {{:nations:ma:man:logrian_warrior.png?nolink}} | **??Logrian Warrior??** \\ {{:misc:gui:gold.png?15&nolink}} 12\\ {{:misc:gui:resources.png?15&nolink}} 15 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Foreign Rec+ | | Logrians have +2 HP & +1 STR over normal Men, and these guys also have +1 ATT. These guys are also better-equipped, and can perform decently during expansion. | | {{:nations:ma:man:tower_guard.png?nolink}} | **??Tower Guard??** \\ {{:misc:gui:gold.png?15&nolink}} 12\\ {{:misc:gui:resources.png?15&nolink}} 18\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14 | {{:abilities:castle_defence_bonus.png?15&nolink}}[[Castle Defence Bonus]](1) | More-spammable defense linemen, compared to your Landless Knights. They're also pretty-efficient for propping up your Castle walls, if you think you'll need [[Siege]] chaff. | | {{:nations:ma:man:forester.png?nolink}} | **??Forester??** \\ {{:misc:gui:gold.png?15&nolink}} 12 \\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14\\ Forest Rec+ | {{:abilities:stealthy.png?15&nolink}}[[Stealthy]](55) \\ {{:abilities:Ambidextrous.png?15&nolink}}[[Ambidextrous]](1) \\ {{:abilities:patrol_bonus.png?15&nolink}}[[Patrol Bonus]](1) \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] | Bowmen with dual-wielding. They function as Ranged raiders, picking off weak PD with their bows, and then using their axe and dagger to finish off whatever charged at them. \\ They're kind of screwed if their targets can get a hit in, but that shouldn't happen unless they also have bows. | | {{:nations:ma:man:landless_knight.png?nolink}} | **??Landless Knight??** \\ {{:misc:gui:gold.png?15&nolink}} 13\\ {{:misc:gui:resources.png?15&nolink}} 24\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 16 | | Fill the role of very-heavy linemen, boasting the highest melee durability of Man's foot Roster. | | {{:nations:ma:man:logrian_cavalry.png?nolink}} | **??Logrian Cavalry??** \\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 19 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 26\\ Foreign Rec+ | [[Mounted]] | Swift Light Cavalry with a little extra bulk. They're probably better than anything else you can pick up in a freshly-conquered Indie province, though certainly not cheap without a Fort. | | {{:nations:ma:man:warden_of_avalon.png?nolink}} | **??Warden of Avalon??** \\ {{:misc:gui:gold.png?15&nolink}} 26 \\ {{:misc:gui:resources.png?15&nolink}} 28 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 31\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}}[[Sacred]] \\ {{:abilities:stealthy.png?15&nolink}}[[Stealthy]](40) \\ {{:abilities:bodyguard.png?15&nolink}}[[Bodyguard]](3) \\ {{:abilities:forest_survival.png?15&nolink}}[[Forest Survival]] | Fully-armored raiders and Witch-Bodyguards. They can be used to safely clear PD without a bless, but they can also be your solution to problematic enemy Sacreds. No one else that you have hits harder, aside from your Knights with their initial lance charges, and you could gain a bit from making them more accurate with their swings. | | {{:nations:ma:man:knight_of_man.png?nolink}} | **??Knight of Man??** \\ {{:misc:gui:gold.png?15&nolink}} 40 \\ {{:misc:gui:resources.png?15&nolink}} 51 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 46 | [[Mounted]] | Fairly-alright non-sacred Heavy Cavalry. All of that armor is quite Resource-intensive, and it slows them down significantly compared to Man's staple Light Cavalry and Unicorns. The aforementioned Unicorns are a better choice from the capital, at least if you're not penny-pinching. | | {{:nations:ma:man:knight_of_avalon.png?nolink}} | **??Knight of Avalon??