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caelum-ma [2022/05/26 03:40]
murderoustitaniumpuffin [Example Pretender Builds]
caelum-ma [2022/10/06 18:26] (current)
demonsthenes [National Features] Document Fravashi guardian spirits.
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 ^ Race                                                                                                                                                                                                                                                                                                                                                                                                                                                                 ^ Military                                                                                                                                                                                                                                                                                                                                                                                                                                   ^ Magic Access                                                                                                                                                                           ^ Priests                                                           ^ Buildings                                                                                                                                                                                                                                                                                                                                             ^ ^ Race                                                                                                                                                                                                                                                                                                                                                                                                                                                                 ^ Military                                                                                                                                                                                                                                                                                                                                                                                                                                   ^ Magic Access                                                                                                                                                                           ^ Priests                                                           ^ Buildings                                                                                                                                                                                                                                                                                                                                             ^
-| {{:misc:scales:cold.png?15&nolink}} Prefers Cold 3 \\ {{:abilities:flying.png?15&nolink}} Flying \\ Size 3 w/ Wings \\ +1 PRE & -1 DEF vs. Humans \\ **Airya Caelians:** \\ {{:abilities:resist_cold.png?15&nolink}} Cold Resistance 15 \\ -1 HP & STR vs. Humans \\ +2 MR vs. Humans \\ **Spire Horn Caelians:** \\ {{:abilities:resist_cold.png?15&nolink}} Cold Resistance 5 \\ {{:abilities:resist_shock.png?15&nolink}} Shock Resistance 5 \\ +1 MR vs. Humans  | Magic Gear \\ {{:abilities:ice_protection.png?15&nolink|For teh Airya!}} Ice Protection \\ {{:abilities:storm_immunity.png?15&nolink|For teh Spire Bros!}} Storm Immunity \\ {{:abilities:trample.png?15&nolink}} Tramplers \\ {{:abilities:flying.png?15&nolink}} Flying Infantry \\ Archers \\ {{:nations:ma:caelum:wingless.png?15&nolink}} Some Wingless \\ (Infantry & Archers) \\ ({{:abilities:sacred.png?15&nolink}} Some Sacred)  | {{path>A3}} (uncommon 4, rare 5)\\ {{path>W2}} (uncommon 3, rare 4)\\ {{path>S1}} (uncommon, rare 2)\\ {{path>D1}} (uncommon, rare 2) \\ {{path>F1}} (20%) \\ **Heroes:** {{path>D2}}  | Weak ({{path>H1}}) \\ Flying\\ Stealthy \\ **Hero:** {{path>H2}}  | {{:misc:gui:citadel.png?30&nolink}} Ice Citadel \\ - Starting fort  \\ - Melts in Heat \\ - Up to 3 commander points \\ - Administration value affect by temperature\\ {{:misc:gui:castle.png?30&nolink}} Ice Castles \\ - Melts in Heat\\ - Builds in only 4 months \\ - Up to 2 Commander Points \\ - Administration value affected by temperature  |+| {{:misc:scales:cold.png?15&nolink}} Prefers Cold 3 \\ {{:abilities:flying.png?15&nolink}} Flying \\ Size 3 w/ Wings \\ +1 PRE & -1 DEF vs. Humans \\ **Airya Caelians:** \\ {{:abilities:resist_cold.png?15&nolink}} Cold Resistance 15 \\ -1 HP & STR vs. Humans \\ +2 MR vs. Humans \\ **Spire Horn Caelians:** \\ {{:abilities:resist_cold.png?15&nolink}} Cold Resistance 5 \\ {{:abilities:resist_shock.png?15&nolink}} Shock Resistance 5 \\ {{:abilities:storm_immunity.png?15&nolink}} Storm Immunity \\  +1 MR vs. Humans  | Magic Gear \\ {{:abilities:ice_protection.png?15&nolink|For teh Airya!