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dom6:t-ien-ch-i-ea [2026/08/18 00:09] wigglefig summon comments |
dom6:t-ien-ch-i-ea [2026/09/16 10:06] (current) wigglefig |
| Ch'i. Heroes come in plenty in the Chinese tales and the Seven Immortals are all interesting figures. Sun | Ch'i. Heroes come in plenty in the Chinese tales and the Seven Immortals are all interesting figures. Sun |
| Wukong and his friends are perhaps even more so. There is plenty of stuff to expand on should I or a | Wukong and his friends are perhaps even more so. There is plenty of stuff to expand on should I or a |
| merry modder find the time. Finally, T'ien Ch'i has been inspired movies from Hong Kong, China, and | merry modder find the time. Finally, T'ien Ch'i has been inspired by movies from Hong Kong, China, and |
| Korea.// -- Illwinter | Korea.// -- Illwinter |
| |
| | {{path>F2}}\\ {{path>A2}} (Rare 3) \\ {{path>W3}} (Rare 4) \\ {{path>E2}}\\ {{path>S2}} (Rare 3)\\ {{path>D1}}\\ {{path>N2}}\\ {{path>G2}} (Rare 3)\\ {{path>H2}} Cap-only\\ {{path>H1}} in Forts | **Heroes** \\ {{path>A1N2}}\\ {{path>F1A1W2S3H2}} \\ {{path>A2S2D2}} \\ **Summons** \\ {{path>N1G3,50%AWESN,50%AWESN,25%AWESG}} (req. {{path>N2}}) | Well-equipped Units for EA\\ Chariots\\ Long-lived mages with wide magic spread | {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]]\\ {{:abilities:trample.png?15&nolink}} [[Trample]] | {{:misc:gui:fortress.png?30&nolink}} [[Fort|Standard Fortresses]] | | | {{path>F2}}\\ {{path>A2}} (Rare 3) \\ {{path>W3}} (Rare 4) \\ {{path>E2}}\\ {{path>S2}} (Rare 3)\\ {{path>D1}}\\ {{path>N2}}\\ {{path>G2}} (Rare 3)\\ {{path>H2}} Cap-only\\ {{path>H1}} in Forts | **Heroes** \\ {{path>A1N2}}\\ {{path>F1A1W2S3H2}} \\ {{path>A2S2D2}} \\ **Summons** \\ {{path>N1G3,50%AWESN,50%AWESN,25%AWESG}} (req. {{path>N2}}) | Well-equipped Units for EA\\ Chariots\\ Long-lived mages with wide magic spread | {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]]\\ {{:abilities:trample.png?15&nolink}} [[Trample]] | {{:misc:gui:fortress.png?30&nolink}} [[Fort|Standard Fortresses]] | |
| |
| **Capitol Gems: **{{gems>1F2W2S1D}} | ====Capital Sites==== |
| | |
| | <WRAP group> |
| | <WRAP column third> |
| | <WRAP box><WRAP centeralign>**The Bamboo Grove**\\ |
| | {{ :sites:sites_0050.png?nolink }} \\ //Enables recruitment of// \\ |
| | **??Master of the Five Elements??**\\ **??Warrior of the Five Elements??**</WRAP></WRAP></WRAP> |
| | <WRAP column third> |
| | <WRAP box><WRAP centeralign>**The Gate of Spring and Autumn**\\ |
| | {{ dom6:sites:sites_0045.png?&olink }} \\ //Enables recruitment of// \\ |
| | **??Celestial Master#941??**\\ //Produces// {{gems>2S1F2W1D}} //per turn// \\ //Boosts astral ritual range by 1 province//</WRAP></WRAP></WRAP> |
| | </WRAP> |
| |
| | |
| **The Gate of Spring and Autumn:** Boosts [[astral]] ritual range in the capital by 1 province . | |
| ===== National Units ===== | ===== National Units ===== |
| T'ien Ch'i has one of the best human line troops of the early age with a very flexible cap and Forien Recruit mages. | T'ien Ch'i has one of the best human line troops of the early age with a very flexible cap and Forien Recruit mages. |
| | {{:nations:ea:tien_chi:master_of_the_sword.png?nolink}} | **??Master of the Sword??**\\ {{:misc:gui:gold.png?15&nolink}} 170\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:forest.png?20&nolink}} Non-fort Forests Only\\ {{:misc:gui:mountain.png?20&nolink}} Non-fort Mountain Only | {{path>200%FAWEN}} {{path>R5}}\\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]]\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]] | The upgrade over the ??Student of the Sword??, the ??Master of the Sword?? has excellent melee skills (15/16 Attack/Defence Skill!) and the Combat Caster ability, as well as guaranteed useful magic due to their linked random paths. While they are poor researchers, and somewhat expensive for their paths, Masters of the Sword are probably T'ien Ch'i's most reliable off-cap mages, and their only requiring a mountain or forest lab to recruit makes them even better. While their stats suggest army thugging/frontline casting as a possibility, they require gear to fix their extremely low Protection, and T'ien Ch'i already has a lot of ways to spend gems to get killing power via its summons. | | | {{:nations:ea:tien_chi:master_of_the_sword.png?nolink}} | **??Master of the Sword??