** \\ {{:misc:gui:gold.png?15&nolink}} 60 \\ {{:misc:gui:resources.png?15&nolink}} 56 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 48 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:forest_survival.png?15&nolink}}[[Forest Survival]] \\ {{:abilities:recuperation.png?15&nolink}}[[Recuperation]] \\ [[Mounted]] | Heavy Cavalry power with Light Cavalry speeds, featuring a three-hit combo that covers all [[Physical Resistance|Physical Resistances]] and [[Invulnerability]]/[[Ethereal|Etherealness]]. They're not sacred, despite their ludicrous price tags, so they're expensive both with the initial purchase and their upkeep afterwards. That being said, they're still great for expansion (though a tad slow if your Scales aren't great) and glorious at most other things. | ====Heroes==== You get **seven** of these things, and one of them is a **multihero** that you can get a theoretically-infinite amount of. All of your Mage heroes have wonderful paths for boosters, mainly the ??Moonvine Bracelet?? that boosts Nature. ^ Sprite ^ Unit Name ^ Magic ^ Special Attributes ^ Comments ^ | {{nations:ma:man:knight_of_the_stone.png?nolink}} | **??Knight of the Stone??** | | [[Mounted]] \\ Multihero | He's not a //terrible// Multihero; his stats are neat, and he can lead your armies. \\ The Mages are nicer, though. | | {{nations:ma:man:green_knight.png?nolink}} | **??Bernlad - Green Knight??** | | {{abilities:regeneration.png?15&nolink}}[[Regeneration]] (10%) \\ {{abilities:stealthy.png?15&nolink}}[[Stealthy]] (40) \\ {{abilities:forest_survival.png?15&nolink}}[[Forest Survival]] \\ {{abilities:recuperation.png?15&nolink}}[[Recuperation]] \\ [[Mounted]] | The best of your physical thugs! Try to guess why. \\ Bernlad's dream is to find The Vale of Unicorns, which gives you ANOTHER place to recruit Knights of Avalon from, but he'll only find it where it's present.\\ He can also give you up to three free ??Knight Commander??s, by stealing them from provinces that raise their own ??Knight??s. | | {{nations:ma:man:heroine.png?nolink}} | **??Rhianne - Heroine??** | | {{abilities:patrol_bonus.png?15&nolink}}[[Patrol Bonus]] (25) \\ {{abilities:forest_survival.png?15&nolink}}[[Forest Survival]] \\ {{abilities:recuperation.png?15&nolink}}[[Recuperation]] \\ [[Mounted]] | Certainly isn't Bernlad. \\ 21 Defense is neat, though. | | {{nations:ma:man:blind_one.png?nolink}} | **??Brangwen - Blind One??** | {{path>A2S3}}{{path>N3H1}}{{:misc:gui:research.png?15&nolink}}21 | {{abilities:sacred.png?15&nolink}}[[Sacred]] \\ {{abilities:resist_poison.png?15&nolink}}[[Resist Poison]] (5) \\ {{abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]] (30) \\ {{abilities:old_age.png?15&nolink}}[[Old Age]] \\ {{abilities:fortune_teller.png?15&nolink}}[[Fortune Teller]] (10%) \\ {{abilities:spell_singer.png?15&nolink}}[[Spell Singer]] \\ {{abilities:affliction.png?15&nolink}}[[afflictions|Blind]] | He's your only Mage-Hero who isn't a complete jerk. \\ (Brangwen's actually a girl, but Illwinter forgot to give them the [[Female]] tag. Oops!) \\ Hopefully you don't get him too early! | | {{nations:ma:man:ettin_king.png?nolink}} | **??Nog - Ettin King??** | | {{abilities:ambidextrous.png?15&nolink}}[[Ambidextrous]] (6) \\ {{abilities:gluttony.png?15&nolink}}[[Gluttony]] (3) \\ {{abilities:unsurroundable.png?15&nolink}}[[Unsurroundable]] (1) \\ {{abilities:undisciplined.png?15&nolink}}[[Undisciplined]] \\ {{abilities:mountain_survival.png?15&nolink}}[[Mountain Survival]] \\ {{abilities:forest_survival.png?15&nolink}}[[Forest Survival]] \\ {{abilities:stupid.png?15&nolink}}[[Stupid]] \\ [[Eyes]] (4) \\ Retinue: **??Tower Guard??** \\ (2 - 12) | A big boy. His retinue is neat! \\ In battle, keep him AWAY from your Mages. You can also berserk him to negate the effects of stupid. | | {{nations:ma:man:cambion.png?nolink}} | **??Myrddin - Cambion??