}} Ice Protection \\ {{:abilities:trample.png?15&nolink}} Tramplers \\ {{:abilities:flying.png?15&nolink}} Flying Infantry \\ Archers \\ {{:nations:ma:caelum:wingless.png?15&nolink}} Some Wingless \\ (Infantry & Archers) \\ ({{:abilities:sacred.png?15&nolink}} Some Sacred)  | {{path>A3}} (uncommon 4, rare 5)\\ {{path>W2}} (uncommon 3, rare 4)\\ {{path>S1}} (uncommon, rare 2)\\ {{path>D1}} (uncommon, rare 2) \\ {{path>F1}} (20%) \\ **Heroes:** {{path>D2}}  | Weak ({{path>H1}}) \\ Flying\\ Stealthy \\ **Hero:** {{path>H2}} \\ \\ Guardian spirits: Priests have a (10% * holy level + 1% * friendly candles in province; negative if hostile) chance of summoning a free ??Fravashi?? in battle. \\ \\ National summons like the ??Ancestral Fravashi?? are spirits themselves, and thus lack guardian spirits. | {{:misc:gui:citadel.png?30&nolink}} Ice Citadel \\ - Starting fort  \\ - Melts in Heat \\ - Up to 3 commander points \\ - Administration value affect by temperature\\ {{:misc:gui:castle.png?30&nolink}} Ice Castles \\ - Melts in Heat\\ - Builds in only 4 months \\ - Up to 2 Commander Points \\ - Administration value affected by temperature  |
 \\ \\
 Your Dominion spreads {{:misc:scales:cold.png?15&nolink}}Cold [[Scales]] to adjacent provinces, by the way. The chance is around 20% (FIXME). Your Dominion spreads {{:misc:scales:cold.png?15&nolink}}Cold [[Scales]] to adjacent provinces, by the way. The chance is around 20% (FIXME).
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 ^ Sprite                                                     ^ Unit Name                                                                                                                                                                                                               ^ Special Attributes                                                                                                                                                                                                                                                                                        ^ Comments                                                                                                                                                                                                                                                     ^ ^ Sprite                                                     ^ Unit Name                                                                                                                                                                                                               ^ Special Attributes                                                                                                                                                                                                                                                                                        ^ Comments                                                                                                                                                                                                                                                     ^
-| {{:nations:ma:caelum:Spire_horn_militia.png?30&nolink}}    | **??Spire Horn Militia#129??**\\ {{:misc:gui:gold.png?15&nolink}} 8\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 5                                                        | {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (5)\\ {{:abilities:resist_shock.png?20&nolink}}[[Resist Shock]] (5)\\  {{:abilities:flying.png?15&nolink}} [[flying]] \\ [[Supply Size]] (2)                                                                                                      | Pretty bad for almost everything, even early on. Die at an alarmingly rapid rate in battle.                                                                                                                                                                   |+| {{:nations:ma:caelum:Spire_horn_militia.png?30&nolink}}    | **??Spire Horn Militia#129??**\\ {{:misc:gui:gold.png?15&nolink}} 8\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 5                                                        | {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (5)\\ {{:abilities:resist_shock.png?20&nolink}}[[Resist Shock]] (5)\\  {{:abilities:flying.png?15&nolink}} [[flying]] \\ [[Supply Size]] (2)                                                                                                      | Pretty bad for combat duty, even early on. Die at an alarmingly rapid rate in battle. Unlike all other Spire Horn units, they have no storm immunity. Militia still has a role in cheap bodies for [[patrol]]ling and [[siege]]s.                                                                                                                                                                   |
