{{ :nations:flags:la_ragha.png?nolink|}} ====== LA Ragha, Dual Kingdom ====== ===== Lore ===== //"Ragha was added in the Caelum patch for Dominions 4. I had played with ideas on a dual Caelian/Abysian nation earlier on, but it wasn't until I started to remake Caelum that those ideas bore fruit. Of the Caelian nations it is probably the one most heavily influenced by history and myth. Since the nation was developed with Zoroastrianism in mind the mage-priests of the nation, dasturs and athravans, became an integral part of the nation and not something that was added ad hoc. The heat/cold preferences of the nation made it a bit difficult to evaluate and balance, but I'm very fond of the concept thematically. The fact that the nation is based on centuries of Persian history and two different dominions nations, gives it more traits than most nations."// -- Illwinter Ragha is a dual kingdom of fire and ice, rage and serenity. Half of the population are Abysian descendants from the isolated colony of Tur, and half the population are Airyan refugees from Caelum. Tur was a distant and prosperous Abysian colony founded after a successful military campaign against the giants of Ashdod. But the war with Ashdod had been taxing and the colony was cut off from the kingdom by a Arcoscephalean campaign through the fertile lands previously conquered from the giants. For centuries Tur was left alone and an independent kingdom formed. Then came the Caelians. A great host of iceclad warriors descended upon the Turan armies on the plain of Ragha in the mid of winter. The Turan Shah realized that Tur could not stand up to the Caelians for long. Tur was on the brink of destruction when the attacks suddenly stopped. Civil war had broken out in Caelum and the campaign was aborted. Instead Caelian refugees and deserters settled on the plain of Ragha. Airyan Seraphs approached the Turan Shah and peace was negotiated. When the Harab Seraphs of Caelum attacked, the Airyas were saved by the gryphon riders of Tur. This sealed the truce and a strange alliance was formed. Ragha is now a society of two peoples united out of necessity. During winter the Airyas reign and during summer the Turans reign. Even faith has evolved to mimic the legacy of the two peoples. Two different groups of beings are adored and worshipped. But this is starting to change. The One True God has arisen. The peoples of Ragha suffer less from hot or cold climates than other nations. ===== General Overview ===== Still Needed. As a common trend of powerful nations, they are dangerous early on with powerful expanders to coast you through the early game, then transition to strong magic late game. \\ Getting powerful sacred Gryphons and have [[Caelum-line summons]] to break them into all magic paths. ===== National Features ===== Ragha consists of two races, the Turans from Abysia and the Airyas from Caelum. This gives them a mixed roster of heat and cold units. All of their Airyan troops and the Turan sacreds are flying. ^ Special Race Attributes ^ Military ^ Magic Access ^ Priests ^ Buildings ^ | Neutral Temperature \\ **Airyas:**\\ {{:abilities:resist_cold.png?20&nolink}} Cold Resistant (15)\\ {{:abilities:flying.png?20&nolink}} Flying\\ Ice Weapons and armor\\ \\ **Turans:** \\ {{:abilities:resist_fire.png?20&nolink}} Fire Resistant(10) (some 15)\\ {{:abilities:wasteland_survival.png?20&nolink}} Wasteland Survival\\ {{:abilities:mountain_survival.png?20&nolink}} Mountain Survival | Flying Infantry \\ Varied Cavalry \\ Trampling Elephants \\ Gryphons **in Heat** \\ Heavy Ice **in Cold** | **In {{scales>H1}} or warmer:** \\ {{path>F3}}\\ {{path>D1}} (uncommon 2) \\ {{path>B1}} (uncommon 2) \\ {{path>A1}} (uncommon) \\ {{path>W1}} (rare) \\ {{path>S1}} (rare) \\ **In {{scales>C1}} or colder:** \\ {{path>A3}}\\ {{path>F1}} (uncommon 2)\\ {{path>W1}} (uncommon 2)\\ {{path>S1}} (uncommon 2)\\ {{path>D1}} (rare) \\ {{path>B1}} (rare) \\ **Hero**: {{path>B3}} (one) \\ **National Summons:**\\ {{path>W2}} (Requires {{path>S2W1}})\\ {{path>A3S2}} (Requires {{path>S3}})\\ //Others covered below// | Average Priests ({{path>H2}}) \\ \\ One national +{{path>H1}} [[Item]] \\ \\ //Summons covered below// \\ \\ ??Fravashi?? Guardian Spirits | {{:misc:gui:citadel.png?30&nolink}} Standard Forts \\ Temples cost 800 {{:misc:gui:gold.png?20&nolink}}. | * Mismatched [[Scales#Temperature|Temperature]] Scales have only **half** of their normal effect on Ragha's income. * Only {{path>F1}} is guaranteed on the mages you get in Neutral Temperature, with level 1 in everything else being Uncommon. * Ragha receives {{gems>1F}} for each [[Temple]] in a province with a [[Fort]], Though no more than their [[Pretender|Pretender's]] {{:misc:dominioncandle.png?4&nolink}}[[Dominion]] strength. * Priests have a [(10% * [[Holy|{{:misc:magic:holy.png?14&nolink}}]]Priest level) + (1% * {{:misc:dominioncandle.png?4&nolink}}friendly Dominion strength)] chance of having a **??Fravashi??** join them in battle. * The Fravashi is a [[Sacred]], [[Flying]], and [[Magic Being|Magic]] {{path>A1S1}} fella. He possesses [[Ethereal|Etherealness]] and a substantial amount of [[Awe]] to help against physical attackers. He also has high [[Fire Resistance]], [[Shock Resistance]], and [[Magic Resistance]] for handling enemy spells, and a relatively-high HP score that will typically attract spells and projectiles. * Ragha's Priest Summons are explicitly disqualified from having Guardian Spirits, coming from Heaven (or Hell) themselves. ==== Capital Special Sites ==== ^ Mountain of the Everburning Caverns ^ Lake Urmia ^ | * Enables recruitment of: \\ *{{:nations:la:Ragha:Zhayedan_Spahbed.png?nolink}} ??Zhayedan Spahbed??\\ *{{:nations:la:Ragha:Zhayedan.png?nolink}} ??Zhayedan??\\ *{{gems>1F}} | * Enable recruitment of :\\ *{{:nations:la:Ragha:Iceclad_Zhayedan.png?nolink}} ??Iceclad Zhayedan??\\ *{{gems>1A1W1S}} | ===== Notable Units ===== Your national troops are divided between the Heat-resistant and mounted Turans and the Cold-preferring and flying Airya. You get a default roster of basic troops from both sides, which is actually pretty decent, but your better troops and mages are locked between {{heat}} heat and {{cold}} cold [[scales]]. Although Illwinter intended the nation to alternate recruitment depending on the yearly seasons, it's actually a better strategy to focus one temperature scale for your main recruitment, while finding/making pockets of the opposite later in the game for later game diversity. Even if the flying shock troops aren't a draw, picking a temperature gives you additional turns where you can recruit the level 4 and level 6 mages. The Turans, descedants of [[abysia|Abysians]], are traditionally armored for the late age with their armor and cavalry. Favoring them grants you access to the powerful ??Zhayedan??s, some of the strongest sacred troops in-game, though these are quite pricey. The Airya, exiles from [[Caelum]], have flying troops with [[Magic Weapons]] and [[Ice Protection]]. Their troop lineup is not as good as the Turans, but the ability to fly grants lots of map and battlefield utility. In extremely cold provinces, the ??Iceclad Zhayedan??s are some of the best-protected troops in-game, though they might require more of a Bless. Having flying mages is pretty neat, too. ==== Commanders ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:la:ragha:airya_scout.png?nolink}} | **??Airya Scout??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 13 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (55)\\ {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (1)\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ [[Supply Size]] (2) | 22 Map Movement on wings. \\ Being a scout is nice, too. | | {{:nations:la:ragha:paighan-Salar.png?nolink}} | **??Paighan-Salar??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 18 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (10)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ | Sure, the Paighan-Salar is a generic 60-leadership leader, but he's cheap and inoffensive. \\ He has that nice Humanbred Abysian bulk, too. | | {{:nations:la:ragha:airya_spahbed.png?nolink}} | **??Airya Spahbed??