** \\ //Hero turn arrival limit: 10// | {{path>A2W2}}{{path>E3S2}}{{path>N3}} \\ {{:misc:gui:research.png?15&nolink}}19 | {{abilities:demon.png?15&nolink}}[[Demon]] \\ {{abilities:resist_fire.png?15&nolink}}[[Resist Fire]] (15) \\ {{abilities:resist_poison.png?15&nolink}}[[Resist Poison]] (5) \\ {{abilities:stealthy.png?15&nolink}}[[Stealthy]] (40) \\ {{abilities:inept_researcher.png?15&nolink}}[[Inept Researcher]] (10) \\ {{abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]] (30) \\ {{abilities:fortune_teller.png?15&nolink}}[[Fortune Teller]] (15) \\ {{abilities:shapechanger.png?15&nolink}}[[Shapechanger]] \\ {{abilities:forest_survival.png?15&nolink}}[[Forest Survival]] | Excellent site searcher due to good paths and sneakiness. Also more of a Forger than a Researcher. \\ If you have him AND a Mother of Avalon, he might seduce them, giving them a {{path>E1}} pathboost or a {{path>S1}} pathboost or (in a Forest) a {{path>N1}} pathboost, in exchange for making them a ??Disciple of Myrddin?? who has {{:abilities:inept_researcher.png?14&nolink}}[[Inept Researcher]] 4.\\ This can only happen after Turn 15, but it can happen to multiple Mothers. (What a guy!)\\ He can also make the ??Crystal Coin??! | | {{nations:ma:man:fay.png?nolink}} | **??Morgaine - Fay??** \\ //Hero turn arrival limit: 10// | {{path>A3W1}}{{path>S2N3}} {{:misc:gui:research.png?15&nolink}}23 | {{abilities:resist_poison.png?15&nolink}}[[Resist Poison]] (5) \\ {{abilities:resist_shock.png?15&nolink}}[[Resist Shock]] (5) \\ {{abilities:darkvision.png?15&nolink}}[[Darkvision]] (50) \\ {{abilities:stealthy.png?15&nolink}}[[Stealthy]] (65) \\ {{abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]] (30) \\ {{abilities:shapechanger.png?15&nolink}}[[Shapechanger]] \\ {{abilities:glamour.png?15&nolink}}[[Glamour]] \\ {{abilities:spell_singer.png?15&nolink}}[[Spell Singer]] \\ [[Female]] | Morgaine is a very nifty Mage, able to [[Flying|fly]] wherever you need her to be, but she does NOT like the Witches. \\ She'll turn one of your Mothers into a ??Great Boar?? (fortunately the [[Marverni-ea|Marverni]] kind) roughly once every twenty turns, and she might [[Affliction|Mute]] one of your Crones with a powerful and destructive Curse (possibly the same Curse plaguing [[man-la|Later Man]]) to protect a pet ??Basilisk?? that you'll get to keep as compensation. The latter can [[Curse]] your [[Pretender]] and other units in the same province as her, but isolating her won't prevent the events. \\ Fortunately, she doesn't start to hate Witches until Turn 15. | =====Magic===== ====National Magic & Summons==== ***??Summon Black Dogs??**, {{path>D2}} Conj2 {{gems>8D}}, ({{:nations:ma:man:black_dog.png?30&nolink}} ??Black Dog??x20). Requires outside assistance like a ??Troll Shaman?? to cast. These are stealthy animals, with very little survivability. However, if massed, these fey beasts can deal noticeable damage to lightly armored opponents. They Do their best work when ??Darkness?? is cast. ***??Summon Cu Sidhe??**: {{path>N2}} Conj3 {{gems>6N}}, ({{:nations:ma:man:cu_sidhe.png?30&nolink}} ??Cu Sidhe??x7). The Cu Sidhe is a size 3 sacred elvish dog. Their prot and MR are surprisingly high for animals, and their higher hp and decent damage attack can mitigate their low attack density. However, they remain a questionable use of N gems in most situations, lacking the glamour and high def skill which makes your other elf troops strong, and still possessing all the same weaknesses. If you're running a heavy bless, access to summonable sacreds from a fairly gem and mage-turn efficient spell can give them a role, but they are probably best avoided. ***??Summon Barghests??**, {{path>D2}} Conj2 {{gems>7D}}, ({{:nations:ma:man:Barghest.png?30&nolink}} ??Barghest??x9). which is basically a stronger version of Black Dogs. It does come later but costs a single gem less. This spell summons improved Black Dogs and Cu Sidhe, which come with defense and protection inferior for the price. However, these hounds can curse enemy units, and do 18 damage + poisonous bites. These creatures can perform decent flanking maneuvers in the midgame but are also relatively easy to amass. ***??Chorus Master??|??Chorus Slave??