 | {{:nations:ma:caelum:Spire_horn_archer.png?30&nolink}}     | **??Spire Horn Archer#128??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 6 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                        | {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (5)\\ {{:abilities:resist_shock.png?20&nolink}}[[Resist Shock]] (5)\\ {{:abilities:storm_immunity.png?15&nolink}} [[storm immunity]]\\  {{:abilities:flying.png?15&nolink}} [[flying]] \\ [[Supply Size]] (2)                                     | Cheap archer. Flying does not offer any particular advantages to archery in Dominions 5. Die extremely quick in melee.                                                                                   | | {{:nations:ma:caelum:Spire_horn_archer.png?30&nolink}}     | **??Spire Horn Archer#128??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 6 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                        | {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (5)\\ {{:abilities:resist_shock.png?20&nolink}}[[Resist Shock]] (5)\\ {{:abilities:storm_immunity.png?15&nolink}} [[storm immunity]]\\  {{:abilities:flying.png?15&nolink}} [[flying]] \\ [[Supply Size]] (2)                                     | Cheap archer. Flying does not offer any particular advantages to archery in Dominions 5. Die extremely quick in melee.                                                                                   |
 | {{:nations:ma:caelum:Spire_horn_warrior.png?30&nolink}}    | **??Spire Horn Warrior#131??**\\ {{: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]] (5)\\ {{:abilities:resist_shock.png?20&nolink}}[[Resist Shock]] (5)\\ {{:abilities:storm_immunity.png?15&nolink}} [[storm immunity]]\\ {{:abilities:flying.png?15&nolink}} [[flying]] \\ [[Supply Size]] (2)                                      | Early game expansion units. Flying lances give all-or-nothing outcomes as they hit critical mass, so test and err on the safe side. Fall off mid game due to weak stats, then reappear later as storm flyer and shock resist let them fight alongside lightning spam. 18 piercing damage on the charge can crack harder targets than you'd expect.                                                                                                                                                                    | | {{:nations:ma:caelum:Spire_horn_warrior.png?30&nolink}}    | **??Spire Horn Warrior#131??**\\ {{: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]] (5)\\ {{:abilities:resist_shock.png?20&nolink}}[[Resist Shock]] (5)\\ {{:abilities:storm_immunity.png?15&nolink}} [[storm immunity]]\\ {{:abilities:flying.png?15&nolink}} [[flying]] \\ [[Supply Size]] (2)                                      | Early game expansion units. Flying lances give all-or-nothing outcomes as they hit critical mass, so test and err on the safe side. Fall off mid game due to weak stats, then reappear later as storm flyer and shock resist let them fight alongside lightning spam. 18 piercing damage on the charge can crack harder targets than you'd expect.                                                                                                                                                                    |
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 //This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.//  //This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.// 
 + 
  
- 
-{{:misc:magic:fire.png?15&nolink}} Fire 
-  * {{path>F1}} {{:nations:ma:caelum:seraphine.png?30&nolink}} Seraphine 
-    * **??Summon Lesser Fire Elemental?? -** Conjuration 3 for {{gems>1F}} \\ solid choice to add bodies to a fight, just mind the placement 
-    * **??Will o' the Wisp?? -** Conjuration 5 for {{gems>1F}} \\ slightly better than lesser fire elementals as you get 2 Will o' the Wisps 
-  
-{{:misc:magic:air.png?15&nolink}} Air 
-  * {{path>A1}} {{:nations:ea:caelum:Spire_horn_Seraph.png?30&nolink}} Spire Horn Seraph 
-    * **??Summon Storm Power?? -** Conjuration 2 \\ adds +1 to air magic during ??Storm??. so make sure to bring some one who can cast storm. 
-    * **??Summon Lesser Air Elemental?? -** Conjuration 3 \\ good to add bodies to the battlefield. A flyer and trampler with storm power to give it buffs during a storm.  
-    * **??Aim??** Alteration1 \\ gives your mages +5 precision to help them land their ranged attacks 
-    * **??Phantasmal Warrior?? -** Alteration 2 \\ adds 1 almost unbreakable ethereal unit onto the battlefield. Summoned from casting mage. 
   * {{path>A2}} {{:nations:ma:caelum:Caelian_Seraph.png?30&nolink}} Caelian Seraph & {{:nations:ea:caelum:Spire_horn_Seraph.png?30&nolink}} Spire Horn Seraph + Storm Power   * {{path>A2}} {{:nations:ma:caelum:Caelian_Seraph.png?30&nolink}} Caelian Seraph & {{:nations:ea:caelum:Spire_horn_Seraph.png?30&nolink}} Spire Horn Seraph + Storm Power
-     * **??Mistform?? -** Alteration 3 \\ Great for survivability should some units breach the backlines. Good for thugs too if you manage to get one. 
      * **??Wind Guide?? -** Alteration 4 for {{gems>1A}} \\ Gives all of you units +5 precision to help land their ranged attacks. Best used before low precision spells like ??Orb Lightning??.      * **??Wind Guide?? -** Alteration 4 for {{gems>1A}} \\ Gives all of you units +5 precision to help land their ranged attacks. Best used before low precision spells like ??Orb Lightning??.
      * **??Lightning Bolt?? -** Evocation 2 \\ The bread and butter of Caelum. Excellent against thugs and armored units. Damage scales with higher air magic      * **??Lightning Bolt?? -** Evocation 2 \\ The bread and butter of Caelum. Excellent against thugs and armored units. Damage scales with higher air magic
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      * **??Thunder Ward?? -** Enchantment 5 for {{gems>1A}} \\ Cast on units that don't have shock resistance or give your existing units additional shock resistance.       * **??Thunder Ward?? -** Enchantment 5 for {{gems>1A}} \\ Cast on units that don't have shock resistance or give your existing units additional shock resistance. 