**\\ {{:misc:gui:gold.png?15&nolink}} 50\\ {{:misc:gui:resources.png?15&nolink}} 38 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (2)\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ [[Supply Size]] (2) | 20 Map Movement and 60 Leadership on wings. \\ Being decently cheap is a bonus. | | {{:nations:la:ragha:turan_spahbed.png?nolink}} | **??Turan Spahbed??**\\ {{:misc:gui:gold.png?15&nolink}} 95\\ {{:misc:gui:resources.png?15&nolink}} 44 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ [[mounted]] | The Turan Spahbed has 80 Leadership, the most you'll find on an out-of-the-box Raghan. \\ This is enough to apply the Line, Double Line, and Sparse Line formations. \\ He's also a competent fighter, being a knight stat-wise. | | {{:nations:la:ragha:airya_shah.png?nolink}} | **??Airya Shah??**\\ {{:misc:gui:gold.png?15&nolink}} 130\\ {{:misc:gui:resources.png?15&nolink}} 32 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ [[cold recruitment]](1) | {{path>H1}} {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (2)\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ [[Supply Size]] (2) | The **Shahs** are Priest-Kings with 80 Leadership each. The Airya one has wings, of course, so he could lead and bless a detachments of Zhayedans deep into enemy lines. He also has full slots and pretty-decent stats for a Raghan Airya, so you could attempt to make him a thug. | | {{:nations:la:ragha:turan_shah.png?nolink}} | **??Turan Shah??**\\ {{:misc:gui:gold.png?15&nolink}} 165\\ {{:misc:gui:resources.png?15&nolink}} 39 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ [[Heat recruitment]](1) | {{path>H1}} {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ [[mounted]] | The Turan Shah is a priest, a leader, and a knight, all rolled into one. \\ You pay a premium for that threesome, but it's still cheaper than the Zhayedan Spahbed. \\ He also has the same Map Movement, disregarding terrain. | | {{:nations:la:ragha:zhayedan_spahbed.png?nolink}} | **??Zhayedan Spahbed??**\\ {{:misc:gui:gold.png?15&nolink}} 195\\ {{:misc:gui:resources.png?15&nolink}} 60 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only\\ [[Heat recruitment]](1) | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ [[mounted]] \\ [[Dying shape]](??Turan Gryphon??) | Speaking of which, the **Zhayedan Spahbed** is a Gryphon-riding "Immortal" with 80 Leadership and item slots. He even has more Magic Resistance than other Turans, because he's so awesome. He can't bless himself, but that's nothing a ??Flask of Holy Water?? can't fix. \\ Note that the Zhayedan Spahbed can be dismounted in battle, just like the other Gryphon-riders, but that the ??Turan Gryphon?? is **not** going to remain a commander. | | {{:nations:la:ragha:karapan.png?nolink}} | **??Karapan??**\\ {{:misc:gui:gold.png?15&nolink}} 100\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ [[Heat recruitment]](0) | {{path>F1H1,100%ADB}} {{:misc:gui:research.png?15&nolink}} 9 \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]] | The **Karapan**, or "Ritualist", is one of the **two** national mages you can acquire in neutral Temperature. Aside from the lack of wings, he differs from his competition with his chance of having {{path>B1}} (for Blood Hunting and ??Summon Imps??) or {{path>D1}} (for the hunt for {{:misc:magic:deathgem.png?nolink}}). \\ The Karapan is a standard Turan Abysian (with a max age of 43, compared to his starting age of around 35), so he has decent survivability but rather-poor aim. {{path>A1}} Karapan can rectify the latter with ??Aim??, and/or can play around it with wide-AOE spells like ??Sulphur Haze?? (which will require at least a {{gems>F}}). Turan troops don't mind poorly-aimed clouds of sulphur. | | {{:nations:la:ragha:Athravan.png?nolink}} | **??Athravan??