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arbuckle-ermor-ma [2023/01/02 14:48] jonarbuckle Added (hopefully wiki-like) Important Notables for Playing, still need to get uncropped images and figure out a place to put Reanimation notes b4 completion and proposal |
arbuckle-ermor-ma [2024/01/29 23:55] (current) jonarbuckle Messing about with folding |
* **__Your [[dominion]] spawns undead units and commanders passively.__** \\ | * **__Your [[dominion]] spawns undead units and commanders passively.__** \\ |
* **__All owned priests can reanimate undead units.__** \\ | * **__All owned priests can reanimate undead units.__** \\ |
* Non-Undead troops have their Morale decreased by 1 in your Dominion, even if they belong to you. \\ | * Non-Undead troops have their [[morale | Morale]] decreased by 1 in your Dominion, even if they belong to you. \\ |
* Your Dominion counts Corpses for you, potentially relevant for the raising of Soulless. \\ | * Your Dominion counts Corpses for you, potentially relevant for the raising of Soulless with spells and the Reanimate order. \\ |
* Your [[Pretender]] already starts with their Growth/Death scale at Death 3. This does not provide any additional design points. \\ | * Your [[Pretender]] already starts with their Growth/Death [[scales | scale]] at Death 3. This does not provide any additional design points. \\ |
* Mercenaries are 100% more expensive.\\ | * Hiring [[mercenaries | mercenaries]] is 100% more expensive.\\ |
* Starting population is 1/4 that of a normal nation's.((Negate's [[starting-recruitment-points-resources | Starting Population Research]]))\\ | * Starting population is 1/4 that of a normal nation's.((Negate's [[starting-recruitment-points-resources | Starting Population Research]]))\\ |
\\ | \\ |
\\ | \\ |
==== Infrastructure: ==== | ==== Infrastructure: ==== |
* Standard Fortifications for MA (aka: can build Palisades and upgrade up to Castles). | * Standard [[fort | Fortifications]] for MA (aka: can build Palisades and upgrade up to Castles). |
* Starts with a Fortified City in the Capital. | * Starts with a Fortified City in the Capital. |
* Each Temple owned adds a {{gems>1D}} to your gem income, up to a limit of current base Dominion Strength. | * Each [[temple | Temple]] owned adds a {{gems>1D}} to your gem income, up to a limit of current base Dominion Strength. |
\\ | \\ |
==== Starting Army ==== | ==== Starting Army ==== |
| |
^ Role ^ Unit Card ^ Amount ^ | ^ Role ^ Idle Sprite ^ Unit Card ^ Amount ^ |
| Scout | ??Spectator#254?? | 1 | | | Scout | {{monsters:0254_Spectator.png?nolink}} | ??Spectator#254?? | 1 | |
| Commander | ??Censor#260?? | 1 | | | Commander | {{monsters:0260_Censor.png?nolink}} | ??Censor#260?? | 1 | |
| Troop 1 | ??Longdead Velite#186?? | 15 | | | Troop 1 | {{monsters:0186_Longdead_Velite.png?nolink}} | ??Longdead Velite#186?? | 15 | |
| Troop 2 | ??Longdead Legionnaire#187?? | 15 | | | Troop 2 | {{monsters:0187_Longdead_Legionnaire.png?nolink}} | ??Longdead Legionnaire#187?? | 15 | |
\\ | \\ |
==== Province Defense ==== | ==== Province Defense ==== |
| |
^ **__Non-Fort PD:__** ^^^ | ++++ Non-Fort PD: | |
^ Type/Function ^ Unit Card ^ Amount ^ | ^ **__Non-Fort PD:__** ^^^^ |
| Commander at PD 1+ | ??Mound King#190?? | 1 | | ^ Type/Function ^ Idle Sprite ^ Unit Card ^ Amount ^ |
| Troop at PD 1+ | Depends on the province's "poptype" | +variable per point | | | Commander at PD 1+ | {{monsters:0190_Mound_King.png?nolink}} | ??Mound King#190?? | 1 | |
| Commander at PD 20+ | Depends on the province's "poptype" | 1 | | | Troop at PD 1+ | ??? | Depends on the province's [[province-defence|poptype]] | +variable per point | |
| Troop at PD 20+ | ??Longdead Velite?? | +2 per point | | | Commander at PD 20+ | ??? | Depends on the province's [[province-defence|poptype]] | 1 | |
