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dom6:marignon-la [2024/07/09 04:03]
johnnydown Add Dom6 version marker
dom6:marignon-la [2025/05/13 17:11] (current)
fenrir [General Overview]
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 ===== General Overview ===== ===== General Overview =====
-If you are considering picking this nation to playwhat should you know?+Before Dominions 6, Late Marignon was a prime [[Blood]] nation that suffered from a crippling oversight in its troop structure. Now, with a litany of additions and attunements that could have formed their own faction, Late Marignon is an overstuffed turkey with roughly the same faults as before. Many have compared it to [[jomon-la|Jomon]]; but even with the nerfs to lower-level BloodMarignon still has a foothold in the grisly ??Imp??-and-??Devil?industry.
  
 +The worst thing about Late Marignon is its troops, who struggle with advancing across the battlefield due to their choice of equipment. Their standard kit of a two-handed weapon and a heavy breastplate made sense in [[marignon-ma|the previous era]], when they were most concerned with [[ermor-ma|skeletons without crossbows]]; now they have no excuse, and they stand to suffer against a quite-significant portion of the game's independent armies. One can argue that their plight isn't as bad as before; Late Marignon can now recruit decent counter-snipers from its capital (though they compete for [[Sacred|Holy Points]]), and their new Imp Trainers can possibly distract the ranged menace. Still, the lack of shields (on all but the independent troops) makes attrition a major concern.
 +
 +Marignon's [[Magic]] is remarkable, though not ideally distributed. The mage corps is one of [[Astral]] [[Communion|Communions]] and Blood/[[Fire]] Sabbaths, who (now) don't overlap outside of the odd Astrally-trained [[https://en.wikipedia.org/wiki/Goetia|Goetic]]. Chairs in the capital are contested between the high masters of Goetia, the high [[Holy|Priests]], the [[Glamour]] masters, and the [[Alchemist|Alchemists]]; none of these lot are guaranteed the esoteric path combinations required for Marignon's new rituals, but they can still manage the generic magic just fine. Outside of the capital, the best Marignese mage (if you're not focused on the [[gems#blood-hunting|Blood Hunt]]) is the ??Royal Navigator??, who can only be found on the coastlines of the world.
 =====National Features===== =====National Features=====
  
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 | **??Amalgamation of Earth and Flesh??** \\ // (Alteration 4) // \\ {{path>E2S1}} and {{gems>10E}} \\ by ??Royal Alchemist#3861??  | {{:nations:la:marignon:alchemical_amalgam_of_earth.png?nolink}} \\ **??Alchemical Amalgam of Earth#3867??** x 5 + [1/2 per lvl]  |  | Commentary here.  |  | **??Amalgamation of Earth and Flesh??** \\ // (Alteration 4) // \\ {{path>E2S1}} and {{gems>10E}} \\ by ??Royal Alchemist#3861??  | {{:nations:la:marignon:alchemical_amalgam_of_earth.png?nolink}} \\ **??Alchemical Amalgam of Earth#3867??** x 5 + [1/2 per lvl]  |  | Commentary here.  | 
 | **??Bind Harlequin??** \\ // (Blood 1) // \\ {{path>B1}} and {{gems>1B}}  | {{:nations:la:marignon:demon_jester.png?nolink}} \\ **??Demon Jester#1000??**  | {{:abilities:standard.png?15&nolink}} [[Standard]] (1) \\ {{:abilities:affliction.png?15&nolink}} [[Starting Affliction Chance]] (25%) \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:demon.png?15&nolink}} [[Demon]]  | Commentary here.  | | **??Bind Harlequin??** \\ // (Blood 1) // \\ {{path>B1}} and {{gems>1B}}  | {{:nations:la:marignon:demon_jester.png?nolink}} \\ **??Demon Jester#1000??**  | {{:abilities:standard.png?15&nolink}} [[Standard]] (1) \\ {{:abilities:affliction.png?15&nolink}} [[Starting Affliction Chance]] (25%) \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:demon.png?15&nolink}} [[Demon]]  | Commentary here.  |
-| **??Reascendance??** \\ // (Blood 7) // \\ {{path>S1B4}} and {{gems>88B}}  | {{:nations:la:marignon:fallen_angel.png?nolink}} \\ **??Fallen Angel#626??**  | {{path>F3D3B3R23}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (20) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+8) \\ {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (25) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:demon.png?15&nolink}} [[Demon]] \\  {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] Commentary here |+| **??Reascendance??** \\ // (Blood 7) // \\ {{path>S1B4}} and {{gems>88B}}  | {{:nations:la:marignon:fallen_angel.png?nolink}} \\ **??Fallen Angel#626??**  | {{path>F3D3B3R23}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (20) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+8) \\ {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (25) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:demon.png?15&nolink}} [[Demon]] \\  {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] Breaks Marignon into Death... \\ In case you didn't get Gorilon or Makabiel, anyway. \\ They're rather versatile, though being **both** \\ a [[Magic Being]] and a [[Demon]] can cause issues \\ for their thugging potential. |
  
