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dom6-agartha-la [2024/02/18 01:22] jonarbuckle Starting to create the page off of an ma ermor template |
dom6-agartha-la [2024/02/18 06:30] (current) jonarbuckle Delete rest of Ermor vestigial bits, drop down menu-ing the PD sections, and skeletoning the recruitable lineups, second cap site |
====== MA Ermor, Ashen Empire ====== | ====== LA Agartha, Ktonian Dead ====== |
{{ :nations:flags:la_agartha.png?nolink|}} | {{ :nations:flags:la_agartha.png?nolink|}} |
\\ | \\ |
\\ | \\ |
==== Nationwide Effects: ==== | ==== Nationwide Effects: ==== |
* **__Agartha has a Cave Start__.** \\ | * **__Agartha has a Cave Start__.** |
| * Extra gold and resources in cave forts? TODO |
| * Additional ??Entrance Guard?? PD in Cave Provinces. \\ |
\\ | \\ |
==== Scales & Blesses: ==== | ==== Scales & Blesses: ==== |
==== Capital Sites: ==== | ==== Capital Sites: ==== |
| |
| {{:dom6:sites:sites_0054.png?32 |Tombs of the Oracles}} **??Tombs of the Oracles#107??** \\ - Produces {{gems>2D}} per month. \\ - Enables recruitment of ??Ktonian Necromancer?? | \\ | | {{:dom6:sites:sites_0054.png? |Tombs of the Oracles}} **??Tombs of the Oracles??** \\ - Produces {{gems>2D}} per month. \\ - Enables recruitment of ??Ktonian Necromancer?? | \\ |
| | {{:dom6:sites:sites_0035.png? |Mines of the Pale Ones}} **??Mines of the Pale Ones??** \\ - Produces 75 resources (mine) \\ - Produces {{gems>1F1E}} per month. | \\ |
\\ | \\ |
==== Infrastructure: ==== | ==== Infrastructure: ==== |
* Standard [[fort | Fortifications]] for LA (aka: can build Palisades and upgrade up to Citadels). | * Standard [[fort | Fortifications]] for LA (aka: can build Palisades and upgrade up to Citadels). |
* Starts with a Fortified City in the Capital. | |
* 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 ==== |
| ++++ Starting Army: | |
^ Role ^ Idle Sprite ^ Unit Card ^ Amount ^ | ^ Role ^ Idle Sprite ^ Unit Card ^ Amount ^ |
| Scout | {{monsters:0254_Spectator.png?nolink}} | ??Spectator#254?? | 1 | | | Scout | {{dom6:units:1448_1.png:?nolink}} | ??Agarthan Scout?? | 1 | |
| Commander | {{monsters:0260_Censor.png?nolink}} | ??Censor#260?? | 1 | | | Commander | {{dom6:units:1445_1.png:?nolink}} | ??Cave Captain?? | 1 | |
| Troop 1 | {{monsters:0186_Longdead_Velite.png?nolink}} | ??Longdead Velite#186?? | 15 | | | Troop 1 | {{dom6:units:1447_1.png:?nolink}} | ??Agarthan Light Infantry?? | 20 | |
| Troop 2 | {{monsters:0187_Longdead_Legionnaire.png?nolink}} | ??Longdead Legionnaire#187?? | 15 | | | Troop 2 | {{dom6:units:1355_1.png:?nolink}} | ??Agarthan Infantry?? | 15 | |
| ++++ |
\\ | \\ |
==== Province Defense ==== | ==== Province Defense ==== |
| ++++ Province Defense: | |
| ^ **__Non-Fort PD:__** ^^^^ |
| ^ Type/Function ^ Idle Sprite ^ Unit Card ^ Amount ^ |
| | Commander at PD 1+ | {{dom6:units:1445_1.png:?nolink}} | ??Cave Captain?? | 1 | |
| | Troop at PD 1+ | ??? | Depends on the province's [[province-defence|poptype]] | +variable per point | |
| | Commander at PD 20+ | ??? | Depends on the province's [[province-defence|poptype]] | 1 | |
| | Troop at PD 20+ | {{dom6:units:1447_1.png:?nolink}} | ??Agarthan Light Infantry?? | +1 per point | |
| | Troop at PD 20+ | {{dom6:units:1355_1.png:?nolink}} | ??Agarthan Infantry?? | +1 per point | |
| |
++++ Non-Fort PD: | | ^ **__Fort PD:__** ^^^^ |
^ **__Non-Fort PD:__** ^^^^ | ^ Type/Function ^ Idle Sprite ^ Unit Card ^ Amount ^ |
^ Type/Function ^ Idle Sprite ^ Unit Card ^ Amount ^ | | Commander at PD 1+ | {{dom6:units:1445_1.png:?nolink}} | ??Cave Captain?? | 1 | |
| Commander at PD 1+ | {{monsters:0190_Mound_King.png?nolink}} | ??Mound King#190?? | 1 | | | Troop at PD 1+ | {{dom6:units:1447_1.png:?nolink}} | ??Agarthan Light Infantry?? | +1 per point | |