| Troop at PD 20+ | ??Longdead Legionnaire#187?? | +2 per point | | | Troop at PD 20+ | {{monsters:0186_Longdead_Velite.png?nolink}} | ??Longdead Velite#186?? | +2 per point | |
| | Troop at PD 20+ | {{monsters:0187_Longdead_Legionnaire.png?nolink}} | ??Longdead Legionnaire#187?? | +2 per point | |
| ++++ |
| |
^ **__Fort PD:__** ^^^ | |
^ Type/Function ^ Unit Card ^ Amount ^ | ^ Non-Fort PD ^ |
| Commander at PD 1+ | ??Mound King#190?? | 1 | | ++++ Show Non-Fort PD: | |
| Troop at PD 1+ | ??Longdead Velite?? | +2 per point | | ^ Type/Function ^ Idle Sprite ^ Unit Card ^ Amount ^ |
| Troop at PD 1+ | ??Longdead Legionnaire#187?? | +2 per point | | | Commander at PD 1+ | {{monsters:0190_Mound_King.png?nolink}} | ??Mound King#190?? | 1 | |
| Commander at PD 20+ | ??Censor#260?? | 1 | | | Troop at PD 1+ | ??? | Depends on the province's [[province-defence|poptype]] | +variable per point | |
| Troop at PD 20+ | ??Longdead Horseman#189?? | +2 per point | | | Commander at PD 20+ | ??? | Depends on the province's [[province-defence|poptype]] | 1 | |
| | Troop at PD 20+ | {{monsters:0186_Longdead_Velite.png?nolink}} | ??Longdead Velite#186?? | +2 per point | |
| | Troop at PD 20+ | {{monsters:0187_Longdead_Legionnaire.png?nolink}} | ??Longdead Legionnaire#187?? | +2 per point | |
| ++++ |
| |
| ++++ Title | |
| |
| | This table | is only shown | when you unfold the block | |
| |
| ++++ |
| |
| ^ **__Fort PD:__** ^^^^ |
| ^ Type/Function ^ Idle Sprite ^ Unit Card ^ Amount ^ |
| | Commander at PD 1+ | {{monsters:0190_Mound_King.png?nolink}} | ??Mound King#190?? | 1 | |
| | Troop at PD 1+ | {{monsters:0186_Longdead_Velite.png?nolink}} | ??Longdead Velite#186?? | +2 per point | |
| | Troop at PD 1+ | {{monsters:0187_Longdead_Legionnaire.png?nolink}} | ??Longdead Legionnaire#187?? | +2 per point | |
| | Commander at PD 20+ | {{monsters:0260_Censor.png?nolink}} | ??Censor#260?? | 1 | |
| | Troop at PD 20+ | {{monsters:0189_Longdead_Horseman.png?nolink}} | ??Longdead Horseman#189?? | +2 per point | |
\\ | \\ |
==== Fort Defenders ==== | ==== Fort Defenders ==== |
^ Type ^ Unit Card ^ Siege Defense ^ Amount ^ | ^ Type ^ Idle Sprite ^ Unit Card ^ Siege Defense ^ Amount ^ |
| Commander | ??Acolyte of Eldregate#256?? | 1.3 | 1 | | | Commander | {{monsters:0256_Acolyte_of_Eldregate.png?nolink}} | ??Acolyte of Eldregate#256?? | 1.3 | 1 | |
| Troop | ??Longdead Archer#3005?? | 0.1 | +10 per level of the fortification's Base Defenders value | | | Troop | {{monsters:3005_Longdead_Archer.png?nolink}} | ??Longdead Archer#3005??((Notably does not have a Banefire Bow, despite the attack sprite)) | 0.1 | +10 per level of the fortification's [[fort | Base Defenders]] value | |
\\ | \\ |
\\ | \\ |
==== Passively Spawned ==== | ==== Passively Spawned ==== |
| |
^ **__Commanders:__** ^^^ | ^ **__Commanders:__** |||| |
^ Idle Sprite ^ Unit Card ^ Spawn Conditions ^ | ^ Idle Sprite ^ Unit Card ^ Spawn Conditions ^ Notable Comments ^ |
| IMAGE HERE | ??Mound King#190?? | Any province | | | {{monsters:0190_Mound_King.png?nolink}} | ??Mound King#190?? | Any province | Can lead some non-Undead units in addition to Undead. | |
| IMAGE HERE | ??Mound King#188?? | Any Province | | | {{monsters:0188_Mound_King.png?nolink}} | ??Mound King#188?? | Any Province | Same leadership as above, and with very high Mapmovement what with being both Mounted and Undead. | |
| IMAGE HERE | ??Censor#260?? | Fortification Only | | | {{monsters:0260_Censor.png?nolink}} | ??Censor#260?? | Fortification Only | Sacred but not a Priest. Not Amphibious, can lead some additional Undead units compared to Mound Kings but many less non-Undead. | |
| |
^ **__Troops:__** ^^^ | ^ **__Troops:__** |||| |
^ Idle Sprite ^ Unit Card ^ Spawn Conditions ^ | ^ Idle Sprite ^ Unit Card ^ Spawn Conditions ^ Notable Comments ^ |