**\\ {{:misc:gui:gold.png?15&nolink}} 170\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:forest.png?20&nolink}} Non-fort Forests Only\\ {{:misc:gui:mountain.png?20&nolink}} Non-fort Mountain Only | {{path>200%FAWEN}} {{path>R5}}\\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]]\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]] | The upgrade over the ??Student of the Sword??, the ??Master of the Sword?? has excellent melee skills (15/16 Attack/Defence Skill!) and the Combat Caster ability, as well as guaranteed useful magic due to their linked random paths. While they are poor researchers, and somewhat expensive for their paths, Masters of the Sword are probably T'ien Ch'i's most reliable off-cap mages, and their only requiring a mountain or forest lab to recruit makes them even better. While their stats suggest army thugging/frontline casting as a possibility, they require gear to fix their extremely low Protection, and T'ien Ch'i already has a lot of ways to spend gems to get killing power via its summons. | |
| | {{:nations:ea:tien_chi:student_of_the_five_elements.png?nolink}} | **??Student of the Five Elements??**\\ {{:misc:gui:gold.png?15&nolink}} 85\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ Non-fort Only | {{path>100%FAWEN}} {{path>R7}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] | Students of the Five Elements are one of three sacred foreign-recruit mages. Of the three, they are the cheapest but also have the least reliably useful paths. Potentially workable as a cheap researcher, but lacking in combat ability. | | | {{:nations:ea:tien_chi:student_of_the_five_elements.png?nolink}} | **??Student of the Five Elements??**\\ {{:misc:gui:gold.png?15&nolink}} 85\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ Non-fort Only | {{path>100%FAWEN}} {{path>R7}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] | Students of the Five Elements are one of three sacred foreign-recruit mages. Of the three, they are the cheapest but also have the least reliably useful paths. Potentially workable as a cheap researcher, but lacking in combat ability. | |
| | {{:nations:ea:tien_chi:master_of_the_dead.png?nolink}} | **??Master of the Dead??**\\ {{:misc:gui:gold.png?15&nolink}} 100\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>D1H1}} {{path>R7}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Masters of the Dead are cheap mages that can cast T'ien Ch'i's Ancestor-related spells - ??Call Ancestor?? and ??Wrath of the Ancestors?? - in addition to summoning small numbers of undead like other weak Death mages, allowing them to generate a lot of chaff fairly cheaply at high research levels. They are not particularly good at combat outside of this. | | | {{:nations:ea:tien_chi:master_of_the_dead.png?nolink}} | **??Master of the Dead??**\\ {{:misc:gui:gold.png?15&nolink}} 100\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>D1H1}} {{path>R7}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Masters of the Dead are cheap mages that can cast T'ien Ch'i's Ancestor-related spells - ??Call Ancestor?? and ??Wrath of the Ancestors?? - in addition to summoning small numbers of undead like other weak Death mages, allowing them to generate a lot of chaff fairly cheaply at high research levels. They are not particularly good at combat outside of this. Consider empowering a Master of the Dead to {{path>D2}} to allow forging of a ??Skull Staff?? and slightly improve T'ien Ch'i's access to Death Magic. | |
| | {{:nations:ea:tien_chi:student_of_the_way.png?nolink}} | **??Student of the Way??**\\ {{:misc:gui:gold.png?15&nolink}} 120\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ Non-fort Recruit Available | {{path>W1,100%ASNG}} {{path>R9}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]] | Students of the Way can be recruited in both forted and unforted labs, though they require a temple as well. They are fairly efficient researchers for 120 gold, especially due to their sacred status. They have useful randoms; while Air is mostly a dud, Astral randoms can join communions, Natures can cast ??Mossbody??, and Glamours can cast ??Luck??. All of them can cast ??Frozen Body?? due to their base {{path>W1}} path. They are also pretty efficient researchers. However, their randomness also means you might need to recruit many of them to be able to have the magic you want. | | | {{:nations:ea:tien_chi:student_of_the_way.png?nolink}} | **??Student of the Way??