| Troop at PD 1+ | ??? | Depends on the province's [[province-defence|poptype]] | +variable per point | | | Troop at PD 1+ | {{dom6:units:1355_1.png:?nolink}} | ??Agarthan Infantry?? | +1 per point | |
| Commander at PD 20+ | ??? | Depends on the province's [[province-defence|poptype]] | 1 | | | Commander at PD 20+ | {{dom6:units:1446_1.png:?nolink}} | ??Gate Lord?? | 1 | |
| Troop at PD 20+ | {{monsters:0186_Longdead_Velite.png?nolink}} | ??Longdead Velite#186?? | +2 per point | | | Troop at PD 20+ | {{dom6:units:1354_1.png:?nolink}} | ??Agarthan Heavy Infantry?? | +1 per point | |
| Troop at PD 20+ | {{monsters:0187_Longdead_Legionnaire.png?nolink}} | ??Longdead Legionnaire#187?? | +2 per point | | |
++++ | ++++ |
| |
| |
^ Non-Fort PD ^ | |
++++ Show Non-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+ | ??? | Depends on the province's [[province-defence|poptype]] | +variable 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 | | |
++++ | |
| |
^ **__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 ==== | ==== Siege Defense ==== |
^ Type ^ Idle Sprite ^ Unit Card ^ Siege Defense ^ Amount ^ | ++++ Siege Defense: | |
| Commander | {{monsters:0256_Acolyte_of_Eldregate.png?nolink}} | ??Acolyte of Eldregate#256?? | 1.3 | 1 | | ^ **__Castle Guards:__** ^^^^^ |
| 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 | | ^ Type ^ Idle Sprite ^ Unit Card ^ Siege Defense ^ Amount ^ |
| | Commander | {{dom6:units:1445_1.png:?nolink}} | ??Cave Captain?? | 0.6 | 1 | |
| | Troop | {{dom6:units:1675_1.png:?nolink}} | ??Agarthan Light Crossbowman?? | 0.5 | +16 per level of the fortification's [[fort | Base Defenders]] value | |
\\ | \\ |
==== Fort Guards ==== | ^ **__Wall Defenders:__** ^^^^^ |
^ Type ^ Idle Sprite ^ Unit Card ^ Siege Defense ^ Amount ^ | ^ Type ^ Idle Sprite ^ Unit Card ^ Siege Defense ^ Amount ^ |
| Commander | {{monsters:0256_Acolyte_of_Eldregate.png?nolink}} | ??Acolyte of Eldregate#256?? | 1.3 | 1 | | | Commander | {{dom6:units:1446_1.png:?nolink}} | ??Gate Lord?? | 5.6 | 1 | |
| 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 | | | Troop | {{dom6:units:1352_1.png?nolink}} | ??Entrance Guard?? | 1.6 | +10 per level of the fortification's [[fort | Base Defenders]] value | |
| ++++ |
\\ | \\ |
\\ | \\ |
==== Recruitable ==== | ==== Recruitable ==== |
**__Commanders:__** | **__Commanders:__** |
++++ Recruitble Commanders: | | ++++ Recruitable Commanders: | |
| <tabbox Overview> |
| **??Agarthan Scout??** |
| <WRAP column 32px> {{ :dom6:units:1448_1.png:?nolink |}} </WRAP> |
| Near identical to a indie scout, they have slight differences like 50% darkvision for flavor reasons. Scouts are very important to know what is coming and where, as well as being able to know which provinces are whose and who has captured but not claimed which thrones. Nonetheless, a player can usually recruit enough independent province scots that using fort turns for them is unnecessary. |
| </tabbox> |
<tabbox Overview> | <tabbox Overview> |
**??Cave Captain??** | **??Cave Captain??** |
<WRAP column 32px> {{ :dom6:units:1445_1.png:?nolink |}} </WRAP> | <WRAP column 32px> {{ :dom6:units:1445_1.png:?nolink |}} </WRAP> |
A leader with 100 normal leadership and "+1 squad morale for up to three squads", meaning it can also use line formations. | A leader with 100 normal leadership and "+1 squad morale for up to three squads", meaning it can also use line formations. |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Gate Lord??** |
| <WRAP column 32px> {{ :dom6:units:1446_1.png:?nolink |}} </WRAP> |
| Two commander points for a mild leadership bonus; 150 normal leadership with "+2 squad morale for up to four squads", and otherwise functionally the same as the much cheaper ??Cave Captain??. Also has a siege defense of 5.6, though on a commander it is unlikely to make much of a difference in a siege. |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Blindlord??** |