**\\ {{:misc:gui:gold.png?15&nolink}} 100\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ [[cold recruitment]](0) | {{path>F1H1,100%AWS}} {{:misc:gui:research.png?15&nolink}} 9 \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ [[Supply Size]] (2) | The **Athravan**, or "Fire-Keeper", is the Karapan's competition. Aside from the wings (which are VERY important), he differs from the Karapan with his chance of having {{path>W1}} (for ??Geyser?? and ??Frozen Heart??) or {{path>S1}} (for cheap [[Communions]] and the hunt for {{:misc:magic:astralpearl.png?nolink}}). \\ The Athravan is a standard Raghan Airyan (with a max age of 48, compared to his starting age of around 39), so he has decent aim but rather-poor survivability. {{path>S1}} Athravan can rectify the latter with ??Twist Fate?? or ??Personal Luck??. Given their mobility, [[Precision]], and paths, Athravan are an okay choice for Evocation spam, though the Evocations won't be very punchy without [[Gems]]. | | {{:nations:la:ragha:Zaotar.png?nolink}} | **??Zaotar??**\\ {{:misc:gui:gold.png?15&nolink}} 210\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ [[cold recruitment]](1) | {{path>F1A1W1H2,100%FAWS}} {{:misc:gui:research.png?15&nolink}} 13 \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ [[Supply Size]] (2) | The **Zaotar** is an upgraded Athravan, queueable only in provinces with a temperature of {{scales>C1}} or colder; compare this to the Athravan, who is available as long as the province **isn't** {{scales>H1}} or hotter. \\ While not your most gold-efficient option for [[Research]], every Zaotar has at least some use on the battlefield. {{path>F2}}'s get ??Sulphur Haze?? and (with a little prep) ??Falling Fires??. {{path>A2}}'s get ??Lightning Bolt??, ??Thunder Ward??, ??Gift of Flight??, and (for an {{gems>A}} each) ??Thunder Strike??. {{path>W2}}'s get ??Winter Ward??, ??Green Lion?? summoning through ??Manifest Vitriol??, and (with a {{gems>W}} each) wide-reaching spells such as ??Acid Rain?? and ??Freezing Mist??. {{path>S1}}'s get Communions and ??Power of the Spheres??, which add the possibility of ??Astral Fires?? and ??Solar Eclipse??. | | {{:nations:la:ragha:Dastur.png?nolink}} | **??Dastur??**\\ {{:misc:gui:gold.png?15&nolink}} 215\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ [[Heat recruitment]](1) | {{path>F1D1B1H2,100%FADB}} {{:misc:gui:research.png?15&nolink}} 13 \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]] | The **Dastur** is an upgraded Karapan, queueable only in provinces with a temperature of {{scales>H1}} or hotter; compare this to the Karapan, who is available as long as the province **isn't** {{scales>C1}} or colder. \\ What the Dastur lack in Precision and cheapness, they make up for with their guaranteed paths; {{path>B1}} makes them your spammable Blood Hunters and your Sabbath puzzle pieces, while {{path>F1D1}} makes them able to craft the ??Skull of Fire??. The {{path>A1}} Dastur can mount Sabbaths to cast ??Wailing Winds?? and ??Wind of Death??; the latter of these isn't a great idea for Dastur, though, since most of them will be old already (with a max age of 43 and an average starting age of 46). \\ {{path>F2}}'s, {{path>D2}}'s, and {{path>B2}}'s have their uses as well, even on guys who can't aim; the {{path>F2}}'s can always spend {{gems>2F}} to ??Summon Fire Elemental??s, for example, and your Temples //sweat// {{gems>F}}. | | {{:nations:la:ragha:airya_Seraph.png?nolink}} | **??Airya Seraph#2604??**\\ {{:misc:gui:gold.png?15&nolink}} 225\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ [[cold recruitment]](1) | {{path>A3W1S1,100%FWS,10%DB}} {{:misc:gui:research.png?15&nolink}} 17 \\ {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:resist_shock.png?20&nolink}}[[Resist Shock]] (5)\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ {{:abilities:old_age.png?20&nolink}}[[old age]](60/50)\\ [[Supply Size]] (2) | The **Airya Seraph** holds to the ancient Airyan ways, or at least those from [[caelum-ma|the Middle Ages]]. He is your only mage who starts with {{path>S1}}, and therefore your only mage who //might// have {{path>S2}}, which becomes {{path>S3}} with the ??Starshine Skullcap?? and higher with [[Astral]] combat tricks. \\ Keep an eye out for those {{path>S2}}'s; they can ??Call Ahurani??s, summoning {{path>W2}} [[Disease Healer|Disease Healers]]. The **??Ahurani??s** aren't ideal to have around in battles with your Fire mages or your flyers, since they always make it ??Rain?? (though Rain becomes Snow in Cold scales, which is somehow better for Fire mages), but they're crucial for keeping your //very// old geezers around; your Seraphs will typically start 33% past their [[Old Age]] date, and that makes [[Disease]] a looming threat every winter. \\ As for the other paths, {{path>A3}} is super good. It provides free ??Thunder Strike??s, standard-priced ??Air Elemental??s, and double-priced ??Storm??s. The 10% random doesn't add much that you lack (if you're not {{scales>C3}}), but you can always surprise your foes with ??Wrath of Pazuzu?? or ??Nether Darts??. | | {{:nations:la:ragha:Turan_sorcerer.png?nolink}} | **??Turan Sorcerer??