**\\ {{:misc:gui:gold.png?15&nolink}} 120\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ Non-fort Recruit Available | {{path>W1,100%ASNG}} {{path>R9}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]] | Students of the Way can be recruited in both forted and unforted labs, though they require a temple as well. They are fairly efficient researchers for 120 gold, especially due to their sacred status. They have useful randoms; while Air is mostly a dud, Astral randoms can join communions or cast ??Body Ethereal??/??Twist Fate??, Natures can cast ??Mossbody??, and Glamours can cast ??Luck??. All of them can cast ??Frozen Body?? due to their base {{path>W1}} path. However, their randomness also means you might need to recruit many of them to be able to have the magic you want. | |
| | {{:nations:ea:tien_chi:master_of_the_way.png?nolink}} | **??Master of the Way??**\\ {{:misc:gui:gold.png?15&nolink}} 265\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ Non-fort Only | {{path>W1,100%AWSNG,100%AWSNG}} {{path>R11}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]] | Masters of the Way are considerably more expensive than Students of the Way, making them far less efficient researchers, and their paths are so random that they are not necessarily always more useful. The best Masters of the Way will luck into randoming two of the same path: {{path>N2}}s can ??Foul Vapours?? with a ??Thistle Mace??, {{path>W3}}s can do high Water magic, {{path>S2}}s are good for ??Antimagic?? and the Astral kill spells, etc. While many of them will random Astral and be useable in communions, Masters of the Way require careful planning and a lot of sorting to reach their full potential. | | | {{:nations:ea:tien_chi:master_of_the_way.png?nolink}} | **??Master of the Way??**\\ {{:misc:gui:gold.png?15&nolink}} 265\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ Non-fort Only | {{path>W1,100%AWSNG,100%AWSNG}} {{path>R11}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]] | Masters of the Way are considerably more expensive than Students of the Way, making them far less efficient researchers, but their (slightly) improved magic opens up a lot of possibilities. The best Masters of the Way will luck into randoming two of the same path: {{path>N2}}s can ??Foul Vapours?? with a ??Thistle Mace??, {{path>W3}}s can do high Water magic, {{path>S2}}s are good for ??Antimagic?? and the Astral kill spells, etc. That said, it is hard to guarantee that you will recruit the right randoms for the magic you want; while eventually Masters of the Way will provide excellent magic diversity, they can be unreliable early in the game. Although many of them will random Astral and be useable in communions, Masters of the Way require careful planning and a lot of sorting to reach their full potential. | |
| | {{:nations:ea:tien_chi:master_of_the_five_elements.png?nolink}} | **??Master of the Five Elements??**\\ {{:misc:gui:gold.png?15&nolink}} 355\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1A1W1E1}}\\ {{path>N1H1,100%FAWEN}} {{path>R17}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (10) | Masters of the Five Elements are one of the fastest ways to turn CP into research in the game; the only 2 CP commander that has more research is the ??Royal Mallqui??, which costs an eye-watering 1200 gold! They provide a lot of useful crosspaths for forging, and they make very good site searchers too. However, as combat mages they are rather expensive in comparison to their actual casting power - while they provide flexibility, most of the paths will probably not see use in a given battle. | | | {{:nations:ea:tien_chi:master_of_the_five_elements.png?nolink}} | **??Master of the Five Elements??**\\ {{:misc:gui:gold.png?15&nolink}} 355\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1A1W1E1}}\\ {{path>N1H1,100%FAWEN}} {{path>R17}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (10) | Masters of the Five Elements are one of the fastest ways to turn CP into research in the game; the only 2 CP commander that has more research is the ??Royal Mallqui??, which costs an eye-watering 1200 gold! They provide a lot of useful crosspaths for forging, and they make very good site searchers too. However, as combat mages they are rather expensive in comparison to their actual casting power - while they provide flexibility, most of the paths will probably not see use in a given battle. | |
