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arcoscephale-ea [2022/08/31 19:52]
exasperatedcultist [Troops]
arcoscephale-ea [2022/09/08 22:31] (current)
demonsthenes [Example Pretender Builds] Small tweaks.
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 | {{:nations:ea:arcoscephale:mage_engineer.png?nolink}}      | **??Mage Engineer??**\\ {{:misc:gui:gold.png?15&nolink}} 125 \\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A1E1,100%FAWES}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (30)\\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (30) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (60/50)\\ {{:abilities:mason.png?15&nolink}} [[Mason]]                                                                                                                                                                                                    | Mage engineers tend to be overshadowed by Oreiads with whom they compete for capital turns, as their low paths overlap with those of Mystics, are of limited direct utility, and communionable air can be obtained by the use of crystal matrices. The siege bonus can be handy in a pinch, but note that a researching or forging mage does not contribute to siege defense. These are your only recruitable access to some cross paths (F/A and A/S); giving potential access to some hard to cast ritual like ??Breath of the Desert??, so it can be worth making a few instead of Mystics when you can't afford an Oreiad. \\ \\ Common good events requiring Luck 2 & Magic 2 exist which grant these path boosts in Air, Earth or Astral, or grant ??Stymphalian Wings??, up to a maximum of twice per game per event. Because of how events are generated in random provinces, you're unlikely to roll these events if all of your mage engineers are in the capital.                                                                                                                                                                                                                                                                                          | | {{:nations:ea:arcoscephale:mage_engineer.png?nolink}}      | **??Mage Engineer??**\\ {{:misc:gui:gold.png?15&nolink}} 125 \\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A1E1,100%FAWES}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (30)\\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (30) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (60/50)\\ {{:abilities:mason.png?15&nolink}} [[Mason]]                                                                                                                                                                                                    | Mage engineers tend to be overshadowed by Oreiads with whom they compete for capital turns, as their low paths overlap with those of Mystics, are of limited direct utility, and communionable air can be obtained by the use of crystal matrices. The siege bonus can be handy in a pinch, but note that a researching or forging mage does not contribute to siege defense. These are your only recruitable access to some cross paths (F/A and A/S); giving potential access to some hard to cast ritual like ??Breath of the Desert??, so it can be worth making a few instead of Mystics when you can't afford an Oreiad. \\ \\ Common good events requiring Luck 2 & Magic 2 exist which grant these path boosts in Air, Earth or Astral, or grant ??Stymphalian Wings??, up to a maximum of twice per game per event. Because of how events are generated in random provinces, you're unlikely to roll these events if all of your mage engineers are in the capital.                                                                                                                                                                                                                                                                                          |
 | {{:nations:ea:arcoscephale:wind_lord.png?nolink}}          | **??Wind Lord??** \\ {{:misc:gui:gold.png?15&nolink}} 130 \\ {{:misc:gui:resources.png?15&nolink}} 27\\  {{:misc:gui:recruitmentpoints.png?15&nolink}} 1  \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ [[Mounted]]                                                                                                                                                                                                                                                                                                                                  | The nation's only flying priest, sometimes necessary to lead Wind Riders, but limited by the fact that it uses both a capital holy point and a capital turn.                                                                                                                                                                                                                                                                                                                                                                        | | {{:nations:ea:arcoscephale:wind_lord.png?nolink}}          | **??Wind Lord??