| <WRAP column 32px> {{ :dom6:units:1444_1.png:?nolink |}} </WRAP> |
| Sacred, and therefore needs a Temple to be recruited. A leader with 100 normal leadership, 50 magic leadership, and "+1 squad morale for up to three squads", meaning it can also use line formations. This is the only LA Agartha commander that can lead Magic Beings like ??Blindfighter??s in line formation, at least without the use of items. |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Cave Lord??** |
| <WRAP column 128px> {{ :dom6:units:1451_1.png:?nolink |}} </WRAP> |
| Two commander points, and quite similar to a Gate Lord in that it has 150 normal leadership and "+2 squad morale for up to four squads". Has the lowest map movement of all Agarthan Commanders. |
| <tabbox Detailed Analysis> |
| Notably the Cave Drake mount which boasts ironskin-level natural prot can be equipped with a Barding item. While very amusing, this is incredibly expensive and does not boost survivability too much given the high encumbrance and very low kills per turn: enemies will survive and will roll enough high roll dice to kill both rider and mount. |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Attendant of the Dead??** |
| <WRAP column 32px> {{ :dom6:units:1442_1.png:?nolink |}} </WRAP> |
| TODO |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Servant of the Oracles??** |
| <WRAP column 32px> {{ :dom6:units:2456_1.png:?nolink |}} </WRAP> |
| TODO |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Ktonian Reanimator??** |
| <WRAP column 32px> {{ :dom6:units:2456_1.png:?nolink |}} </WRAP> |
| TODO |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Ktonian Alchemist??** |
| <WRAP column 32px> {{ :dom6:units:2521_1.png:?nolink |}} </WRAP> |
| TODO |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Ktonian Necromancer??** |
| <WRAP column 32px> {{ :dom6:units:1438_1.png:?nolink |}} </WRAP> |
| TODO |
</tabbox> | </tabbox> |
++++ | ++++ |
**__Troops:__** | **__Troops:__** |
++++ Recruitable Troops | | ++++ Recruitable Troops | |
| |
| <tabbox Overview> |
| **??Agarthan Light Crossbowman??** |
| <WRAP column 32px> {{ :dom6:units:1675_1.png:?nolink |}} </WRAP> |
| Wields an Agarthan Steel Crossbow, identical to a regular Crossbow but with a very notable two more base damage. |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Agarthan Crossbowman??** |
| <WRAP column 32px> {{ :dom6:units:1676_1.png:?nolink |}} </WRAP> |
| Largely redundant given it costs almost twice the resources compared to a Light Crossbowman for heavier armor and a much better head armor. Theoretically useful for some situations, but when resource capped having twice as many Light Crossbowmen is almost always better. |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Agarthan Heavy Crossbowman??** |
| <WRAP column 32px> {{ :dom6:units:1677_1.png:?nolink |}} </WRAP> |
| Even heavier armor and inflated resource cost to match, as compared to the other Agarthan Crossbowman types. |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Agarthan Light Infantry??** |
| <WRAP column 32px> {{ :dom6:units:1447_1.png:?nolink |}} </WRAP> |
| One of three very similar infantry units, Light Infantry do not have Kite Shields |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Agarthan Infantry??** |
| <WRAP column 32px> {{ :dom6:units:1355_1.png:?nolink |}} </WRAP> |
| Virtually identical to one of the lighter indie Heavy Infantries, but has 50% Darkvision and a Short Sword instead of a Broad Sword, as well as a Kite Shield. |
| </tabbox> |
| |
<tabbox Overview> | <tabbox Overview> |
**??Agarthan Heavy Infantry??** | **??Agarthan Heavy Infantry??** |
<WRAP column 32px> {{ :dom6:units:1354_1.png:?nolink |}} </WRAP> | <WRAP column 32px> {{ :dom6:units:1354_1.png:?nolink |}} </WRAP> |