   * {{path>A3}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph   * {{path>A3}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph
-    * **??Summon Air Elemental?? -** Conjuration 5 for {{gems>1A}} \\ does ??Summon Lesser Air Elemental?? but better.  +    * **??Mist?? -** Evocation 3 for {{gems>1A}} \\ Counters ranged play, just keep in mind that the penalty is indiscriminate and will effect your ranged. Can be combined with ??Storm?? to make most ranged projectiles useless.
-    * **??Mist?? -** Evocation 3 for {{gems>1A}} \\ Counters ranged play, just keep in mind that the penalty is indiscriminate and will effect your armies. Can be combined with ??Storm?? to make most ranged attacks useless.+
     * **??Thunder Strike?? -** Evocation 4 \\ Does ??Lightning Bolt?? but better. Just keep an eye on fatigue as the cost to cast is 50.     * **??Thunder Strike?? -** Evocation 4 \\ Does ??Lightning Bolt?? but better. Just keep an eye on fatigue as the cost to cast is 50.
     * **??Hurricane?? -** Evocation 4 for {{gems>5A}} \\ On its own the spell won't do much and is a waste of gems. However, when you cast this on a capital followed up with a ??Raven Feast?? to turn air gems into death gems with a ratio 5:8. This is a better ratio than alchemy at a 1:4.     * **??Hurricane?? -** Evocation 4 for {{gems>5A}} \\ On its own the spell won't do much and is a waste of gems. However, when you cast this on a capital followed up with a ??Raven Feast?? to turn air gems into death gems with a ratio 5:8. This is a better ratio than alchemy at a 1:4.
     * **??Chain Lightning?? -** Evocation 9 \\ Does ??Orb Lightning?? but better by sending out x3 projectiles. Will maul chaff units but is locked behind endgame magic. Damage does scale with air magic     * **??Chain Lightning?? -** Evocation 9 \\ Does ??Orb Lightning?? but better by sending out x3 projectiles. Will maul chaff units but is locked behind endgame magic. Damage does scale with air magic
-    * **??Arrow Fend?? -** Enchantment 6 \\ Good with dealing arrows and crossbow bolts.  
   * {{path>A4}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph   * {{path>A4}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph
     * **??Raven Feast?? -** Conjuration 5 for {{gems>3A}} \\ A versatile spell helps break into death paths. This spell can be cast on provinces you don't own and turns the unburied corpses in that province into death gems. Additionally stops plagues in a province. Cast this spell after a large battle or after a disaster to get the most death gems possible. Also great for punishing nations who take death scales.     * **??Raven Feast?? -** Conjuration 5 for {{gems>3A}} \\ A versatile spell helps break into death paths. This spell can be cast on provinces you don't own and turns the unburied corpses in that province into death gems. Additionally stops plagues in a province. Cast this spell after a large battle or after a disaster to get the most death gems possible. Also great for punishing nations who take death scales.
-    * **??Living Clouds?? -** Conjuration 7 for {{gems>2A}} \\ Does ??Summon Air Elemental?? but better as it summons 4+ ??Air Elemental??s 
-    * **??Phantasmal Army?? -** Alteration 5 for {{gems>1A}} \\ Does ??Phantasmal Warrior?? but better as it summons 25+ Phantasmal Warriors. Use as a thugging light PD 
     * **??Storm?? -** Evocation 5 for {{gems>1A}} \\ A key spell that triggers storm power, allows for ??Summon Storm Power??, causes 50% of projectiles to miss, and, without [[Storm immunity]], halves precision and prevents flight. This spell can be combined with ??Mist?? to punish ranged units/spells and can be combined with ??Wrathful Skies?? to double the amount of lightning strikes.     * **??Storm?? -** Evocation 5 for {{gems>1A}} \\ A key spell that triggers storm power, allows for ??Summon Storm Power??, causes 50% of projectiles to miss, and, without [[Storm immunity]], halves precision and prevents flight. This spell can be combined with ??Mist?? to punish ranged units/spells and can be combined with ??Wrathful Skies?? to double the amount of lightning strikes.
-    * **??Thunder Fend?? -** Enchantment 8 for {{gems>4A}} \\ Does ??Thunder Ward?? but better as it effects your entire army. 