| | {{:nations:ea:tien_chi:celestial_master.png?nolink}} | **??Celestial Master#941??**\\ {{:misc:gui:gold.png?15&nolink}} 485\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1A1W2S1}}\\ {{path>G1H2,100%FEDN,100%AWSG,10%AWSG}} {{path>R21}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need-Not-Eat]]\\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]\\ {{:abilities:flying.png?15&nolink}} [[Flying]] | Celestial Masters are expensive but powerful and highly mobile mages, meaning they can be where you need them to be, when you need them there. Their Astral path means they can always bring their paths into a communion, allowing them to cast high-level spells in all of their paths. ??Wailing Winds??, ??Wind of Death??, ??Acid Storm?? and much more are all available to Celestial Masters, providing a huge amount of threat variability to T'ien Ch'i's toolkit, though a lot of it is dependent on having disposable communion slaves. | | | {{:nations:ea:tien_chi:celestial_master.png?nolink}} | **??Celestial Master#941??**\\ {{:misc:gui:gold.png?15&nolink}} 485\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1A1W2S1}}\\ {{path>G1H2,100%FEDN,100%AWSG,10%AWSG}} {{path>R21}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need-Not-Eat]]\\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]\\ {{:abilities:flying.png?15&nolink}} [[Flying]] | Celestial Masters are expensive but powerful and highly mobile mages, meaning they can be where you need them to be, when you need them there. Their Astral path means they can always bring their paths into a communion, allowing them to cast high-level spells in all of their paths. ??Wailing Winds??, ??Wind of Death??, ??Acid Storm?? and much more are all available to Celestial Masters, providing a huge amount of threat variability to T'ien Ch'i's toolkit, though a lot of it is dependent on having disposable communion slaves. | |
| | {{:nations:ea:tien_chi:Medium_Footman.png?nolink}} | **??Medium Footman#1901??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Medium Footmen have only slightly higher resource cost than Light Footmen, and fittingly have only very slightly better protection (+1 on body). They also come in Glaive and Spear-and-Shield varieties. | | | {{:nations:ea:tien_chi:Medium_Footman.png?nolink}} | **??Medium Footman#1901??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Medium Footmen have only slightly higher resource cost than Light Footmen, and fittingly have only very slightly better protection (+1 on body). They also come in Glaive and Spear-and-Shield varieties. | |
| | {{:nations:ea:tien_chi:Medium_Footman_2.png?nolink}} | **??Medium Footman#1904??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | ::: | | | {{:nations:ea:tien_chi:Medium_Footman_2.png?nolink}} | **??Medium Footman#1904??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | ::: | |
| | {{:nations:ea:tien_chi:heavy_Footman.png?nolink}} | **??Heavy Footman#928??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 20 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | T'ien Ch'i's Heavy Footmen have 15 protection on their body armour and cost about twice the resources compared to the Light Footmen. While they are more durable, they have the same mediocre melee skills as the lighter varieties of infantry. | | | {{:nations:ea:tien_chi:heavy_Footman.png?nolink}} | **??Heavy Footman#928??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 20 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | T'ien Ch'i's Heavy Footmen have 15 protection on their body armour and cost about twice the resources compared to the Light Footmen. While they are more durable, they have the same mediocre melee skills as the lighter varieties of infantry and have considerably lower Map Move (12 => 8). | |
| | {{:nations:ea:tien_chi:heavy_Footman_2.png?nolink}} | **??Heavy Footman#929??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 20 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | ::: | | | {{:nations:ea:tien_chi:heavy_Footman_2.png?nolink}} | **??Heavy Footman#929??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 20 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | ::: | |