| IMAGE HERE | ??Ghoul#198?? | Land Only | | | {{monsters:0198_Ghoul.png?nolink}} | ??Ghoul#198?? | Land Only | Not Amphibious. No Prot and low Damage make them a liability in combat due to Hp Routs. They are not Mindless nor undisciplined, meaning they have Siege Defense that MA Ermor otherwise lacks. | |
| IMAGE HERE | ??Soulless#197?? | Any province | | | {{monsters:0197_Soulless.png?nolink}} | ??Soulless#197?? | Any province | No Prot, high Hp, and abysmal Damage make them more likely to Hp Rout your armies than help. Can sometimes function as "Evo Bait" due to the aforementioned traits, if the rest of the army is healthy enough to survive their loss. | |
| IMAGE HERE | ??Longdead#191?? | Any province | | | {{monsters:0191_Longdead.png?nolink}} | ??Longdead#191?? | Any province | Capable of fighting well enough, their 16 Damage and good Attack Skill make them capable of killing many non-elite things. Extremely low Hp means they will quickly succumb to Aoe effects and passive abilities like Fire Shield, and lower than usual Magic Resistance means they will easily die to some versions of Banishment. | |
| IMAGE HERE | ??Longdead#192?? | Any province | | | {{monsters:0192_Longdead.png?nolink}} | ??Longdead#192?? | Any province | Functionally same as above | |
| IMAGE HERE | ??Longdead#193?? | Any province | | | {{monsters:0193_Longdead.png?nolink}} | ??Longdead#193?? | Any province | Functionally same as above | |
| IMAGE HERE | ??Longdead#194?? | Any province | | | {{monsters:0194_Longdead.png?nolink}} | ??Longdead#194?? | Any province | Functionally same as above | |
| IMAGE HERE | ??Longdead#195?? | Any province | | | {{monsters:0195_Longdead.png?nolink}} | ??Longdead#195?? | Any province | Much lower Damage at 13, has a Length 3 weapon, otherwise same as above. Additional survivability from having and avoiding Repel is not useful enough to make a difference in the vast majority of cases. | |
| IMAGE HERE | ??Longdead#196?? | Any province | | | {{monsters:0196_Longdead.png?nolink}} | ??Longdead#196?? | Any province | Functionally same as above | |
| IMAGE HERE | ??Longdead Horseman#189?? | Land Only | | | {{monsters:0189_Longdead_Horseman.png?nolink}} | ??Longdead Horseman#189?? | Land Only | Light Lances hit for 18 damage on their first landed hit, then 13 after that. Hoof always hits for 13. Horsemen hit the hardest out of all MA Ermor's troops barring sacreds, especially with their Piercing damage type on the Light Lance. Defense Skill and halved Defense Harassment from being Mounted is still not enough to give them much survivability in most cases. | |
| IMAGE HERE | ??Knight of the Unholy Sepulchre?? | Any province | | | {{monsters:0184_Knight_of_the_Unholy_Sepulchre.png?nolink}} | ??Knight of the Unholy Sepulchre?? | Any province | Sacred. At base strength, their Lance hits once for 27 Piercing damage. Broad Sword and Hoof hit for 17 and 13 damage respectively. With 16 base body Prot and 16 Defense Skill with halved harassment from mounted they can survive quite well against foes without AoE attacks like Banishment or other such Spells. Due to only being able to acquire them on rare rolls from passive spawns, they are very hard to build a bless around, compared to the comparatively plentiful Lictors, though consistently a few of them will spawn in any given game. | |
| IMAGE HERE | ??Longdead Velite#186?? | Fortification Only | | | {{monsters:0186_Longdead_Velite.png?nolink}} | ??Longdead Velite#186?? | Fortification Only | Has a Javelin and Tower Shield, otherwise near identical to a naked Spear Longdead. Javelins can be useful for being able to add some ability to attack while behind other Longdead, though still only deal 13 damage. | |
| IMAGE HERE | ??Longdead Legionnaire#187?? | Fortification Only | | | {{monsters:0187_Longdead_Legionnaire.png?nolink}} | ??Longdead Legionnaire#187?? | Fortification Only | Functionally same as above, but with some low Prot armor. | |
