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dom6:man-ma [2024/04/16 06:43] johnnydown [National Spells and Items] |
dom6:man-ma [2024/07/31 18:52] (current) fenrir [General Access] |
{{ :nations:flags:ma_man.png?nolink}} | [[..man-ma|{{:wiki:dom6_version.png?100 }}]]{{ :nations:flags:ma_man.png?nolink}} |
====== MA Man, Tower of Avalon ====== | ====== MA Man, Tower of Avalon ====== |
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===Ritual=== | ===Ritual=== |
^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ | ^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ |
| **??Summon Black Dogs??** \\ // (Conjuration 2) // \\ {{path>D2}} and {{gems>5D}} | {{:nations:ea:fomoria:black_dog.png?nolink}} \\ ??Black Dog?? x 20 | {{:abilities:darkvision.png?15&nolink}} [[Dark Vision]] (100%) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (60) \\ {{:abilities:dark_power.png?15&nolink}} [[Dark Power]] (2) \\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] | Commentary here. | | | **??Summon Black Dogs??** \\ // (Conjuration 2) // \\ {{path>D2}} and {{gems>5D}} | {{:nations:ea:fomoria:black_dog.png?nolink}} \\ **??Black Dog#1769??** x 20 | {{:abilities:darkvision.png?15&nolink}} [[Dark Vision]] (100%) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+60) \\ {{:abilities:dark_power.png?15&nolink}} [[Dark Power]] (2) \\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] | Commentary here. | |
| **??Summon Cu Sidhe??** \\ //(Conjuration 3)// \\ {{path>G2}} and {{gems>5G}} | {{:nations:ma:eriu:cu_sidhe.png?nolink}} \\ ??Cu Sidhe?? x 10 | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:darkvision.png?15&nolink}} [[Dark Vision]] (50%) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (40) \\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] | Commentary here. | | | **??Summon Cu Sidhe??** \\ //(Conjuration 3)// \\ {{path>G2}} and {{gems>5G}} | {{:nations:ma:eriu:cu_sidhe.png?nolink}} \\ **??Cu Sidhe#1770??** x 10 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:darkvision.png?15&nolink}} [[Dark Vision]] (50%) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+40) \\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] | Commentary here. | |
| **??Summon Barghests??** \\ // (Conjuration 4) // \\ {{path>D2}} and {{gems>7D}} | {{:nations:ea:fomoria:barghest.png?nolink}} \\ ??Barghest?? x 14 | {{:abilities:darkvision.png?15&nolink}} [[Dark Vision]] (100%) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (60) \\ {{:abilities:dark_power.png?15&nolink}} [[Dark Power]] (3) \\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1) \\ [[Curse Attacker]] (5) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] | Commentary here. | | | **??Summon Barghests??** \\ // (Conjuration 4) // \\ {{path>D2}} and {{gems>7D}} | {{:nations:ea:fomoria:barghest.png?nolink}} \\ **??Barghest#1768??** x 14 | {{:abilities:darkvision.png?15&nolink}} [[Dark Vision]] (100%) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+60) \\ {{:abilities:dark_power.png?15&nolink}} [[Dark Power]] (3) \\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1) \\ {{:abilities:curse_bestower.png?15&nolink}} [[Curse Attacker]] (5) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] | Commentary here. | |
| **??Herd of Unicorns??** \\ //(Conjuration 4)// \\ {{path>N1G2}} and {{gems>10G}} in Forest | {{:nations:ma:man:unicorn.png?nolink}} \\ ??Unicorn#3899?? x 10 | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (10) \\ {{:abilities:disease_immunity.png?15&nolink}} [[Disease Resistance]] (100%) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (40) \\ {{:abilities:smart_mount.png?15&nolink}} [[Smart Mount]] (100) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:true_sight.png?15&nolink}} [[True Sight]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] \\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]] | Commentary here. | | | **??Herd of Unicorns??** \\ //(Conjuration 4)// \\ {{path>N1G2}} and {{gems>10G}} \\ in {{:misc:gui:forest.png?15&nolink}} Forest | {{:nations:ma:man:unicorn.png?nolink}} \\ **??Unicorn#3899??** x 10 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (10) \\ {{:abilities:disease_immunity.png?15&nolink}} [[Disease Resistance]] (100%) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+40) \\ {{:abilities:smart_mount.png?15&nolink}} [[Smart Mount]] (100) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:true_sight.png?15&nolink}} [[True Sight]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] \\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]] | Commentary here. | |
==== Other ==== | ==== Other ==== |
===Combat=== | ===Combat=== |
* **??Geas??** //(Thaumaturgy 3)// {{path>G2}} \\ Commentary here. | * **??Geas??** //(Thaumaturgy 3)// {{path>G2}} \\ Commentary here. |
=====Magic Access===== | =====Magic Access===== |
| //See [[Magic Access]].// These guides supplement the summaries at the top. |
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| ==== General Access ==== |