| | {{:nations:ea:tien_chi:Horseman.png?nolink}} | **??Horseman??**\\ {{gold}} 25\\ {{:misc:gui:resources.png?15&nolink}} 17 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 24 | {{:abilities:skilled_rider.png?15&nolink}} [[Skilled Rider]] (1)\\ {{:abilities:mobile_archer.png?15&nolink}} [[Mobile Archer]] | Horsemen are in an odd place: as archers, they are a lot more expensive than T'ien Ch'i's unmounted archers, and they lack the durability and damage to function as melee cavalry. They could work as mobile Fire and keep distance archers, but provide much less volume of fire for their gold cost than regular archers. | | | {{:nations:ea:tien_chi:Horseman.png?nolink}} | **??Horseman??**\\ {{gold}} 25\\ {{:misc:gui:resources.png?15&nolink}} 17 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 24 | {{:abilities:skilled_rider.png?15&nolink}} [[Skilled Rider]] (1)\\ {{:abilities:mobile_archer.png?15&nolink}} [[Mobile Archer]] | Horsemen are in an odd place: as archers, they are a lot more expensive than T'ien Ch'i's unmounted archers, and they lack the durability and damage to function as melee cavalry. They could work as mobile Fire and keep distance archers, but provide much less volume of fire for their gold cost than regular archers. | |
| | {{:nations:ea:tien_chi:armored_steppe_horse.png?nolink}} | //??Armored Steppe Horse??// | {{:abilities:animal.png?15&nolink}} [[Animal]] | ::: | | | {{:nations:ea:tien_chi:armored_steppe_horse.png?nolink}} | //??Armored Steppe Horse??// | {{:abilities:animal.png?15&nolink}} [[Animal]] | ::: | |
| | {{:nations:ea:tien_chi:noble.png?nolink}} | **??Noble??**\\ {{gold}} 40\\ {{:misc:gui:resources.png?15&nolink}} 52 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 31 | | As relatively inexpensive tramplers with decent protection, Nobles are great at killing independent troops and make good expansion troops. However, they are not as strong into some of the true threats of Early Age, especially since giants of size 6 or higher cannot be trampled by them at all. | | | {{:nations:ea:tien_chi:noble.png?nolink}} | **??Noble??**\\ {{gold}} 40\\ {{:misc:gui:resources.png?15&nolink}} 52 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 31 | | As relatively inexpensive tramplers with decent protection, Nobles are great at killing independent troops and make good expansion troops. With sufficient numbers, they are very good at dealing with units that they can trample. However, they are not as strong into some of the true threats of Early Age, especially since giants of size 6 or higher cannot be trampled by them at all. | |
| | {{:nations:ea:tien_chi:cataphracted_chariot.png?nolink}} | //??Cataphracted Chariot??// | {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:trample.png?15&nolink}} [[Trample]]\\ no-move-penalty-for-armor | ::: | | | {{:nations:ea:tien_chi:cataphracted_chariot.png?nolink}} | //??Cataphracted Chariot??// | {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:trample.png?15&nolink}} [[Trample]]\\ no-move-penalty-for-armor | ::: | |
| | {{:nations:ea:tien_chi:Warrior_of_the_five_Elements.png?nolink}} | **??Warrior of the Five Elements??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 6 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 31\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (5)\\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (5)\\ {{:abilities:strength_of_the_spring.png?15&nolink}} [[Strength of the Spring]] (50)\\ {{:abilities:ambidextrous.png?15&nolink}} [[Ambidextrous]] (2) | Warriors of the Five Elements have great melee skills and a smattering of elemental resists, but their low protection and lack of shield makes them very vulnerable to ranged fire, and their medium-damage attacks (16 damage) lack the punchiness to deal with some of the bigger threats of the Early Age. At the same time, with a good bless they function as T'ien Ch'i's main answer to enemy sacreds that Nobles can't deal with. | | | {{:nations:ea:tien_chi:Warrior_of_the_five_Elements.png?nolink}} | **??Warrior of the Five Elements??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 6 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 31\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (5)\\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (5)\\ {{:abilities:strength_of_the_spring.png?15&nolink}} [[Strength of the Spring]] (50)\\ {{:abilities:ambidextrous.png?15&nolink}} [[Ambidextrous]] (2) | Warriors of the Five Elements have great melee skills and a smattering of elemental resists, but their low protection and lack of shield makes them very vulnerable to ranged fire, and their medium-damage attacks (16 damage) lack the punchiness to deal with some of the bigger threats of the Early Age. At the same time, with a good bless they function as T'ien Ch'i's main answer to enemy sacreds that Nobles can't deal with. | |