| IMAGE HERE | ??Longdead Triarius#1657?? | Fortification Only | | | {{monsters:1657_Longdead_Triarius.png?nolink}} | ??Longdead Triarius#1657?? | Fortification Only | Has a 15 Damage Long Spear with Length 4, as well as 16 Prot armor and a Tower Shield. While a good fighter they still have very low Hp and Magic Resistance, therefore using "Evo Bait" to draw fire away from them is useful. | |
| IMAGE HERE | ??Longdead Principe#1658?? | Fortification Only | | | {{monsters:1658_Longdead_Principe.png?nolink}} | ??Longdead Principe#1658?? | Fortification Only | Functionally same as a Longdead Legionnaire, but with a 16 damage Short Sword instead of a 14 damage Spear. | |
\\ | \\ |
==== Summoned ==== | ==== Summoned ==== |
| |
^ **__Commanders:__** ^^ | ^ **__Commanders:__** |||| |
^ Idle Sprite ^ Unit Card ^ | ^ Idle Sprite ^ Unit Card ^ Magic Paths ^ Notable Comments ^ |
| IMAGE HERE | ??Censor#260?? | | | {{monsters:0260_Censor.png?nolink}} | ??Censor#260?? | None | See: Passively Summoned, Commanders | |
| IMAGE HERE | ??Acolyte of Eldregate#256?? | | | {{monsters:0256_Acolyte_of_Eldregate.png?nolink}} | ??Acolyte of Eldregate#256?? | {{path>H1}} | Potentially useful as a early game way to build a temple, if your Prophet is somehow busy. Once a first temple is built on a province that can recruit indie ??Priest#240??s to function as H1 reanimators they cease to be particularly useful. Can potentially serve as a very expensive Undead leadership option. As with all Undead with Priest levels they cannot Preach. | |
| IMAGE HERE | ??Bishop of Eldregate#257?? | | | {{monsters:0257_Bishop_of_Eldregate.png?nolink}} | ??Bishop of Eldregate#257?? | {{path>H2}} | Functionally identical to above, but with H2 reanimation options and spell access. | |
| IMAGE HERE | ??Arch Bishop of Eldregate#258?? | | | {{monsters:0258_Arch_Bishop_of_Eldregate.png?nolink}} | ??Arch Bishop of Eldregate#258?? | {{path>H3}} | Requires D3 to be cast. Very important tool, as it is able to cast Battlefield Wide Unholy Blessing, and can consistently reanimate 1 Lictor every turn as a reanimation option when not leading armies. | |
| IMAGE HERE | ??Spectator#254?? | | | {{monsters:0254_Spectator.png?nolink}} | ??Spectator#254?? | {{path>D2}} | While some Spectators are always useful for their ability to can cast a variety of "workhorse" rituals like ??Summon Lictor??, as well as craft items like ??Black Laurel??s and ??Skull Staff??s, their combat utility is very limited compared to Dusk Elders. Combat spells like the anti-Undead ??Dust to Dust?? and ??Control the Dead?? are useful enough but very niche. The summoning capabilities of ??Horde of Skeletons?? and ??Raise Dead?? (as well as their lower research alternatives) are less useful than they are on other nations since MA Ermor usually has enough indie ??Priest#240??s to reanimate often literally hundreds of Longdead every turn and consistent counters to that will usually never be swayed by the addition of even more Longdead in battle. ??Disintegrate?? is as always a very impressive spell, and if the game manages to go long enough to get to Research Level 8 for MA Ermor, a nation infamous for having slow, gem-based researchers, then Spectators once again become a very good tool in the late game. | |
| IMAGE HERE | ??Dusk Elder#253?? | | | {{monsters:0253_Dusk_Elder.png?nolink}} | ??Dusk Elder#253?? | {{path>F1S1D3}} \\ + 100% FAWESD\\ + 10% FAWESD | Requires D3 to cast. Dusk Elders are expensive, but by far the best mage Ermor has in terms of "workhorse" combat spells that can be consistently cast to good effect, such as ??Bane Fire??, ??Cloud of Death??, ??Drain Life??, and can access even higher path levels with a gem and a turn spent on ??Power of the Spheres?? for spells like ??Pillar of Fire??, and ??Vortex of Unlife??. Even a single Dusk Elder can provide great utility to a large stack of Longdead with spells like ??Rigor Mortis??, ??Darkness??, and ??Antimagic?? (Keep in mind that any S1 can cast Antimagic with Power of the Sphere and two gems, and that Rigor Mortis and Darkness require a D4 to cast due to the maximum a mage only spending gems up to their path level to boost casting level and spend on spell for each cast). In addition to being the main combat mage for Ermor, they are also required for casting other Dusk Elders and Arch Bishops, needing either them or having a Pretender and/or Skull Staff. | |