**: {{path>N1}} Thaum 1 {{abilities:spell_singer.png?nolink}} [[Spell-Singer|Spell Singers]] only. A exclusive spells of Man that lest nature Spellsingers create communions. as with Spellsingers casting, magic comes at half a turn longer but you have a communion that Astral and Blood mages can join like any other. ====Magic Access==== Man is a fairy-tale place, with the happy (or at least //neutral//) paths of {{:misc:magic:nature.png?14&nolink}}**Nature**, {{:misc:magic:air.png?14&nolink}}**Air**, {{:misc:magic:earth.png?14&nolink}}**Earth**, {{:misc:magic:water.png?14&nolink}}**Water**, and {{:misc:magic:fire.png?14&nolink}}**Fire**. [[Nature|Nature's]] the big one; your Crones of Avalon can get {{path>N4}} without Boosters, and {{path>N6}} with the ones you can easily craft. Having at least a pinch of {{:misc:scales:luck.png?14&nolink}}Luck (or at least not maximum {{:misc:scales:misfortune.png?14&nolink}}Misfortune) may allow you to get one of the national Heroes that can craft your missing Booster, bringing you up to **{{path>N7}}**. That's essentially all the Nature you need for casting whatever Nature spells you want, though it does require [[Construction]] [[Research|Level 6]]. [[Air]] is capped at **{{path>A3}}**. I cry every time. On the bright side, that's enough for quite a few spells, and your {{path>A3}}'s have a lot of {{path>A1}}'s and {{path>A2}}'s to support them in Chorus Communions, giving you whatever big buffs you think you'll need (and/or a ginormous pile of ??Living Clouds??). There's also ??Storm?? and ??Summon Storm Power??, if you feel like spending your Air Gems on things other than Owl Quills. [[Earth]] has a slightly-higher ceiling than Air, but it's expensive and a bit manly. Logrian Wise Men can have {{path>E2}}, or {{path>E3}} with the Booster, and you can slap those shoes on a Troll King for **{{path>E4}}** if you're swimming in Earth Gems (or your {{path>A2W2E3S2N3}} Hero if you're not). Honestly, [[Empowerment|Empowering]] the {{path>E2}} is cheaper, but the Troll King is less likely to die. In battle, your ceiling is either **{{path>E4}}** or **{{path>E5}}**, depending on how dearly you clung to your Gems, thanks to ??Summon Earthpower??; this is basically all you need in battle, at least for the bare minimum, but you //could// use the Chorus Communion with your rare Earth Witches to top it. [[Water]] is stuck at {{path>W1}} on your recruits, and not very common at that, but it comes on {{path>N3}}'s and can thus be used for the dreaded ??Foul Vapors??. With Construction 6 and a drop of good fortune, you can reach your national ceiling of **{{path>W2}}**; if you got that {{path>A2W2E3S2N3}} Hero, however, you can climb to **{{path>W3}}** or **{{path>W4}}**, or even to **{{path>W5}}** if you have enough Water Gems for a Sea King. In battle, the good ol' Chorus Communion can boost your Water levels to whatever you need, potentially enough to cast ??Fire Fend?? for your ??Barkskin??-wearing troops. [[Fire]] is stuck at **{{path>F1}}**, found on your Logrian Wise Men sometimes. It's enough for some Site-Searching, some [[Fire Resistance]], some ??Magma Bolts??, and some crafting of Lightless Lanterns. Unlike with Earth, the Logrian Wise Man's primary specialty, it's not taken up by the Witches and is therefore ineligible for the Chorus Communion; unless you got that magical {{path>A2W2E3S2N3}} Hero, anyway, who can craft the Crystal Matrix and thereby allow one of your Logrian Wise Men to lead the choir. You're left out of {{:misc:magic:astral.png?14&nolink}}**Astral** (mostly), {{:misc:magic:death.png?14&nolink}}**Death**, and {{:misc:magic:blood.png?14&nolink}}**Blood**, all of which are (mostly) //icky// paths; [[Astral]] outside of your three Astral-bearing Heroes can be somewhat ignored since you have Chorus Communions, however, while [[Death]] can be (meagerly) entered via the Troll Shamans and [[Blood]] can be bootstrapped into. DISCLAIMER: This doesn't acknowledge the 1/160 chance of getting {{path>A4}} on one of your slow-to-recruit capital-only Witches, which would allow you to craft both of the Air-Boosters for **{{path>A6}}**. It also doesn't acknowledge the 1/160 chance of getting {{path>W2}} on one of them, or the 1/160 chance of getting {{path>N5}} on one of them, or any Unique summons such as the [[Elemental Royalty]] or the Treelords (one of which has **{{path>B1}}**). ====Combat Magic==== FIXME ====Ritual Magic==== FIXME ====Magic Items==== FIXME ===== Strategy ===== ==== General Tips ==== * Temples of Man are cheap and can produce ??Monk??s that are very multipurpose. Thus, it is good idea to have some extra temples outside forts producing monks. Against undead, monks can even deal good damage. * You can prophet any of your fort mages((Bards might be best as they are cheap and sneaky leaving open a lot of options like sneak preaching)) and then with communion they reach {{path>H5}}. This allows casting ??Divine Channeling?? which makes your ??Monk??s {{path>H2}}. This allows them cast holy tangle spells, deamon smite and become better damage dealers against undead. * ??Logrian Wise Man?? are vital for Man. The {{path>E2}} can cast great buffs and {{path>F1E1}} are your only source of fire for site searching. Even the {{path>A1E1}} and {{path>E1N1}} can be used for crafting saving turns for daughters to do research. As they can be recruited only outside forts, you should have some labs pumping wise men out. * Related to ??Logrian Wise Man?? and ??Monk?? recruitment. As monks can efficiently be recruited out of forts and wise men require it, it is good to keep in mind the fort placement relative to these foreign labs and temples. Enough of forts that are high enough level can suck all resources from neighbor provinces. This makes recruitment in these provinces impossible. This happens most easily with two forts and a castle((Man capital is castle! Thrones should get castle!)) bordering a province. While temple still creates temple check and is easy to rebuild elsewhere, labs become basically useless without resources. * [[Spell Singer]] is a double edged sword. While it saves on fatigue, thus making the mages last longer in battle((Especially good for spamming evocations, like thunder strike.)), it also make them worse for point buffing. While normal mages can get 3-5 point buffs cast to the troops on hold command, Spell Singers can only get at most 3 in the same time. This is of course very situational, but is good to keep in mind when scripting. ==== Early Game ==== FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure **Expansion:** One easy way to expand is to use stacks of 6 ??Knight of Avalon?? on attack closest command. They are good enough to punch through most indie provinces, but a tad costly. **Potential research goals:** * **Construction 2** for ??Owl Quill??s to get better research (needs site searching for more air gems) * **Conjuration 1** for ??Tangle Vines?? (might help against immediate rushing, good against cavalry and other high defence troops) * **Evocation 2** for ??Lightning Bolt?? and ??Web?? (good early game spells for Man, mainly defence against rush again. Leads to ??Thunder Strike??) * **Thaumaturgy 1** for ??Chorus Master?? and ??Chorus Slave?? (with chorus communions u can use nature sisters as slaves for air casters to spam Lightning Bolt better) * **Alteration 3** for ??Protection??. (Bad against heat auras, only slightly bad against fire magic. Leads to ??Wooden Warriors??.) ==== Mid Game ==== FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for Mid game any of the following research can be main target for research depending on situation: * **Alteration 5**: ??Wooden Warriors?? and ??Mother Oak??((Also requires Construction 4, unless ur lucky with crones)) * **Evocation 4-5**: ??Thunder Strike?? and ??Storm?? * **Conjuration 5**: ??Summon Air Elemental?? * //**Enchantment 4**: ??Flaming Arrows??, (This requires either awake or dormant pretender with at least {{path>F3}}.)// ==== Late Game ==== FIXME How do you close out the game if you are in it, is the high level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly __**Pretenders**__: FIXME ===== Strategy Guides ===== FIXME {{template>nationindex}} {{tag>nation stubs ma-nation}}