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| Most Manx mages need [[Temple|Temples]]. The ones that //don't// need temples are the ??Bard?? ({{path>G1}}) and the off-[[fort]] ??Logrian Wise Man?? ({{path>E1,100%FAEN}}). |
| === Elements === |
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| * {{path>F1}} on roughly every fourth ??Logrian Wise Man??, in provinces with a [[Laboratory|Lab]] but **no fort** |
| * {{path>A1}} on roughly every fourth ??Logrian Wise Man?? (off-fort only) and roughly every fifth ??Crone of Avalon?? (capital-only) |
| * {{path>W1}} on roughly every third ??Mother of Avalon?? |
| * {{path>E2}} on roughly every fourth ??Logrian Wise Man?? (off-fort only), {{path>E1}} on roughly every third ??Mother of Avalon?? elsewhere |
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| === Sorcery === |
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| * **No** [[astral]] magic, aside from heroes and event transformations related to one hero |
| * **No** [[death]] magic |
| * {{path>N4}} on roughly every fifth ??Crone of Avalon?? (capital-only), {{path>N3}} on roughly every sixth ??Mother of Avalon?? off-capital |
| * {{path>G3}} on roughly every fifth ??Crone of Avalon?? (capital-only), {{path>G2}} on roughly every second ??Mother of Avalon?? off-capital |
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| === Rites === |
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| * **No** [[blood]] magic |
| * {{path>H1}} on ??Monk??s |
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| ==== Boosted Access ==== |
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| === Fire === |
| {{path>F1}} ??Logrian Wise Man?? (1 in 4) starts at the bottom and has no useful crosspaths. |
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| === Air === |
| {{path>A1}} ??Crone of Avalon?? (1 in 5) or {{path>A1}} ??Logrian Wise Man?? (1 in 4), both have no useful crosspaths, both start you at the bottom. |
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| The hero, ??Myrddin - Cambion??, starts at {{path>A2}} and can make the unique ??Tome of High Power??. Still needs empowerment or an expensive multi-path booster. |
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| === Water === |
| {{path>W1}} ??Mother of Avalon?? (1 in 3) or {{path>W1}} ??Crone of Avalon?? (1 in 5) will need empowerment and a ??Water Bracelet?? to get to {{path>W3}} and a ??Robe of the Sea??. The {{:misc:magic:nature.png?15&nolink}}Nature crosspath allows ??Contact Naiad??. |
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| === Earth === |
| {{path>E2}} ??Logrian Wise Man?? (1 in 4) is the highest start in {{:misc:magic:earth.png?15&nolink}}Earth you have but it has no crosspaths. Once you get ??Earth Boots??, giving them to a mage who has at least {{path>E1N1}} allows them to craft the unique ??The Tome of Gaia??. With both, empowerment can be avoided. |
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| An {{path>A1E1}} ??Logrian Wise Man?? (1 in 4) potentially could craft ??Staff of Elementary Mastery#82??, if it can get to {{path>A4E4}, which is very difficult. |
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| The hero, ??Myrddin - Cambion??, starts at {{path>E3}}. With the right boosters, it can potentially make many of the {{:misc:magic:earth.png?15&nolink}}Earth boosters. |
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| === Astral === |
| No recruitable access but three of the heroes have {{:misc:magic:astral.png?15&nolink}}Astral: ??Brangwen - Blind One?? ({{path>S3}}, ??Myrddin - Cambion?? ({{path>S2}}), and ??Morgaine - Fay?? ({{path>S2}}. |
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| === Death === |
| No native access. {{path>N1G4}} can ??Summon Fay Prince?? in Cold for {{path>D1}}. |
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Man is a fairy-tale place, with the happy (or at least //neutral//) paths of {{:misc:magic:nature.png?14&nolink}}**Nature**, {{:misc:magic:air.png?14&nolink}}**Air**, {{:misc:magic:earth.png?14&nolink}}**Earth**, {{:misc:magic:water.png?14&nolink}}**Water**, and {{:misc:magic:fire.png?14&nolink}}**Fire**. | {{path>N1G4}} can cast ??Faerie Court?? in Cold for 1 in 2 {{path>D2}}. |
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[[Nature|Nature's]] the big one; your Crones of Avalon can get {{path>N4}} without Boosters, and {{path>N6}} with the ones you can easily craft. Having at least a pinch of {{:misc:scales:luck.png?14&nolink}}Luck (or at least not maximum {{:misc:scales:misfortune.png?14&nolink}}Misfortune) may allow you to get one of the national Heroes that can craft your missing Booster, bringing you up to **{{path>N7}}**. That's essentially all the Nature you need for casting whatever Nature spells you want, though it does require [[Construction]] [[Research|Level 6]]. | {{path>N3}} can cast ??Forest Troll Tribe?? for at least {{path>D1}}. |