** \\ {{:misc:gui:gold.png?15&nolink}} 130 \\ {{:misc:gui:resources.png?15&nolink}} 27\\  {{:misc:gui:recruitmentpoints.png?15&nolink}} 1  \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ [[Mounted]]                                                                                                                                                                                                                                                                                                                                  | The nation's only flying priest, sometimes necessary to lead Wind Riders, but limited by the fact that it uses both a capital holy point and a capital turn.                                                                                                                                                                                                                                                                                                                                                                        |
-| {{:nations:ea:arcoscephale:melissa.png?nolink}}            | **??Melissa??** \\ {{:misc:gui:gold.png?15&nolink}} 200 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2  \\ + rec Foreign                                        | {{path>N1H1,100%AN}} {{:misc:gui:research.png?15&nolink}} 9 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]] (10) \\    {{:abilities:healer.png?15&nolink}} [[Healer]] (3)                                                                                                                                                                                                                                                                                        | As foreign-recruitable mages with a chance for N2 access, these grant Arcoscephale easy access to spammable nature magic such as ??Protection??, ??Swarm?? and ?Sleep Cloud??. The air access is of lower utility, but can be used to great effect with ??Summon Storm Power?? against foes vulnerable to Lightning Bolt or high-volume Air Elemental spam. Their downside is their cost; while their upkeep is less than that of a Mystic, 200 gold is a large up-front cost, and as priests, they require an exposed temple in addition to the laboratory to recruit them. \\ \\ The Healer trait is a convenient upside, and means Arcoscephale should never struggle with afflictions.                                                                                                                                                                                                                                                                |+| {{:nations:ea:arcoscephale:melissa.png?nolink}}            | **??Melissa??** \\ {{:misc:gui:gold.png?15&nolink}} 200 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2  \\ + rec Foreign                                        | {{path>N1H1,100%AN}} {{:misc:gui:research.png?15&nolink}} 9 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]] (10) \\    {{:abilities:healer.png?15&nolink}} [[Healer]] (3)                                                                                                                                                                                                                                                                                        | As foreign-recruitable mages with a chance for N2 access, these grant Arcoscephale easy access to spammable nature magic such as ??Protection??, ??Swarm??and ??Sleep Cloud??. The air access is of lower utility, but can be used to great effect with ??Summon Storm Power?? against foes vulnerable to Lightning Bolt or high-volume Air Elemental spam. Their downside is their cost; while their upkeep is less than that of a Mystic, 200 gold is a large up-front cost, and as priests, they require an exposed temple in addition to the laboratory to recruit them. \\ \\ The Healer trait is a convenient upside, and means Arcoscephale should never struggle with afflictions.                                                                                                                                                                                                                                                                |
 | {{:nations:ea:arcoscephale:oreiad.png?nolink}}             | **??Oreiad??** \\ {{:misc:gui:gold.png?15&nolink}} 395 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only       | {{path>A2E1N3,100%AWEN,10%AWEN}} {{:misc:gui:research.png?15&nolink}} 19 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:supply_bonus.png?15&nolink}}  [[Supply Bonus]] (30) \\    {{:abilities:awe.png?15&nolink}} [[Awe]] (6) \\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (60)  \\ {{:abilities:seduction.png?15&nolink}} [[Seduction]] (9) \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\  {{:abilities:recuperation.png?15&nolink}} [[Recuperation]]\\  [[Female]]\\  | A very potent mage, sadly in short supply due to being cap-only and slow to recruit. These grant easy casting of all big nature spells, such as ??Howl??, ??Serpent's Blessing?? and ??Mass Regeneration?? — after a casting of ??Strength of Gaia?? if desired, to reduce fatigue — while also letting the nation cast potent nature rituals and globals like ??Mother Oak??. Their air access is also powerful, though communions or ??Crystal Shield??s are still needed to access higher-level effects like ??Fog Warriors??. A quarter of these have ??Foul Vapors?? access, another piece in the nation's toolkit. \\ \\ As seducers, they have the capacity to act as assassins, but due to their scarcity, this is often not a great use of their time. | | {{:nations:ea:arcoscephale:oreiad.png?nolink}}             | **??Oreiad??