Virtually identical to indie Heavy Infantry, but has 50% Darkvision and a Short Sword instead of a Broad Sword. | Virtually identical to indie Heavy Infantry, but has 50% Darkvision and a Short Sword and Kite Shield instead of a Broad Sword and Shield. |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Entrance Guard??** |
| <WRAP column 32px> {{ :dom6:units:1447_1.png:?nolink |}} </WRAP> |
| Very expensive, Entrance Guards have 21 prot and Kite Shields, as well as 14 hp and 11/12 attack/defense skill. They also have a Castle Defense bonus. Overall by far the best non-sacred infantry Agartha has in terms of stats, and also likely among the worst for cost efficiency. |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Blindfighter??** |
| <WRAP column 32px> {{ :dom6:units:1355_1.png:?nolink |}} </WRAP> |
| Sacred, and available from any fort that has a temple. TODO |
| </tabbox> |
| |
| <tabbox Overview> |
| **??Agarthan Sapper??** |
| <WRAP column 32px> {{ :dom6:units:1354_1.png:?nolink |}} </WRAP> |
| Very expensive, but has a very good siege bonus. Their Cave Fire Bottle weapons deal AoE AP magic and fire damage, but their price and very low damage for a single use are very hard to justify. Similarly, they also have the highest damage melee weapon that Agartha has access to, but 6 attack skill is astoundingly low, and very low prot makes even theoretical strategies with ??Earth Meld?? support very risky. |
</tabbox> | </tabbox> |
| |
<WRAP column 128px> {{ :dom6:units:1450_1.png:?nolink |}} </WRAP> | <WRAP column 128px> {{ :dom6:units:1450_1.png:?nolink |}} </WRAP> |
A tough to kill unit that is very expensive, Cave Knights can be used to in small armies to great effect: The rlatively high defense rider and notoriously tough Cave Drake can be used in Sparse Line formation to take a quite a few attacks before dying. | A tough to kill unit that is very expensive, Cave Knights can be used to in small armies to great effect: The rlatively high defense rider and notoriously tough Cave Drake can be used in Sparse Line formation to take a quite a few attacks before dying. |
| |
<tabbox Detailed Analysis> | <tabbox Detailed Analysis> |
One of the slowest units on LA Agartha's roster, they have the same 7 combat speed that the unmounted Agarthan Heavy Infantry have. | One of the slowest units on LA Agartha's roster, they have the same 7 combat speed that the unmounted Agarthan Heavy Infantry have. |
| |
<tabbox Rider> | <tabbox Rider> |
**??Cave Knight??** | **??Cave Knight??** |
<WRAP column 32px> {{ :dom6:units:1450_rider_1.png: |}} </WRAP> The rider is not particularly special, mostly relying the +3 defense bonus from being mounted plus a high parry value (with a 19 prot shield) plus 18 prot armor to survive damage, as well as having a mount to absorb some attacks. The Cave Knight is the only Agarthan unit to use a Broadsword, and so the rider always swings for 17 Slashing damage. | <WRAP column 32px> {{ :dom6:units:1450_rider_1.png: |}} </WRAP> The rider is not particularly special, mostly relying the +3 defense bonus from being mounted plus a high parry value (with a 19 prot shield) plus 18 prot armor to survive damage, as well as having a mount to absorb some attacks. The Cave Knight is the only Agarthan unit to use a Broadsword, and so the rider always swings for 17 Slashing damage. |
| |
<tabbox Mount> | <tabbox Mount> |
**??Cave Knight#3553??** | **??Cave Knight#3553??** |
</tabbox> | </tabbox> |
++++ | ++++ |
\\ | |
==== Passively Spawned ==== | |
| |
^ **__Commanders:__** |||| | |
^ Idle Sprite ^ Unit Card ^ Spawn Conditions ^ Notable Comments ^ | |
| {{monsters:0190_Mound_King.png?nolink}} | ??Mound King#190?? | Any province | Can lead some non-Undead units in addition to Undead. | | |
| {{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. | | |
| {{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:__** |||| | |