   * {{path>A5}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph   * {{path>A5}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph
-    * **??Queen of Elemental Air?? -** Conjuration 8 for {{gems>50A}} \\ Good to have a guaranteed {{path>A5}} and to deny elemental royalty to opponents. Better spent somewhere else 
-    * **??Fog Warriors?? -** Alteration 7 for {{gems>3A}} \\ Insanely good, gives your entire army some serious staying power. 
     * **??Wrathful Skies?? -** Evocation 6 for {{gems>2A}} \\ Good but indiscriminate. The larger the army, the more damage it will do. Combine with ??Storm?? to double the lightning strikes.      * **??Wrathful Skies?? -** Evocation 6 for {{gems>2A}} \\ Good but indiscriminate. The larger the army, the more damage it will do. Combine with ??Storm?? to double the lightning strikes. 
     * **??Perpetual Storm?? -** Evocation 6 for {{gems>70A}} \\ Very situational, casting this will cause some one to eventually dispell or assassinate the caster. However, good for you mages to cast ??Summon Storm Power??.     * **??Perpetual Storm?? -** Evocation 6 for {{gems>70A}} \\ Very situational, casting this will cause some one to eventually dispell or assassinate the caster. However, good for you mages to cast ??Summon Storm Power??.
-    * **??Gale Gate?? -** Thaumaturgy 8 {{gems>60A}} \\ Definitely go-to endgame ritual spell. Will pay for it self in 3 turns.  +    * **??Gale Gate?? -** Thaumaturgy 8 {{gems>60A}} \\ Provinces have chance of getting hit with a hurricane. Will pay for it self in 3 turns.  
  
 {{:misc:magic:water.png?15&nolink}} Water {{:misc:magic:water.png?15&nolink}} Water
-  * {{path>W1}} {{:nations:ma:caelum:Ice_Crafter.png?30&nolink}} Ice Crafter & {{:nations:ma:caelum:Caelian_Seraph.png?30&nolink}} Caelian Seraph 
-    * **??Summon Lesser Water Elemental?? -** Conjuration 3 for {{gems>1W}} \\ good for putting down more bodies onto the battlefield, will turn into an Ice Elemental in cold provinces with trample and cold aura.  
-    * **??Liquid Body?? -** Alteration 4 \\ Ok for making sure that your mages survive the battle with minimal injuries. 
-    * **??Frozen Heart?? -** Alteration 6 \\ Great for dealing with thugs and SC's without cold resistance. Use in en masse for best results. 
   * {{path>W2}} {{:nations:ma:caelum:Ice_Crafter.png?30&nolink}} Ice Crafter + Water Booster & {{:nations:ma:caelum:Caelian_Seraph.png?30&nolink}} Caelian Seraph + Water Booster   * {{path>W2}} {{:nations:ma:caelum:Ice_Crafter.png?30&nolink}} Ice Crafter + Water Booster & {{:nations:ma:caelum:Caelian_Seraph.png?30&nolink}} Caelian Seraph + Water Booster
-    * **??Quickening?? -** Alteration 8 for {{gems>1W}} \\ End game research that may not get researched at all. Still a very good spell to cast that lets your birdmen fight harder. 
     * **??Rain?? -** Evocation 2 for {{gems>1W}} \\ Will turn into snow in cold provinces, which is not as good as actual rain. But if you do get rain, you've effectively shutdown fire magic.     * **??Rain?? -** Evocation 2 for {{gems>1W}} \\ Will turn into snow in cold provinces, which is not as good as actual rain. But if you do get rain, you've effectively shutdown fire magic.
-    * **??Cleansing Water??** Evocation 6 \\ A must have aoe spell for melting undead/demonic armies. 
-    * **??Scrying Pool?? -** Great for scouting with the added bonus of not making your commander feeble minded if discovered. 
   * {{path>W3}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph   * {{path>W3}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph
-    * **??Summon Water Elemental?? -** Conjuration 5 for {{gems>1W}} \\ Does ??Summon Lesser Water Elemental but better??  
     * **??Wolven Winter?? -** Alteration 4 for {{gems>5}} \\ Great for spreading cold and setting provinces up for your invasion. The setup spell for ??Murdering Winter??.     * **??Wolven Winter?? -** Alteration 4 for {{gems>5}} \\ Great for spreading cold and setting provinces up for your invasion. The setup spell for ??Murdering Winter??.
