Both sides previous revision
Previous revision
Next revision
|
Previous revision
|
dom6:marverni-ea [2024/03/18 06:48] johnnydown [Table] |
dom6:marverni-ea [2024/04/10 22:57] (current) johnnydown [Magic Access] |
** Blood Sacrifices: ** Priests can sacrifice a blood slave at a temple to help extend the dominion. | ** Blood Sacrifices: ** Priests can sacrifice a blood slave at a temple to help extend the dominion. |
| |
**Magic Tattoos:** Most of Sauromatia's units have magic tattoos. The ??Awaken Tattoos?? spell ({{path>N1H1}}) gives those units limited {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] and another benefit: | **Magic Tattoos:** Most of Marverni's units have magic tattoos. The ??Awaken Tattoos?? spell ({{path>N1H1}}) gives those units limited {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] and another benefit: |
* {{:abilities:magic_bear_tattoo.png?15&nolink}} [[Magic Bear Tattoo]] Strength | * {{:abilities:magic_bear_tattoo.png?15&nolink}} [[Magic Bear Tattoo]] Strength |
* {{:abilities:magic_wolf_tattoo.png?15&nolink}} [[Magic Wolf Tattoo]] Attack skill | * {{:abilities:magic_wolf_tattoo.png?15&nolink}} [[Magic Wolf Tattoo]] Attack skill |
| |
**[[Communions]]: ** Communions are a way for mages to increase their magic power in combat. In battle, the mages with astral can cast [[Communion Slave]] to give power to mages with astral who cast [[Communion Master]]. The masters can then cast higher level spells. Check the [[Communions]] page for details. | **[[Communions]]: ** Communions are a way for mages to increase their magic power in combat. In battle, the mages with astral can cast [[Communion Slave]] to give power to mages with astral who cast [[Communion Master]]. The masters can then cast higher level spells. Check the [[Communions]] page for details. |
| |
| <WRAP center round box 60%> |
| {{:nations:ea:marverni:marverni_scout.png?nolink }} Marverni's people are **humans** who mostly fall into one of five tribes. Humans are **Size 3** beings (three-to-a-square), and typical humans trained for combat have **10's** in most combat stats; the exceptions are **[[Protection|Natural Protection]]** (0), **[[Encumbrance]]** (3), **Combat Speed** without armor (12), and **Map Movement** without armor (14, or 16 if a Commander). |
| * Troops of the eponymous **__Marverni__** tribe are a bit cheaper than most at their level, around 2-5 [[gold]] cheaper. On the other hand, many lack armor, and armor-less troops typically have **8** or **9 Morale**. |
| * Troops of the **__Ambibates__** tribe have above-average training for their level, giving them **1 additional point** in **Attack Skill**, **Defence Skill**, and **Morale**. |
| * Troops of the **__Carnutes__** tribe are trained differently; they have **1** or **2 more HP**, **1 more Strength**, and **2 more Morale** compared to the Marverni. They're also used to living in {{:abilities:forest_survival.png?15&nolink}} **Forests**. |
| * The **__Eponi__** tribe only fields knights. They aren't very different from the Marverni, only having **1 more Morale** over Marverni nobles, and [[mounted|horses]]. |
| * The **__Sequani__** tribe doesn't field any troops, but it does field mages with at least **11 Precision**. |
| </WRAP> |
| |
===== National Units ===== | ===== National Units ===== |
==== Commanders ==== | ==== Commanders ==== |
| |
| |
==== Other Spells ==== | ==== The Other Spell ==== |
=== Combat === | === Combat === |
* **??Awaken Tattoos??** //(Enchantment 3)// \\ {{path>N1H1}} \\ Commentary here. | * **??Awaken Tattoos??** //(Enchantment 3)// \\ {{path>N1H1}} \\ Commentary here. |
| |
| =====Magic Access===== |
| //See [[Magic Access]].// These guides supplement the summaries at the top. |
| |
| EA Mekone has high {{:misc:magic:astral.png?15&nolink}}Astral, giving access to the ??Ring of Wizardry?? and the ??Ring of Sorcery??, expensive but useful boosters. |
| |
| === Fire === |
| **No native access.** No easy summons. |
| |
| === Air === |
| **No native access.** No easy summons. |
| |
| === Water === |
| ??Elder Druid?? has a ~7 in 16 chance of {{path>W1}}, ~1 in 16 chance of {{path>W2}}, (and 1 in 640 chance of {{path>W3}}). {{path>W1}} will need empowerment to {{path>W2}}. {{path>W3S2}} may get the unique ??Trident from Beyond??. At {{path>W4E1}}, the mage can attempt forging the unique ??Orb of Atlantis??. |
| |
| === Earth === |
| ??Elder Druid?? has a ~7 in 16 chance of {{path>E3}}, ~1 in 16 chance of {{path>E4}}, (and 1 in 640 chance of {{path>E5}}). The right boosters and the right randoms on a ??Gutuater?? or ??Elder Druid??, or two of the heroes, will get {{path>E2N2}} and an attempt at ??The Tome of Gaia??. Non-boot boosters can be placed on a ??King of Elemental Earth??. With the right boosters, {{path>E5S5}} to maybe get the unique the ??Atlas of Creation??. |
| |
| === Astral === |
| ??Elder Druid?? has a ~7 in 16 chance of {{path>S3}}, ~1 in 16 chance of {{path>S4}}, (and 1 in 640 chance of {{path>S5}}). He can forge ??Coin of Meteoritic Iron??, do ??Golem Construction??, and with the right boosters, {{path>E5S5}} to maybe get the unique the ??Atlas of Creation??. |
| |
| Hero, ??Corix - Blinded??, starts at {{path>S4}}. |
| |
| === Death === |
| **No native access.** {{path>N3}} for ??Forest Troll Tribe?? and at least {{path>D1}}. |
| |
| {{path>5WN4}} and {{path>S5}} allows ??Call Ancient Presence?? and then giving it a ??Divine Name?? for {{path>D1}}. Probably, not worth it. |
| |
| === Nature === |
| ??Elder Druid?? has a ~7 in 16 chance of {{path>N1}}, ~1 in 16 chance of {{path>N2}}, (and 1 in 640 chance of {{path>N3}}). {{path>N1}} will need empowerment to {{path>N2}}. The right boosters and the right randoms on a ??Gutuater?? or ??Elder Druid?? will get {{path>E2N2}} and an attempt at ??The Tome of Gaia??. ??Moonvine Bracelet?? is easy to get, which is good because, natively, EA Marverni can't get ??The Copper Arm?? or ??The Silver Arms??. |
| |
| Hero, ??The One in the Woods - Wanderer??, starts at {{path>N4}}. |
| |
| === Glamour === |
| **No native access.** {{path>E4}} gets ??Troll King's Court?? and {{path>G1}}. |
| |
| === Blood === |
| **No native access.** {{path>N5}} gets ??Awaken Treelord?? and a 1 in 3 chance of a stationary {{path>B1}} mage. |
| |
===== Strategy ===== | ===== Strategy ===== |