^ Idle Sprite ^ Unit Card ^ Spawn Conditions ^ Notable Comments ^ | |
| {{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. | | |
| {{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. | | |
| {{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. | | |
| {{monsters:0192_Longdead.png?nolink}} | ??Longdead#192?? | Any province | Functionally same as above | | |
| {{monsters:0193_Longdead.png?nolink}} | ??Longdead#193?? | Any province | Functionally same as above | | |
| {{monsters:0194_Longdead.png?nolink}} | ??Longdead#194?? | Any province | Functionally same as above | | |
| {{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. | | |
| {{monsters:0196_Longdead.png?nolink}} | ??Longdead#196?? | Any province | Functionally same as above | | |
| {{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. | | |
| {{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. | | |
| {{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. | | |
| {{monsters:0187_Longdead_Legionnaire.png?nolink}} | ??Longdead Legionnaire#187?? | Fortification Only | Functionally same as above, but with some low Prot armor. | | |
| {{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. | | |
| {{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 ==== |
| TODO |
| |
^ **__Commanders:__** |||| | |
^ Idle Sprite ^ Unit Card ^ Magic Paths ^ Notable Comments ^ | |
| {{monsters:0260_Censor.png?nolink}} | ??Censor#260?? | None | See: Passively Summoned, Commanders | | |
| {{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. | | |
| {{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. | | |
| {{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. | | |
| {{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. | | |
| {{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:__** ||| | |
^ Idle Sprite ^ Unit Card ^ Notable Comments ^ | |
| {{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. | | |
| {{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. | | |
| {{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. | | |
| {{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. | | |
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==== Heroes ==== | ==== Heroes ==== |
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^ **__Unique:__** ||||| | ^ **__Unique:__** ||||| |
^ Idle Sprite ^ Unit Card ^ Magic Paths ^ Only Arrive After X Turns? ^ Notable Comments ^ | ^ Idle Sprite ^ Unit Card ^ Magic Paths ^ Only Arrive After X Turns? ^ Notable Comments ^ |
| {{monsters:0537_Forgotten_King.png?nolink}} | ??Alcastos - Forgotten King#537?? | {{path>H3}} | No. | None. | | | {{dom6:units:2530_1.png:?nolink}} | ??Eckhart von Kohlbrunn - Master of Alchemical Secrets?? | {{path>F2W2E2S1D1H1}} | No. | TODO | |
| {{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. | | |
| {{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. | | |
| {{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. | | |
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More details on hero arrival mechanics can be found on this page: [[heroes | Heroes]]\\ | More details on hero arrival mechanics can be found on this page: [[heroes | Heroes]]\\ |
==== Highest Unaided Magic Access ==== | ==== Highest Unaided Magic Access ==== |
With Recruitables: | With Recruitables: |
* N/A | TODO |
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With National Summons: | With National Summons: |
* Without Randoms: | TODO |
* {{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}} | |
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==== Spells ==== | ==== Spells ==== |
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^ **__Combat:__** ^^^^ | TODO |
^ Spell Card ^ School, Research Level ^ Paths Needed ^ Fatigue Cost ^ Effect ^ | |
| ??Unholy Blessing#284?? | Divine, 0 | {{path>H1}} | None | Blessing | | |