-    *     * **??Freezing Mist?? -** Evocation 3 \\ Another Caelum classic. An aoe spell that can cause up to 50 fatigue damage making it easier for your troops to finish the enemy off. Combine with other fatigue spells to put an enemy armies unconscious. Combine with other fatigue spells to make an enemy armies unconscious.+    * **??Freezing Mist?? -** Evocation 3 \\ Another Caelum classic. An aoe spell that can cause up to 50 fatigue damage making it easier for your troops to finish the enemy off. Combine with other fatigue spells to put an enemy armies unconscious. Combine with other fatigue spells to make an enemy armies unconscious.
     * **??Falling Frost?? -** Evocation 5 \\ Another great aoe spell to help deal with troops en masse. Deals fatigue damage to those who live. Combine with other fatigue spells to make an enemy armies unconscious.     * **??Falling Frost?? -** Evocation 5 \\ Another great aoe spell to help deal with troops en masse. Deals fatigue damage to those who live. Combine with other fatigue spells to make an enemy armies unconscious.
     * **??Sailors' Death??** - Thaumatugry 3 \\ Great against thugs and troops, decent against SC. Requires multiple mages to be effect. Keep in mind that this only effects those with lungs and no gills.     * **??Sailors' Death??** - Thaumatugry 3 \\ Great against thugs and troops, decent against SC. Requires multiple mages to be effect. Keep in mind that this only effects those with lungs and no gills.
-    * **??Curse of the Desert?? -** Thaumaturgy 4 \\ Deals additional fatigue damage against multiple troops. Likely wont miss. Combine with other fatigue spells to make an enemy armies unconscious. 
   * {{path>W4}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph   * {{path>W4}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph
-    * **??Living Water?? -** Conjuration 7 for {{gems>2W}} \\ Does ??Summon Water Elemental?? but better. 
     * **??Grip of Winter?? -** Enchantment 6 \\ Great when dealing with large armies who don't have cold resistance. Combine with other fatigue spells to make an enemy armies unconscious.     * **??Grip of Winter?? -** Enchantment 6 \\ Great when dealing with large armies who don't have cold resistance. Combine with other fatigue spells to make an enemy armies unconscious.
   * {{path>W5}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph + water boosted   * {{path>W5}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph + water boosted
     * **??Murdering Winter?? -** Evocation 7 for {{gems>40W}} \\ The bane of human hp nations but costly. Brutally effective in cold 3 provinces and a great followup to ??Wolven Winter??     * **??Murdering Winter?? -** Evocation 7 for {{gems>40W}} \\ The bane of human hp nations but costly. Brutally effective in cold 3 provinces and a great followup to ??Wolven Winter??
  
-{{:misc:magic:astral.png?15&nolink}} Astral 
-  *{{path>S1}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph 
-    * **??Power of the Spheres?? -** for Conjuration 3 for {{gems>1S}} \\ Good for boosting other paths in magic. 
-    * **??Communion Master?? -** for Thaumaturgy 1 \\ Requires indie astral to be effective. But, with indie astral magic, you can turn your High Seraphs into magic slinging masters. 
-  * {{path>S2}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph 
-    * **??Ritual of Returning?? -** Enchantment 5 for {{gems>3S}} \\ Does ??Returning?? but better. Will save your rare mages from assassinations. 
-    * **??Returning?? -** Thaumaturgy 2 for {{gems>2S}} \\ Great for preserving your very rare Astral 2 High Seraph(s) during battles. 
  
- 
-{{:misc:magic:death.png?15&nolink}} Death 
-  * {{path>D1}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph 
-    * **??Dark Knowledge?? ** Conjuration 3 for {{gems>4D}} \\ Your primary death gem sink. You are going to have to spend death gems to make death gems back. 
-    * **??Ghost Grip?? -** Conjuration 5 \\ Good aoe when combined with other fatigue damaging spells. 
-    * **??Animate Skeleton?? -** Enchantment 1 \\ Good for putting on the battle fields early game. Will fall off later in the game.  
-  * {{path>D2}} {{:nations:ma:caelum:High_Seraph.png?30&nolink}} High Seraph 
-    * **??Raise Skeletons?? -** Enchantment 3 \\ Good early for putting bodies on the field. Is made useless by ??Horde of Skeletons??. 