| ===== National Spells and Item ===== | ===== National Spells and Item ===== |
| ==== Summons ==== | ==== Summons ==== |
| ==Combat== | ===Combat=== |
| ^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ | ^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ |
| | **??Call Ancestor??** \\ // (Conjuration 1) // \\ {{path>D1}} | {{:nations:ea:tien_chi:Ancestral_spirit.png?nolink}} \\ **??Ancestral Spirit#1363??** | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (25) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+40) \\ {{:abilities:salt_vulnerability.png?15&nolink}} [[Salt Vulnerability]] (1) \\ {{:abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]] \\ {{:abilities:undead.png?15&nolink}} [[Undead]] \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:floating.png?15&nolink}} [[Floating]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] \\ {{:abilities:spiritform.png?15&nolink}} [[Spiritform]] | The Ancestral Spirit is distinguished from Longdead and Soulless by being [[Ethereal]] and [[Sacred]], not to mention its [[Paralysis-damage|Paralyzing]] attack. It has only 1 HP and, (without a stat bless,) an easily-cut-through Defense Skill, so other magic will generally counter it. Bear in mind that Ancestral Spirits are not automatically blessed when summoned and immediately begin moving towards the enemy, which means getting bless effects on to them requires support from other priests. | | | **??Call Ancestor??** \\ // (Conjuration 1) // \\ {{path>D1}} | {{:nations:ea:tien_chi:Ancestral_spirit.png?nolink}} \\ **??Ancestral Spirit#1363??** | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (25) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+40) \\ {{:abilities:salt_vulnerability.png?15&nolink}} [[Salt Vulnerability]] (1) \\ {{:abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]] \\ {{:abilities:undead.png?15&nolink}} [[Undead]] \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:floating.png?15&nolink}} [[Floating]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] \\ {{:abilities:spiritform.png?15&nolink}} [[Spiritform]] | The Ancestral Spirit is distinguished from Longdead and Soulless by being [[Ethereal]] and [[Sacred]], not to mention its [[Paralysis-damage|Paralyzing]] attack. It has only 1 HP and, (without a stat bless,) an easily-cut-through Defense Skill, so other magic will generally counter it. Bear in mind that Ancestral Spirits are not automatically blessed when summoned and immediately begin moving towards the enemy, which means getting bless effects on to them requires support from other priests. | |
| | **??Wrath of the Ancestors??** \\ // (Conjuration 7) // \\ {{path>D1}} and {{gems>1D}} | **??Ancestral Spirit#1363??** x 20++ | ::: | ::: | | | **??Wrath of the Ancestors??** \\ // (Conjuration 7) // \\ {{path>D1}} and {{gems>1D}} | **??Ancestral Spirit#1363??** x 20++ | ::: | ::: | |
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| ==Ritual== | ===Ritual=== |
| ^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ | ^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ |
| | **??Celestial Servant??** \\ // (Conjuration 1) // \\ {{path>E1S1}} and {{gems>1E}} | {{:nations:ea:tien_chi:Celestial_Servant.png?nolink}} \\ **??Celestial Servant#903??** | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:gluttony.png?15&nolink}} [[Gluttony]] (3) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Celestial Servants have poor melee skills and low protection, making them a mostly a waste of Earth gems except maybe as a big sack of hitpoints. | | | **??Celestial Servant??** \\ // (Conjuration 1) // \\ {{path>E1S1}} and {{gems>1E}} | {{:nations:ea:tien_chi:Celestial_Servant.png?nolink}} \\ **??Celestial Servant#903??** | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:gluttony.png?15&nolink}} [[Gluttony]] (3) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Celestial Servants have poor melee skills and low protection, making them a mostly a waste of Earth gems except maybe as a big sack of hitpoints. | |