** \\ {{:misc:gui:gold.png?15&nolink}} 395 \\ {{:misc:gui:resources.png?15&nolink}} 1  \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only       | {{path>A2E1N3,100%AWEN,10%AWEN}} {{:misc:gui:research.png?15&nolink}} 19 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:supply_bonus.png?15&nolink}}  [[Supply Bonus]] (30) \\    {{:abilities:awe.png?15&nolink}} [[Awe]] (6) \\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (60)  \\ {{:abilities:seduction.png?15&nolink}} [[Seduction]] (9) \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\  {{:abilities:recuperation.png?15&nolink}} [[Recuperation]]\\  [[Female]]\\  | A very potent mage, sadly in short supply due to being cap-only and slow to recruit. These grant easy casting of all big nature spells, such as ??Howl??, ??Serpent's Blessing?? and ??Mass Regeneration?? — after a casting of ??Strength of Gaia?? if desired, to reduce fatigue — while also letting the nation cast potent nature rituals and globals like ??Mother Oak??. Their air access is also powerful, though communions or ??Crystal Shield??s are still needed to access higher-level effects like ??Fog Warriors??. A quarter of these have ??Foul Vapors?? access, another piece in the nation's toolkit. \\ \\ As seducers, they have the capacity to act as assassins, but due to their scarcity, this is often not a great use of their time. |
  
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 =====Strategy===== =====Strategy=====
  
-====Power Curve==== 
-//This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.// 
  
 ====Expansion Strategies==== ====Expansion Strategies====
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 <WRAP box centeralign> <WRAP box centeralign>
 <WRAP column twothirds> <WRAP column twothirds>
-{{:pretenders:titan_of_crossroads_1.png |}}**Tlagnoj's Trinity fun** \\ You ever felt you had too few ??Soul Drain?? or ??Bone Grinding?? casters as EA Arco? You ever felt one titan is not enough? You like expanding 5, 6 or 7 provinces per turn? Then this build is for you. Combine the wonders of trinity titan expansion with an excellent bless for wind riders during expansion and later raiding. Make sure to grab some body armor for the titans early and research atleast ??Personal Regeneration?? but if you are lucky ??Astral Shield?? as well before having a swing with them on unsuspecting indies.+{{:pretenders:titan_of_crossroads_1.png |}}**Tlagnoj's Trinity fun** \\ You ever felt you had too few ??Soul Drain?? or ??Bone Grinding?? casters as EA Arco? You ever felt one titan is not enough? You like expanding 5, 6 or 7 provinces per turn? Then this build is for you. Combine the wonders of trinity titan expansion with an excellent bless for wind riders during expansion and later raiding. Make sure to grab some body armor for the titans early and research at least ??Personal Regeneration?? but if you are lucky ??Astral Shield?? as well before having a swing with them on unsuspecting indies.
  
 Use cold scales if there are nations vulnerable to it in the game that you feel are a threat like Xibalba, Abysia, Ctis. Use cold scales if there are nations vulnerable to it in the game that you feel are a threat like Xibalba, Abysia, Ctis.
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 **Bless:** MW/Arcane Finesse, Invuln 10, Regen. \\ **Bless:** MW/Arcane Finesse, Invuln 10, Regen. \\
 **Scales:** {{scales>dom6T2P0H3D1M2M3}} **Scales:** {{scales>dom6T2P0H3D1M2M3}}
 +</WRAP></WRAP>
 +
 +<WRAP box centeralign>
 +<WRAP column twothirds>
 +{{:pretenders:great_enchantress_1.png |}}**Demonsthenes' Far Caster rainbow** \\ Full resistances, with just enough stats for your ??Wind Riders?? to expand easily and be powerful raiders. With this light stats bless, you'll need to use your mobility and siege mastery to avoid major fights against sacreds with a stronger stats bless.
 +
 +Far Caster, combined with forging dozens of {{gems>3S}} ??Shroud of the Battle Saint?? lets your ??Mystic??s enjoy those resistances while they blast Arcoscephale's mighty evocations from the safety of the backline. Add a ??Dragon Helmet?? and ??Ring of the Warrior?? (once you have a trickle of blood income) to keep casting through ??Wailing Winds??. Enjoy interrupting enemy thugs and elementals summoners with turn 1 ??Incinerate?? or ??Frozen Heart??; blasting ??Maws of the Earth?? at enemy sacreds who your flyers have surrounded, and eventually using penetration boosted ??Polymorph?? against anyone foolish enough to offend your priestesses.
 +
 +</WRAP>
 +<WRAP column third>
 +**Chassis:** Imprisoned ??Great Enchantress?? \\
 +**Paths:** {{path>F3A3W4E3S5D3N3B4}} \\ 
 +**Bless:** Major fire resistance, major shock resistance, minor cold resistance, +2 Defense, +2 Strength, Spirit Sight, Far Caster, 2 x Undying, Resilient, major poison resistance, blood surge \\
 +**Scales:** {{scales>dom5T0P0H3G2L3M1}}
 </WRAP></WRAP> </WRAP></WRAP>
 =====See More===== =====See More=====
arcoscephale-ea.1661975564.txt.gz · Last modified: 2022/08/31 19:52 by exasperatedcultist