  
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 ==== Discount Items ==== ==== Discount Items ====
-  * **??Imp Familiar??** {{:items:imp_familiar.png?15&nolink}} (Construction 3\\ {{path>B1}} and {{gems>4B}} \\ Commentary here. +All of these items have some oddities due to their nature; they don't benefit from a [[Forge Bonus]] (meaning they don't get any cheaper than this), they can't be removed, they can't be recycled in the event of their bearers dying, and they have a small [[horror-mark|taint]].
-  * **??Soul Contract??** {{:items:soul_contract.png?15&nolink}} (Construction 3) \\ {{path>F1B3}} and {{gems>4F60B}} \\ Commentary here. +
-  * **??Lifelong Protection??** {{:items:lifelong_protection.png?15&nolink}} (Construction 5) \\ {{path>B2}} and {{gems>40B}} \\ Commentary here.+
  
 +  * **??Imp Familiar??** {{:items:imp_familiar.png?15&nolink}} (Construction 3) \\ {{path>B1}} and {{gems>4B}} \\ An item of mixed use, providing a [[Research]] bonus, and a meager assistant (a **??Shadow Imp??**) in nighttime [[assassin|assassinations]].
 +  * **??Soul Contract??** {{:items:soul_contract.png?15&nolink}} (Construction 3) \\ {{path>F1B3}} and {{gems>4F60B}} \\ The holder will summon 1 **??Devil??** each turn, while still being able to do other things. They will be able to move around at least 10 of them. The Soul Contract requires a signature, and thus cannot be used by the [[Mindless]]; thus, deploying a Soul Contract will inevitably lead to the bearer being targeted by [[Horrors]].
 +  * **??Lifelong Protection??** {{:items:lifelong_protection.png?15&nolink}} (Construction 5) \\ {{path>B2}} and {{gems>40B}} \\ A notorious item that Illwinter has had much trouble trying to balance, Lifelong Protection auto-summons **2 ??Imp??s** each combat round. Dominions 6 changed this so that it can only lift the number of living Imps in the army towards 50, and not an Imp more. (FIXME Or is it that the max is 50 per contract?) Lifelong Protection also requires a signature, and thus //also// cannot be used by the Mindless.
  
 ==== Magic Access ==== ==== Magic Access ====
 //See [[Magic Access]].// These guides supplement the summaries at the top. //See [[Magic Access]].// These guides supplement the summaries at the top.
 +
 +=== Booster-less, Summon-less Summary ===
 +
 +  * {{path>F3}} on one-in-four ??Goetic Master??s (capital-only), {{path>F2}} on one-in-four ??Goetic Adept??s off-capital
 +  * {{path>A2}} on one-in-three ??Royal Navigator??s (coastal forts only), {{path>A1}} on one-in-three ??Chartmaker??s elsewhere
 +  * {{path>W2}} on one-in-three ??Royal Navigator??s (coastal forts only), {{path>W1}} on one-in-three ??Chartmaker??s elsewhere
 +  * {{path>E2}} on one-in-five ??Royal Alchemist??s (capital-only), {{path>E1}} on one-in-three ??Chartmaker??s off-capital
 +
 +
 +  * {{path>S2}} on one-in-three ??Royal Navigator??s (coastal forts only) and one-in-five ??Royal Alchemist??s (capital-only); {{path>S1}} on ??Chartmaker??s otherwise
 +  * **No** [[death]] magic (aside from the summon, which requires boosters and/or [[empowerment]])
 +  * {{path>N1}} on one-in-five ??Plague Doctor??s
 +  * {{path>G2}} on each ??Master of Mirrors?? (capital-only), {{path>G1}} on ??Mirror Mage??s off-capital
 +
 +  * {{path>B3}} on one-in-four ??Goetic Master??s (capital-only), {{path>B2}} on one-in-four ??Goetic Adept??s off-capital
 +  * {{path>H3}} on ??High Inquisitor??s (capital-only), {{path>H2}} on ??Inquisitor??s off-capital
  
  
dom6/marignon-la.1720497816.txt.gz · Last modified: 2024/07/09 04:03 by johnnydown