-    * **??Horde of Skeletons?? -** Enchantment 5 \\ Better than ??Raise Skeletons?? in every possible way. 
-    * **??Twiceborn?? -** Enchantment 4 \\  A must have for {{path>D2}} High Seraphs. Gives these rare mages a second chance with a slim chance of empowering once in death magic.  
  
 ====Magic Items==== ====Magic Items====
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   * **??Robe of the Sea?? -** {{path>W3}} Construction 4 for {{gems>15W}} \\ Good for boosting water magic. You wont be invading the sea anytime soon (unless going straight for ??Ahurani??).   * **??Robe of the Sea?? -** {{path>W3}} Construction 4 for {{gems>15W}} \\ Good for boosting water magic. You wont be invading the sea anytime soon (unless going straight for ??Ahurani??).
   * **??Winged Helmet?? -** {{path>A4}} Construction 4 for {{gems>25A}} \\ Good for boosting air magic. Not terribly needed since your mages already have high air magic.   * **??Winged Helmet?? -** {{path>A4}} Construction 4 for {{gems>25A}} \\ Good for boosting air magic. Not terribly needed since your mages already have high air magic.
-  * **??Bag of Winds?? -** {{path>A5}} Construction 4 for {{gems>40A}} \\ A massive gem sink that is not worth crafting. The only reason to make this item is for a cheaper empowerment for those who already have ??Winged Helmet??+  * **??Bag of Winds?? -** {{path>A5}} Construction 4 for {{gems>40A}} \\ A cheaper empowerment for higher air magic or for those who already have ??Winged Helmet??
   * **??Water Lens?? -** {{path>W1}} Construction 4 for {{gems>5W}} \\ Great for combat gem economy and water ritual range.    * **??Water Lens?? -** {{path>W1}} Construction 4 for {{gems>5W}} \\ Great for combat gem economy and water ritual range. 
   * **??Water Bracelet?? -** {{path>W1}} Construction 6 for {{gems>5W}} \\ Apparently the cheapest magic booster in the game, and now cheaper thanks to Ice Crafters. Great help for casting ??Wolven Winter?? or ??Freezing Mist??. Also expands your ??Ice Crafter??'s repertoire.   * **??Water Bracelet?? -** {{path>W1}} Construction 6 for {{gems>5W}} \\ Apparently the cheapest magic booster in the game, and now cheaper thanks to Ice Crafters. Great help for casting ??Wolven Winter?? or ??Freezing Mist??. Also expands your ??Ice Crafter??'s repertoire.
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 {{:pretenders:yazad_king.png?nolink&60 |}}**Yazad King**\\ {{:pretenders:yazad_king.png?nolink&60 |}}**Yazad King**\\
-Every strength has a cost, and many advantages incur weaknesses. This Yazad King has scales optimised for MA Caelum's armoured troops; the ??Storm Guard??, ??Iceclad?? and ??Temple Guard??. They will be fewer, but they will be strengthenedHis high dominion allows high sacred recruitment and icy influence - good for ice-crafted armour. His 'Wind Walker' bless speeds up Temple Guard, and the cheap multi-talented ??Seraphine??The defence skill bless complements the Temple Guard and their sturdy Ice Aegis. Every strength has cost, and this god forgoes magic diversity. He could choose to sleep longer to master great magics, but this Yazad King will not abandon his children. +Every strength has a cost; an advantage often incurs a weakness. This Yazad King has scales optimised for MA Caelum's armoured troops; the ??Storm Guard??, ??Iceclad?? and ??Temple Guard??. They will be fewer, but they will be resilientThe Yazad'high dominion allows robust sacred recruitment and icy influence - good for ice-crafted armour. His 'Wind Walker' bless speeds both the fast, versatile ??Seraphine??, and earth-bound Temple GuardHigh defence skill complements the Guard's parry with their sturdy Ice Aegis. Every strength has cost, and this Yazad King forgoes magic diversity. He could sleep long to master great magics, but that would mean abandoning his children. 
---- //[[baalzebub@gmx.com|Murderous Titanium Puffin The]] 2022/05/26 03:24//+--- //[[baalzebub@gmx.com|Murderous Titanium PuffinThe]] 2022/05/26 03:24//
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caelum-ma.1653536414.txt.gz · Last modified: 2022/05/26 03:40 by murderoustitaniumpuffin