| ??Unholy Command#282?? | Divine, 0 | {{path>H1}} | None | Enslave | | |
| ??Unholy Protection#283?? | Divine, 0 | {{path>H1}} | None | +4 MR | | |
| ??Unholy Power#285?? | Divine, 0 | {{path>H1}} | None | +4 Att, CS | | |
| ??Unholy Blessing#287?? | Divine, 0 | {{path>H2}} | None | Blessing | | |
| ??Unholy Protection#286?? | Divine, 0 | {{path>H2}} | None | +4 MR | | |
| ??Unholy Blessing#290?? | Divine, 0 | {{path>H3}} | None | Blessing | | |
| ??Protection of the Sepulchre#291?? | Divine, 0 | {{path>H3}} | None | +4 MR | | |
| ??Unholy Power#289?? | Divine, 0 | {{path>H3}} | None | +4 Att, CS | | |
| ??Power of the Sepulchre#292?? | Divine, 0 | {{path>H4}} | None | +4 Att, CS | | |
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^ **__Ritual:__** ^^^^^ | |
^ Spell Card ^ School, Research Level ^ Paths Needed ^ Gem Cost ^ Effect ^ | |
| ??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 Acolyte#295?? | Conjuration, 0 | {{path>D2}} | {{gems>10D}} | 1 ??Acolyte of Eldregate#256?? commander. | | |
| ??Revive Spectator#298?? | Conjuration, 0 | {{path>D2}} | {{gems>12D}} | 1 ??Spectator#254?? commander. | | |
| ??Revive Bishop#296?? | Conjuration, 0 | {{path>D2}} | {{gems>16D}} | 1 ??Bishop of Eldregate#257?? commander. | | |
| ??Revive Dusk Elder#299?? | Conjuration, 0 | {{path>D3}} | {{gems>20D}} | 1 ??Dusk Elder#253?? commander. | | |
| ??Revive Arch Bishop#297?? | Conjuration, 0 | {{path>D3}} | {{gems>23D}} | 1 ??Arch Bishop of Eldregate#258?? commander. | | |
| ??Revive Wailing Lady#300?? | Conjuration, 2 | {{path>D3}} | {{gems>8D}} | 1 ??Wailing Lady#255?? troop. | | |
| ??Lictorian Guard#301?? | Conjuration, 3 | {{path>D3}} | {{gems>10D}} | 5 ??Lictor#259?? troops. | | |
| ??Pride of Lions#744??((Available to all nations with access to the pretender homerealm 7, Africa)) | Conjuration, 3 | {{path>N2}} | {{gems>10N}} | 8 (+1 per level), so 10 at the minimum of N2, ??Great Lion#628?? troops. | | |
| ??Lamentation#302?? | Conjuration, 5 | {{path>D3}} | {{gems>25D}} | 5 ??Wailing Lady#255?? troops. | | |
| ??Great Lamentation#303?? | Conjuration, 7 | {{path>D5}} | {{gems>33D}} | 14 ??Wailing Lady#255?? troops. | | |
| ??Lictorian Legion#304?? | Conjuration, 8 | {{path>D4}} | {{gems>35D}} | 25 ??Lictor#259?? troops. | | |
| ??Ermorian Legion#305?? | Enchantment, 6 | {{path>D4}} | {{gems>15D}} | 50 ??Longdead Legionnaire#187?? troops. | | |
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==== Items ==== | ==== Items ==== |
^ **__Items:__** ^^^^^ | ^ **__Items:__** ^^^^^ |
^ Sprite ^ Item Card ^ Construction Level ^ Paths Needed ^ Cost ^ | ^ Sprite ^ Item Card ^ Construction Level ^ Paths Needed ^ Cost ^ |
| {{:items:black_laurel.png?nolink}} | ??Black Laurel#174?? | 2 | {{path>D2}} | {{gems>10D}} | | | {{:dom6:items:484.png?nolink}} | ??Mercury Barrel?? | 7 | {{path>W1E1}} | {{gems>5W5E}} | |
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//If you can know some example expansion strategies unique or uniquely affected by the nation here, please get access and add them or contact someone with access to explain the strategy and/or tip!// \\ | //If you can know some example expansion strategies unique or uniquely affected by the nation here, please get access and add them or contact someone with access to explain the strategy and/or tip!// \\ |
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| <tabbox Cave Knights> |
Cave Knights can be used to make effective expansion parties, attritioning rarely and allowing LA Agartha to make many more expansion parties due to being relatively resource light. | Cave Knights can be used to make effective expansion parties, attritioning rarely and allowing LA Agartha to make many more expansion parties due to being relatively resource light. |
| </tabbox> |
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