| |
^ **__Troops:__** ^^ | ^ **__Troops:__** ||| |
^ Idle Sprite ^ Unit Card ^ | ^ Idle Sprite ^ Unit Card ^ Notable Comments ^ |
| IMAGE HERE | ??Lictor#259?? | | | {{monsters:0259_Lictor.png?nolink}} | ??Lictor#259?? | Sacred. Can be amassed very quickly with the item ??Black Laurel?? plus the basic ??Reanimate Lictor?? Spell for 1 gem per saacred, and the Arch Bishop's Priest Reanimation. They have 29 damage Battleaxes with 13 attack, as well as 20 hp, 5 head prot, 19 body prot, and 14 Magic Resistance. These all at base, without a Bless for them. Due to being able to be fielded in relatively great numbers and their very good ability to fight they are considered my most to be The MA Ermor Sacred, with KotUS and Wailing Ladies passively benefiting from whatever bless is tailored to the Lictors instead of trying to cover all bases with a bless for all and losing the strength of any of them. Lictors not having a head armor is a notable problem, as well as their weakness to anti-Undead spells, but as the sole massable unit that Ermor can muster their faults have to be accepted and worked around. | |
| IMAGE HERE | ??Wailing Lady#255?? | | | {{monsters:0255_Wailing_Lady.png?nolink}} | ??Wailing Lady#255?? | Sacred. Extremely expensive on a nation with an intense need for Death Gems, Ethereal and 20 hp do very little to protect Wailing Ladies, who by and large will die unless they receive prot buffs like ??Iron Warriors??, ??Marble Warriors??, or the non-native pathed Nature spells of ??Wooden Warriors?? and Mass Protection. If however, the exorbitant price for them is paid and they survive to see combat, they do have a Wail attack that forces a whole square to pass a MR check or die (even Undead, Inanimate, and/or Mindless units), and even if they survive there is a Fear effect rider too. Ladies also have Stealthy, potentially allowing them to choose engagements for fights against SCs and Thugs when lead by Dusk Elder, but any such threat used against Ermor likely has a way to cut through theoretically infinite amounts of Longdead and will probably kill them before they fail an MR check. Again, at the judgement of 8 Lictors who can consistently deal 29+ damage every turn or 1 Wailing Lady, this unit is almost always a trap in terms of gem usage for multiplayer games. | |
| IMAGE HERE | ??Longdead Legionnaire#187?? | | | {{monsters:0187_Longdead_Legionnaire.png?nolink}} | ??Longdead Legionnaire#187?? | At a price of 50 for 15 gems, the spell ??Ermorian Legion?? would be a steal for many nations that would like functional chaff for a frontline. Given that any MA Ermor that survives to cast a level 6 spell likely produces literally hundreds of Longdead every single turn passively, purposefully spending gems to summon this unit is likely a waste of resources in a multiplayer game. | |
| IMAGE HERE | ??Great Lion#628?? | | | {{monsters:0628_Great_Lion.png?nolink}} | ??Great Lion#628??((Available to all nations with access to the pretender homerealm 7, Africa)) | MA Ermor does not natively have Nature casters, and even if they did Great Lions are not worth 1 gem per unit with the Pretender Homerealm spell. They have a 17 and 15 damage at 13 attack skill, which with 10 defense skill and 13 morale doesn't fall into the usual flaw of animals in that they are easily repelled by even length 1 swords, but their decent offensive characteristics are failed by their undisciplined nature and having only 20 hp and 4 prot at size 3. Overall a passable (potentially even good) unit on near any nation that has been made absurdly expensive, and can't even be cast natively on MA Ermor. | |