**\\ {{:misc:gui:gold.png?15&nolink}} 225\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ [[Heat recruitment]](1) | {{path>F3D1B1,100%ADB,10%WS}} {{:misc:gui:research.png?15&nolink}} 13 \\ {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (30)\\ {{:abilities:heat_aura.png?20&nolink}}[[heat Aura]] (6)\\ {{:abilities:old_age.png?20&nolink}}[[old age]](46/32)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]] | The **Turan Sorcerers** have all three of the [[abysia-la|Late Abysian]] Anathemants' magic traditions, but they're not sacred. They are pure-blooded Abysians, though, so they might want other commanders to keep their Blood Slaves at a safe distance. They're also crucial for summoning Ragha's [[caelum-line-summons|"saints"]]. \\ Turan Sorcerers, due to their random path, are actually around **52** years old. They're so old by pure-blooded standards that the math around their Old Age is a bit warped. On the bright side, they have the perfect paths for handling this problem; {{path>F3}} lets them use the ??Pyre of Catharsis?? to burn off the [[Disease|Diseases]] they'll surely get each winter, {{path>D1}} lets them use the [[Twiceborn]] Ritual to continue as ??Wight Mage??s, and {{path>B1}} lets them spam ??Rejuvenate?? to beat back the clock in an aggressive fashion; and if you let the Sorcerer get [[Afflictions|mangled]] by Disease first, then there's always ??Blood Feast?? for rectifying that, at the cost of becoming a public menace. \\ Let's not discount the randoms, either. {{path>A1}} Sorcerers can cast ??Breath of the Desert?? to apply Heat Scales anywhere they wish; if you do this on your lab, you'll have extra turns for recruiting Sorcerers! (Oh, and Dastur too, if that province has a Temple.) The 10%'s are interesting, too. | ==== Troops ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:la:ragha:paighan.png?nolink}} | **??Paighan??**\\ {{:misc:gui:gold.png?15&nolink}} 8\\ {{:misc:gui:resources.png?15&nolink}} 9 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 3 | {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (10)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ | Would make good siege chaff but Airya is more efficient and mobile being cheap flyers. \\ Can be situationally used if facing lots of fire attack rather than cold, and do have more base prot then Airya Light Infantry when in heat. | | {{:nations:la:ragha:turan_infantry.png?nolink}} | **??Turan Infantry??**\\ {{:misc:gui:gold.png?15&nolink}} 11\\ {{:misc:gui:resources.png?15&nolink}} 19 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 8 | {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (10)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ | Decent line holder and has a javalin that can be buffed. | | {{:nations:la:ragha:turan_Heavy_infantry.png?nolink}} | **??Turan Heavy Infantry??**\\ {{:misc:gui:gold.png?15&nolink}} 13\\ {{:misc:gui:resources.png?15&nolink}} 22 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 10 | {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (10)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ | Has better armor for not that much more resources, preferable if not using Javalin buffing shenanigans. | | {{:nations:la:ragha:airya_archer.png?nolink}} | **??Airya Archer??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ [[Supply Size]] (2) | Flying Composite bow. Ok for mobility, but not the best when in an archer fight in the late age. | | {{:nations:la:ragha:airya_light_infantry.png?nolink}} | **??Airya Light Infantry??