| | **??Celestial Hounds??** \\ // (Conjuration 4) // \\ {{path>A1S1}} and {{gems>2A}} | {{:nations:ea:tien_chi:Celestial_hound.png?nolink}} \\ **??Celestial Hound#1338??** x 2 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_shock.png?15&nolink}} [[Resist Shock]] (15) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+10) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{: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:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Celestial Hounds are basically flying Tigers, with two decent attacks and low protection. They are potentially useful as an Attack rear squad to force the enemy to guard their back line. | | | **??Celestial Hounds??** \\ // (Conjuration 4) // \\ {{path>A1S1}} and {{gems>2A}} | {{:nations:ea:tien_chi:Celestial_hound.png?nolink}} \\ **??Celestial Hound#1338??** x 2 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_shock.png?15&nolink}} [[Resist Shock]] (15) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+10) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{: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:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Celestial Hounds are basically flying Tigers, with two decent attacks and low protection. They are potentially useful as an Attack rear squad to force the enemy to guard their back line. | |
| | **??Heavenly Fires??** \\ // (Conjuration 5) // \\ {{path>F1S1}} and {{gems>4F}} | {{:nations:ea:tien_chi:Demon_of_heavenly_fires.png?nolink}} \\ **??Demon of Heavenly Fires#926??** x 3 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Resist Fire]] (25) \\ {{:abilities:heat_aura.png?15&nolink}} [[Heat Aura]] (3) \\ {{:abilities:fire_power.png?15&nolink}} [[Fire Power]] (1) \\ {{: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:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Demons of Heavenly Fires are much cheaper than Heavenly Rivers per unit, but come a good deal later in research. They are probably a bit less generally useful due to their 0 protection, but they come with an armour-piercing ranged attack that deals good damage. | | | **??Heavenly Fires??** \\ // (Conjuration 5) // \\ {{path>F1S1}} and {{gems>4F}} | {{:nations:ea:tien_chi:Demon_of_heavenly_fires.png?nolink}} \\ **??Demon of Heavenly Fires#926??** x 3 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Resist Fire]] (25) \\ {{:abilities:heat_aura.png?15&nolink}} [[Heat Aura]] (3) \\ {{:abilities:fire_power.png?15&nolink}} [[Fire Power]] (1) \\ {{: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:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Demons of Heavenly Fires are much cheaper than Heavenly Rivers per unit, but come a good deal later in research. They are probably a bit less generally useful due to their 0 protection, but they come with an armour-piercing ranged attack that deals good damage. | |
| | **??Contact Huli Jing??** \\ // (Conjuration 6) // \\ {{path>N2}} and {{gems>30N}} | {{:nations:ea:tien_chi:Huli_Jing.png?nolink}} \\ **??Huli Jing#1908??** | {{path>N1G3,50%AWESN,50%AWESN,25%AWESG}}{{path>R15}} \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+80) \\ {{:abilities:magic_power.png?15&nolink}} [[Magic Power]] (1) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+10) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:spy.png?15&nolink}} [[Spy]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] \\ [[Female]] \\ {{:abilities:shapechanger.png?15&nolink}} [[Shapechanger]] (??Huli Jing#1909??) | Being also an extremely stealthy spy is the least notable feature here; instead, Huli Jings stand out for being your T'ien Ch'i's strongest national Glamour mage, even capable of forging Glamour boosters if they random into Earth. If more Glamour access is needed, they can easily summon ??Faerie Queens?? (??Faerie Court??) later in the game. Their second form has excellent Map Move (22).\\ Keep in mind that they are still just about as fragile as humans and cost a hefty 30 gems. | | | **??Contact Huli Jing??** \\ // (Conjuration 6) // \\ {{path>N2}} and {{gems>30N}} | {{:nations:ea:tien_chi:Huli_Jing.png?nolink}} \\ **??Huli Jing#1908??