\\ | \\ |
==== Heroes ==== | ==== Heroes ==== |
| \\ |
**__Repeatable:__** \\ | **__Repeatable:__** \\ |
None. | None. |
| |
^ **__Unique:__** ^^^ | ^ **__Unique:__** ||||| |
^ Idle Sprite ^ Unit Card ^ Only Arrive After X Turns? ^ | ^ Idle Sprite ^ Unit Card ^ Magic Paths ^ Only Arrive After X Turns? ^ Notable Comments ^ |
| IMAGE HERE | ??Alcastos - Forgotten King#537?? | No. | | | {{monsters:0537_Forgotten_King.png?nolink}} | ??Alcastos - Forgotten King#537?? | {{path>H3}} | No. | None. | |
| IMAGE HERE | ??Caractor - Arch Censor#555?? | No. | | | {{monsters:0555_Arch_Censor.png?nolink}} | ??Caractor - Arch Censor#555?? | None | No. | Sacred but not a Priest. Has innate Fear and an Axe that deals 35 Armor Piercing Magic Damage. | |
| IMAGE HERE | ??Etimmu - Wraith Lord#183?? | Yes, 15. | | | {{monsters:0183_Wraith_Lord.png?nolink}} | ??Etimmu - Wraith Lord#183?? | {{path>H2D3}} | Yes, 15. | Ettimu can self bless, use Ermor's Unholy buffs, and potentially cast Soul Vortex. Combined with a 1 month Immortality Reform time, high Mapmovement, Fear, good armor, and a Bane Blade, Etimmu can be thrown around as a Thug without any equipment or regard to his safety while still being able to reliably take provinces. Care should of course be taken with using him against nations with high Astral or Death mages, as ??Control the Dead??, ??Enslave Mind??, and ??Soul Slay?? are all ways he can be taken out permanently. | |
| IMAGE HERE | ??Putrescator - Dusk Elder#2068?? | Yes, 15. | | | {{monsters:2068_Dusk_Elder.png?nolink}} | ??Putrescator - Dusk Elder#2068?? | {{path>F2S3}} {{path>D4}} | Yes, 15. | Potentially provides access to a variety of magic otherwise only available through expensive Empowerment or pregame designing of a Pretender God. Among these is the ability to craft a ??Skullface?? while holding a ??Skull Staff?? for an additional Death magic booster. | |
| |
| More details on hero arrival mechanics can be found on this page: [[heroes | Heroes]]\\ |
\\ | \\ |
\\ | \\ |
===== National Magic ===== | ===== National Magic ===== |
\\ | \\ |
==== Magic Access ==== | ==== Highest Unaided Magic Access ==== |
Unfinished | With Recruitables: |
| * N/A |
| \\ |
| With National Summons: |
| * Without Randoms: |
| * {{path>H3}} - - {{path>F1A0W0E0}} - - {{path>S1D3N0B0}} |
| * With 1 in 6 Randoms: |
| * {{path>H3}} - - {{path>F2A1W1E1}} - - {{path>S2D4N0B0}} |
| * With 1 in 360 Randoms: |
| * {{path>H3}} - - {{path>F3A2W2E2}} - - {{path>S3D5N0B0}} |
\\ | \\ |
==== Spells ==== | ==== Spells ==== |
| |
^ **__Combat:__** ^^^^ | ^ **__Combat:__** ^^^^ |
^ Spell Card ^ School, Research Level ^ Paths Needed ^ Fatigue Cost ^ Effect ^ | ^ Spell Card ^ School, Research Level ^ Paths Needed ^ Fatigue Cost ^ Effect ^ |
| ??Unholy Blessing#284?? | Divine, 0 | {{path>H1}} | None | Blessing | | | ??Unholy Blessing#284?? | Divine, 0 | {{path>H1}} | None | Blessing | |
| ??Unholy Command#282?? | Divine, 0 | {{path>H1}} | None | Enslave | | | ??Unholy Command#282?? | Divine, 0 | {{path>H1}} | None | Enslave | |
| |
^ **__Ritual:__** ^^^^^ | ^ **__Ritual:__** ^^^^^ |
^ Spell Card ^ School, Research Level ^ Paths Needed ^ Gem Cost ^ Effect ^ | ^ Spell Card ^ School, Research Level ^ Paths Needed ^ Gem Cost ^ Effect ^ |
| ??Revive Lictor#293?? | Conjuration, 0 | {{path>D2}} | {{gems>3D}} | 1 ??Lictor#259?? troop. | | | ??Revive Lictor#293?? | Conjuration, 0 | {{path>D2}} | {{gems>3D}} | 1 ??Lictor#259?? troop. | |
| ??Revive Censor#294?? | Conjuration, 0 | {{path>D2}} | {{gems>4D}} | 1 ??Censor#260?? commander. | | | ??Revive Censor#294?? | Conjuration, 0 | {{path>D2}} | {{gems>4D}} | 1 ??Censor#260?? commander. | |