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 11 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (1)\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ [[Supply Size]] (2) | Great troops that will see use all game. \\ Flyers with Magic weapons will always have their uses as back-row attackers and light raiders. \\ The downside is that they lose prot in heat but only affect your casualties rates, not your Commander killing rates. | | {{:nations:la:ragha:airya_infantry.png?nolink}} | **??Airya Infantry??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 16 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (1)\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ [[Supply Size]] (2) | ::: | | {{:nations:la:ragha:turan_horse_archer.png?nolink}} | **??Turan Horse Archer??**\\ {{:misc:gui:gold.png?15&nolink}} 22\\ {{:misc:gui:resources.png?15&nolink}} 12 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 24 | {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (10)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ [[mounted]] | Ragha has good archer cavalry / knights. They have composite bows that's more something is can do before they charging the enemy. \\ \\ Horse Archers are Horse Archers, Not as cheap as Aira Archer but can be used as the light attacker. \\ \\ Turan Cavalry is Medium Cavalry and is better-armored Horse Archers, able to take archer attacks and then charger with its two attacks. \\ \\ Savaran are your heavy knights, with Cataphract's being easier to produce and the Guards have the best prot and do well to protect your wizards from Assasins. | | {{:nations:la:ragha:turan_cavalry.png?nolink}} | **??Turan Cavalry??**\\ {{:misc:gui:gold.png?15&nolink}} 27\\ {{:misc:gui:resources.png?15&nolink}} 30 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 33 | {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (10)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ [[mounted]] | ::: | | {{:nations:la:ragha:Savaran_cataphract.png?nolink}} | **??Savaran Cataphract??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 43 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 46 | {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ [[mounted]] | ::: | | {{:nations:la:ragha:Savaran_guard.png?nolink}} | **??Savaran Guard??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 47 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 46 | {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:bodyguard.png?20&nolink}}[[bodyguard]] (2)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ [[mounted]] | ::: | | {{:nations:la:ragha:turan_war_Elephant.png?nolink}} | **??Turan War Elephant??**\\ {{:misc:gui:gold.png?15&nolink}} 100\\ {{:misc:gui:resources.png?15&nolink}} 62 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 33 | {{:abilities:animal.png?20&nolink}}[[animal]]\\ {{:abilities:trample.png?20&nolink}}[[trample]] | If you're not expanding with Zhayedans, a trampling Elephant can make quick work of indies. \\ Not effective against players who understand how to make Elephants flee over your own dudes. | | {{:nations:la:ragha:Iceclad_Zhayedan.png?nolink}} | **??Iceclad Zhayedan??**\\ {{:misc:gui:gold.png?15&nolink}} 19\\ {{:misc:gui:resources.png?15&nolink}} 40 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 21 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only\\ [[Cold recruitment]](1) | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (2)\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ [[Supply Size]] (2) | Opposed to the Heat recruitable Zhayedan. They are sacred Airya infantry with a lot of prot when it's cold.\\ Definitely don't have the same shock and awe of a Gryphon. | | {{:nations:la:ragha:zhayedan.png?nolink}} | **??Zhayedan??**\\ {{:misc:gui:gold.png?15&nolink}} 145\\ {{:misc:gui:resources.png?15&nolink}} 60 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 46 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only\\ [[Heat recruitment]](1) | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]\\ {{:abilities:flying.png?15&nolink}} [[flying]]\\ [[mounted]] \\ [[Wounded shape]](??Turan Gryphon??) | One of the most Powerful Recruitable Sacreds in-game.