** | {{path>N1G3,50%AWESN,50%AWESN,25%AWESG}}{{path>R15}} \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+80) \\ {{:abilities:magic_power.png?15&nolink}} [[Magic Power]] (1) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+10) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:spy.png?15&nolink}} [[Spy]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] \\ [[Female]] \\ {{:abilities:shapechanger.png?15&nolink}} [[Shapechanger]] (??Huli Jing#1909??) | Being an extremely stealthy spy is the least notable feature here; instead, Huli Jings stand out for being T'ien Ch'i's strongest national Glamour mage, even capable of forging Glamour boosters if they random into Earth. If more Glamour access is needed, they can easily summon ??Faerie Queens?? (??Faerie Court??) later in the game. Their second form has excellent Map Move (22).\\ Keep in mind that they are still just about as fragile as humans and cost a hefty 30 gems. | |
| | ::: | {{:nations:ea:tien_chi:Huli_Jing_2.png?nolink}} \\ //??Huli Jing#1909??// | - {{:abilities:spy.png?15&nolink}} [[Spy]] \\ + {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] \\ {{:abilities:shapechanger.png?15&nolink}} [[Shapechanger]] (??Huli Jing#1908??) | ::: | | | ::: | {{:nations:ea:tien_chi:Huli_Jing_2.png?nolink}} \\ //??Huli Jing#1909??// | - {{:abilities:spy.png?15&nolink}} [[Spy]] \\ + {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] \\ {{:abilities:shapechanger.png?15&nolink}} [[Shapechanger]] (??Huli Jing#1908??) | ::: | |
| | **??Call Celestial Soldiers??** \\ // (Conjuration 6) // \\ {{path>A2S1}} and {{gems>15A}} | {{:nations:ea:tien_chi:Celestial_Soldier.png?nolink}} \\ **??Celestial Soldier#902??** x 6 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | ::: | | | **??Call Celestial Soldiers??** \\ // (Conjuration 6) // \\ {{path>A2S1}} and {{gems>15A}} | {{:nations:ea:tien_chi:Celestial_Soldier.png?nolink}} \\ **??Celestial Soldier#902??** x 6 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Celestial Soldiers are expensive but elite sacred troops. With excellent melee skills, a high-damage attack, and good protection, these units are capable of doing the killing in mid-to-late game slugfests.\\ \\ Their main issue is their low Map Move, which makes them hard to move to where you need them. Summon them near the battlefront or use ??Gateway?? if you need to move them long distances. | |
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| * **??Armor of the Five Elements??**: {{:nations:ea:tien_chi:Armor_of_the_Five_Elements.png?7&nolink}} (Construction 3) {{path>E1A1}} and {{gems>2E2A}} \\ Light but high-[[Protection|PROT]] armor that grants +4 HP plus minor resistance to Fire, Shock, Cold, and Magic. It's useful on thugs since the resistances it provides offer some survivability against a broad array of thug-killers (??Incinerate??, ??Lightning Bolt??, ??Frozen Heart??, ??Mind Burn??, etc.). | * **??Armor of the Five Elements??**: {{:nations:ea:tien_chi:Armor_of_the_Five_Elements.png?7&nolink}} (Construction 3) {{path>E1A1}} and {{gems>2E2A}} \\ Light but high-[[Protection|PROT]] armor that grants +4 HP plus minor resistance to Fire, Shock, Cold, and Magic. It's useful on thugs since the resistances it provides offer some survivability against a broad array of thug-killers (??Incinerate??, ??Lightning Bolt??, ??Frozen Heart??, ??Mind Burn??, etc.). |
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| == Discount Items == | === Discount Items === |
| * **??Chi Shoes??**: {{:items:Chi_Shoes.png?nolink}} (Construction 3) {{path>A1}} and {{gems>4A}} \\ Provides the wearer with an additional attack per round. This is useful on high-strength units who can already get around quickly; unfortunately, your [[Flying]] Mages aren't that strong, while your Strong commanders aren't that mobile (or can't wear shoes). | * **??Chi Shoes??**: {{:items:Chi_Shoes.png?nolink}} (Construction 3) {{path>A1}} and {{gems>4A}} \\ Provides the wearer with an additional attack per round. This is useful on high-strength units who can already get around quickly; unfortunately, your [[Flying]] Mages aren't that strong, while your strong commanders aren't that mobile (or can't wear shoes). |
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| ===== Magic Access ===== | ===== Magic Access ===== |