==== Items ==== | ==== Items ==== |
^ **__Items:__** ^^^^^ | ^ **__Items:__** ^^^^^ |
^ Sprite ^ Item Card ^ Construction Level ^ Paths Needed ^ Cost ^ | ^ Sprite ^ Item Card ^ Construction Level ^ Paths Needed ^ Cost ^ |
| IMAGE HERE | ??Black Laurel#174?? | 2 | {{path>D2}} | {{gems>10D}} | | | {{:items:black_laurel.png?nolink}} | ??Black Laurel#174?? | 2 | {{path>D2}} | {{gems>10D}} | |
| \\ |
| \\ |
| ===== Reanimation Information ===== |
| \\ |
| * Priests with the Reanimate Ghouls order will still try to carry out that order when underwater |
| * Priests with the Reanimate Ghouls order will still try to carry out that order with 0 population |
| * Priests with the Reanimate Soulless order will still try to carry out that order with 0 corpses available |
| * Priests with the Reanimate Lictors order will still try to carry out that order when underwater |
| * FIXME What exactly does the + mean? My current assumption is that they are affected by priest reanimation bonuses? |
| |
| ^ Priest Level ^ Ghouls ^ Soulless ^ Longdead Warriors ^ Longdead Horsemen ^ Lictors ^ |
| ^ {{path>H1}} | 6+ | 8+ | 3+ | N/A | N/A | |
| ^ {{path>H2}} | 7+ | 16+ | 5+ | 1+ | N/A | |
| ^ {{path>H3}} | 8+ | 24+ | 7+ | 2+ | 1 | |
| ^ {{path>H4}} | 9+ | 32+ | 9+ | 3+ | 2 | |
| ^ {{path>H5}} | 10+ | 40+ | 11+ | 4+ | 3 | |
| ^ {{path>H6}} | 11+ | 48+ | 13+ | 5+ | 4 | |
| ^ {{path>H7}} | 12+ | 56+ | 15+ | 6+ | 5 | |
| |
| * **Reanimate Ghouls** summons |
| * ??Ghoul#198?? |
| * **Reanimate Soulless** uses the same calculation as most other Soulless effects, so for MA Ermor (no national Soulless) that will, depending on several factors((Loggy's [[user:loggy:longdead | Longdead and Soulless notes]])), summon from this list: |
| * ??Soulless#197??, ??Soulless Warrior#914??, ??Soulless Warrior#915??, ??Soulless Warrior#2119?? |
| * **Reanimate Longdead Warriors** primarily summons at random from this list: |
| * ??Longdead#191??, ??Longdead#192??, ??Longdead#193??, ??Longdead#194??, ??Longdead#195??, ??Longdead#196?? |
| * 10% chance to summon a national Longdead instead, as follows: |
| * 50% chance to then: pick evenly between ??Longdead Velite#186??, ??Longdead Legionnaire#187??, |
| * Else: pick evenly between ??Longdead Triarius#1657??, ??Longdead Principe#1658?? |
| * **Reanimate Longdead Horsemen** summons |
| * ??Longdead Horseman#189?? |
| * **Reanimate Lictors** summons |
| * ??Lictor#259?? |
\\ | \\ |
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===== Freespawn Explanation ===== | ===== Passive Freespawn Explanation ===== |
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Taken and reformatted from Loggy's [[freespawn | Freespawn reverse engineering notes]]. | Taken and reformatted from Loggy's [[user:loggy:freespawn | Freespawn reverse engineering notes]]. |
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**If you don't have candles, you get nothing.** \\ | **If you don't have candles, you get nothing.** \\ |
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===== Important Notables for Playing ===== | ===== Important Notes for Playing ===== |
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**Dusk Elder Access:** Although MA Ermor starts with a D2 ??Spectator??, to access their Dusk Elders (and thereby any magic paths outside of Death or independents), they need a D3 to cast ??Revive Dusk Elder??. This can be achieved through [[magic-boosters | path boosting items]], notably the earliest Death Booster is the Construction 4 ??Skull Staff??, or building a pretender with at least D3. \\ | **Dusk Elder Access:** Although MA Ermor starts with a D2 ??Spectator??, to access their Dusk Elders (and thereby any magic paths outside of Death or independents), they need a D3 to cast ??Revive Dusk Elder??. This can be achieved through building a pretender with at least D3, or by the use of [[magic-boosters | path boosting items]], notably the earliest Death Booster is the Construction 4 ??Skull Staff??. \\ |