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[[Air]] is capped at **{{path>A3}}**. I cry every time. On the bright side, that's enough for quite a few spells, and your {{path>A3}}'s have a lot of {{path>A1}}'s and {{path>A2}}'s to support them in Chorus Communions, giving you whatever big buffs you think you'll need (and/or a ginormous pile of ??Living Clouds??). There's also ??Storm?? and ??Summon Storm Power??, if you feel like spending your Air Gems on things other than Owl Quills. | === Nature === |
| {{path>N4}} ??Crone of Avalon?? (1 in 5) is the highest you can start, which is pretty high. A mage with ??Earth Boots??, and at least {{path>E1N1}} can craft the unique ??The Tome of Gaia??. A {{path>E2}} ??Logrian Wise Man?? (1 in 4) can forge the boots. |
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[[Earth]] has a slightly-higher ceiling than Air, but it's expensive and a bit manly. Logrian Wise Men can have {{path>E2}}, or {{path>E3}} with the Booster, and you can slap those shoes on a Troll King for **{{path>E4}}** if you're swimming in Earth Gems (or your {{path>A2W2E3S2N3}} Hero if you're not). Honestly, [[Empowerment|Empowering]] the {{path>E2}} is cheaper, but the Troll King is less likely to die. In battle, your ceiling is either **{{path>E4}}** or **{{path>E5}}**, depending on how dearly you clung to your Gems, thanks to ??Summon Earthpower??; this is basically all you need in battle, at least for the bare minimum, but you //could// use the Chorus Communion with your rare Earth Witches to top it. | With two {{:misc:magic:earth.png?15&nolink}}Earth boosters, an {{path>F1}} ??Logrian Wise Man?? can craft ??The Copper Arm??, allowing a {{:misc:magic:nature.png?15&nolink}}Nature mage to hold a ??Thistle Mace?? and a ??Treelord's Staff??. Getting the two boosters is difficult. |
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[[Water]] is stuck at {{path>W1}} on your recruits, and not very common at that, but it comes on {{path>N3}}'s and can thus be used for the dreaded ??Foul Vapors??. With Construction 6 and a drop of good fortune, you can reach your national ceiling of **{{path>W2}}**; if you got that {{path>A2W2E3S2N3}} Hero, however, you can climb to **{{path>W3}}** or **{{path>W4}}**, or even to **{{path>W5}}** if you have enough Water Gems for a Sea King. In battle, the good ol' Chorus Communion can boost your Water levels to whatever you need, potentially enough to cast ??Fire Fend?? for your ??Barkskin??-wearing troops. | The three mage heroes can make ??Moonvine Bracelet??s. |
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[[Fire]] is stuck at **{{path>F1}}**, found on your Logrian Wise Men sometimes. It's enough for some Site-Searching, some [[Fire Resistance]], some ??Magma Bolts??, and some crafting of Lightless Lanterns. Unlike with Earth, the Logrian Wise Man's primary specialty, it's not taken up by the Witches and is therefore ineligible for the Chorus Communion; unless you got that magical {{path>A2W2E3S2N3}} Hero, anyway, who can craft the Crystal Matrix and thereby allow one of your Logrian Wise Men to lead the choir. | === Glamour === |
| {{path>G3}} ??Crone of Avalon?? (1 in 5) can make a ??Gossamer Veil??. A {{path>E1}} ??Crone of Avalon??, with the ??Gossamer Veil?? and ??Earth Boots?? can make a ??Mirage Crystal??, getting the original {{path>G3}} ??Crone of Avalon?? (1 in 5) to {{path>G5}}. A {{path>F1}} ??Crone of Avalon??, with two {{:misc:magic:glamour.png?15&nolink}}Glamour boosters and a {{:misc:magic:fire.png?15&nolink}}Fire booster, (tricky to get), can potentially make the unique ??The Sword of Many Colors??. |
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You're left out of {{:misc:magic:astral.png?14&nolink}}**Astral** (mostly), {{:misc:magic:death.png?14&nolink}}**Death**, and {{:misc:magic:blood.png?14&nolink}}**Blood**, all of which are (mostly) //icky// paths; [[Astral]] outside of your three Astral-bearing Heroes can be somewhat ignored since you have Chorus Communions, however, while [[Death]] can be (meagerly) entered via the Troll Shamans and [[Blood]] can be bootstrapped into. | The three mage heroes can relatively easily get to all the boosters except the {{:misc:magic:blood.png?15&nolink}}Blood ones. |
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DISCLAIMER: This doesn't acknowledge the 1/160 chance of getting {{path>A4}} on one of your slow-to-recruit capital-only Witches, which would allow you to craft both of the Air-Boosters for **{{path>A6}}**. It also doesn't acknowledge the 1/160 chance of getting {{path>W2}} on one of them, or the 1/160 chance of getting {{path>N5}} on one of them, or any Unique summons such as the [[Elemental Royalty]] or the Treelords (one of which has **{{path>B1}}**). | === Blood === |
| No native access. {{path>N5}} can cast ??Awaken Treelord?? for a 1 in 3 chance of a stationary {{path>B1}}. |
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===== Strategy ===== | ===== Strategy ===== |