\\ Flying Knights with high strength Gryphon mount with two attacks, with a Gryphon Dying shape so the enemy has to carve through a bigger HP pool before a Zhayedan is down for the count. The gryphon gets a rider back for free at the capital. \\ The reason you would rarely see anyone not tank Heat scales on Ragha.\\ Word to the wise: good Idea of don't put all your Gryphons in one Basket. | ==== Heroes ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:la:ragha:fatherslayer.png?nolink}} | **??Zahak - Fatherslayer??** | {{path>B3H1}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}}[[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:resist_poison.png?20&nolink}}[[Resist Poison]] (15)\\ {{:abilities:regeneration.png?20&nolink}}[[regeneration]] (10%)\\ {{:abilities:gluttony.png?20&nolink}}[[Gluttony]] (5)\\ {{:abilities:blood_searcher.png?20&nolink}}[[Blood Searcher]] (1)\\ {{:abilities:population_killer.png?15&nolink}}[[Kills Population]] (20 per month)\\ {{:abilities:unsurroundable.png?20&nolink}}[[unsurroundable]] (2)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]] | A master of blood that will eat people. Not as bad as [[hinnom-ea|Hinnom]] were they recruit cannibals on mass, but they were true giants.\\ His best use is gathering blood slaves, and empower him to cast big blood rituals. | ===== Magic ===== ==== National Spells ==== FIXME ==Animal Summons=== Requires finding a nature mage and boosting them to {{path>N2}} or trying to find the right Yazad. both are a long process and you probably move on to Easer to make Longdead or later summon to fill your chaff. ***??Ambush of Tigers??:** {{path>N2}} Conj 3 for {{gems>10N}} (summon {{:nations:La:Ragha:tiger.png?nolink}} ??Tiger??x10+[lv]). Fast moving chaff with a Claw and bit attack. ***??Herd of Buffaloes??:** {{path>N2}} Conj 3 for {{gems>10N}} (summon {{:nations:La:Ragha:Buffalo.png?nolink}} ??Buffalo??x5+[lv/2]). a Tempting Magic sponge to draw fire off your troops. Also can be dangrous melee potental being two attacks Beserker Tramplers. ***??Herd of Elephants??**: {{path>N2}} Conj 3 for {{gems>25N}} (summon {{:nations:La:Ragha:elephant.png?nolink}} ??Elephant??x5+[lv/2]). summon Pressous nature gems for War Elephant then more plentiful gold (how some things are so inverted in the late age). ==Daevas Summons=== Ragha is well suited at summoning these demons. ***[[Call Daevas]]:** {{path>D2F1}} Conj 5 for {{gems>15D}} (summon {{:nations:La:Ragha:Daeva.png?nolink}} ??Daeva??x6). May need some Protection fluffing, but for addtional shock troopers to your Zhayedans. Probaly only get for situations then usual summoning recruitment as saveing the gems to spam the national mages will grant you greater utility. ***[[Call Jahi]]:** {{path>D3F1}} Conj 5 for {{gems>15D}} (summon {{:nations:La:Ragha:Jahi.png?nolink}} ??Jahi??x1). ??Succubus?? [[spy]] with Death gems. Have better use of Death gems but you may want to gleam more info from your enemy. ***[[Call Yata]]:** {{path>D3F2}} Conj 6 for {{gems>40D}} (summon {{:nations:La:Ragha:Daeva_of_shooting_stars.png?nolink}} ??Daeva of Shooting Stars??x1, {{:nations:La:Ragha:Daeva_of_Frost_and_Snow.png?nolink}} ??Daeva of Frost and Snow??x1, {{:nations:La:Ragha:Yata.png?nolink}} ??Yata??x1, or {{:nations:La:Ragha:Pairika.png?nolink}} ??Pairika??x1). Summons upkeepless Death mages. Realy good when you get the Daeva of Shooting Stars to break you into the Yazads for more magic diversity. ***[[Call Greater Daeva]]:** {{path>D4F2}} Conj 8 for {{gems>60D}}. [[Unique]] summonable mages that Gets you into High death and Blood, while going into Earth. ==Yazatas Summons=== You don't have that good in astral like the rest of Caelum but you have national ways to climb so you often don't need a pretender with astral. Unless forming a particular army spending astral pearls on the summons are your best investment. ***[[Summon Yazatas]]:** {{path>S2}} Conj 5 for {{gems>15S}} (summon {{:nations:La:Ragha:Yazad.png?nolink}} ??Yazad??x6). Your bird Shock troopers that can operate in a ??Thunder Strike?? army and are well servivable. ***[[Call Ahurani]]:** {{path>S2W1}} Conj 5 for {{gems>12S}} (summon {{:nations:La:Ragha:Ahurani.png?nolink}} ??Ahurani??x1). not much use other then the fastest option you have to cure Airya Seraphs of Deasises and they can lead troops underwater for raids. ***[[Call Celestial Yazad]]:** {{path>S4}} Conj 6 for {{gems>40S}} (summon {{:nations:La:Ragha:Yazad_of_Fire.png?nolink}} ??Yazad of Fire??x1, {{:nations:La:Ragha:Yazad_of_Justice.png?nolink}} ??Yazad of Justice??x1,{{:nations:La:Ragha:Yazad_of_the_stars.png?nolink}} ??Yazad of the Stars??x1,{{:nations:La:Ragha:Yazad_of_the_sky.png?nolink}} ??Yazad of the Sky??x1,{{:nations:La:Ragha:Yazad_of_water.png?nolink}} ??Yazad of Water??x1,{{:nations:La:Ragha:Yazad_of_the_Earth.png?nolink}} ??Yazad of the Earth??x1). mportent summons for magic diversity, in clibming Astral, Water, Earth, and Nature. the Yazad of the Earth is importnet in making ??Troll King??s and making nature boosters. ***[[Call Fravashi]]:** {{path>S3}} Conj 7 for {{gems>30S}} (summon {{:nations:La:Ragha:Ancestral_Fravashi.png?nolink}} ??Ancestral Fravashi??x1). a upkeep-less Air mage if you have the pearls to burn. ***[[Call Amesha Spenta]]:** {{path>S5}} Conj 8 for {{gems>60S}} ==Other== ***[[Parting of the Soul]]:** {{path>D1A1}} thaum 6. Spell some Turan can Know. an alternate ??Paralyze?? and ??Shadow Blast??. Less range and more Fatiguing for also summoning 3 ??Black Hawk??s. Better when your Turan is solo, no gems, with his pants down than in scripted battle. (FIXME do mages cast this off-script?) ***[[Call of the Drugvant]]:** {{path>D4F1}} thaum 7 for {{gems>15D}} ==== Magic Access ==== FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable The main recruitable magics are your Turans with their Fire, Death, Blood, and some air while the Airya Master Air with Water, Astral, and Some fire. The Higher-ups can also dabble a little in the other's magic. You get 3s in Fire and Air, and 2s in the rest, but You are actually very diverse because of your national summons, getting you into many different endgames. Your Turans summon the Daeva to get Lots of death mages. This will lead you into the Yazatas for access to Nature, Earth, and Greater Astral. You have a pool were most of your Summons come out of soo to cut down on the randomness, here are some spells to get more wizards you need: * Elemental Royalty, Naiad, Kokythiad, Golem, Faery Queen, ??Troll King??, Wraith Lord, Litch, ====Combat Magic==== FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have? They have two styles of casting. Turans use fire, death, and blood with some air for crosspaths. Being very Fire resistant, Don't mind casting big AOE Fire attacks like ??Fire Storm??, ??Heat from Hell??, and ??Sulpher Haze??. They can expand with Summoning ??Fire Elemental??s and Longdead. when fighting Supercombatens, Turnans can use Banefire, ??Shadow Bolt??, and ??Incinerate??. Airya Use Strong Air, and Water, Astral plus some Fire. They are great ??Thunder Strike??rs, and Summon ??Air Elemental??s. By turning of most flying ??Storm?? boost your air spells. They also can cast Acid spells. ====Ritual Magic==== FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast? If you take a Zhayedan blessing, you can so use [[Tartarians]]. ====Magic Items==== FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)? ??Stone Idol?? Expensive, but a way to remove dominion from your dedicated cold/heat spots required to unlock the other half of your nation. ===National Items=== ***??Crown of the Shah??**: Const 2, {{path>F1A1}}, {{gems>5F5A}}. //Can only be worn by Shahs.// Boost users max army size for all unit types, boost users Holy level by 1 and can cast ??Fanaticism?? well worth the 10 gems. =====Strategy===== FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses? ====Pretender==== FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders? ====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 ====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 ====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 =====Links===== Youtuber Attica [[https://www.youtube.com/watch?v=ELJ8EaSfHIQ&t=1154s|Overview and Basic Statagy]] {{template>nationindex}} {{tag>nation Caelum stubs}}