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**Low Income:** Low starting capital population and a hefty passive population loss from dominion means MA Ermor often has much less income than other nations, despite having no percentage based income reduction like EA Yomi. \\ | **Low Income:** Low starting capital population and a hefty passive population loss from dominion means MA Ermor often has much less income than other nations, despite having no percentage based income reduction like EA Yomi. \\ |
**Lictor Summoning:** The ??Black Laurel??'s ability to boost the amount of Lictors summoned applies to all spells that summon ??Lictor#259??s, but not the Reanimation order of H3+ priests. \\ | **Lictor Summoning:** The ??Black Laurel??'s ability to boost the amount of Lictors summoned applies to all spells that summon ??Lictor#259??s, but not the Reanimation order of H3+ priests. \\ |
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**Applying MR in Battle:** Due to ??Protection of the Sepulchre#291??'s buff not being applied to your units if they pass an MR check, it can be more effective to use ??Unholy Protection#286?? even when an H3 could cast the former. \\ | **Applying MR with Priests:** Due to ??Protection of the Sepulchre#291??'s buff not being applied to your units if they pass an MR check, it can be more effective to use ??Unholy Protection#286?? even when an H3 could cast the former. \\ |
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**Dusk Elder S:** It is useful to keep in mind the ??Dusk Elder#253??'s ability to "opt out" of battles while still following armies by moving with stealth. Because of the fact that all Dusk Elders have at least S1 but rarely more than that, this is especially pertinent when a [[magic-duel | Magic Duel]] trap may be on the table. \\ | **Dusk Elder S:** It is useful to keep in mind the ??Dusk Elder#253??'s ability to "opt out" of battles while still following armies by moving with [[stealth | stealth]]. Because of the fact that all Dusk Elders have at least S1 but rarely more than that, this is especially pertinent when a [[magic-duel | Magic Duel]] trap may be on the table. \\ |
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**Siege Defense:** Due to the mindless trait of Longdead, and the mindless and undisciplined traits of Soulless, the siege defense stat of most of MA Ermor's freespawn is only 0.1. The major exception to this are ??Ghoul??s, who have 0.6 siege defense per troop.\\ | **Siege Defense:** Due to the mindless trait of Longdead, and the mindless and undisciplined traits of Soulless, the [[siege | siege defense]] stat of most of MA Ermor's freespawn is only 0.1. The major exception to this are ??Ghoul??s, who have 0.6 siege defense per troop.\\ |
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**Freespawn HP:** Longdead have much lower HP than one would expect of troops their size. When mixed in with armies with units like ??Ghoul??s and most especially ??Soulless#197??, MA Ermor's armies might rout unexpectedly early due to the larger HP and generally lower protection non-Longdead being targeted and killed first; see the illwiki page for [[morale | Morale]] and Loggy's [[user:loggy:morale | Morale Notes]] for details on HP rout.\\ | **Freespawn HP:** Longdead have much lower HP than one would expect of troops their size. When mixed in with armies with units like ??Ghoul??s and most especially ??Soulless#197??, MA Ermor's armies might rout unexpectedly early due to the larger HP (and generally lower protection) non-Longdead being targeted and killed first; see the illwiki page for [[morale | Morale]] and Loggy's [[user:loggy:morale | Morale Notes]] for details on HP rout.\\ |
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