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dom6:tir-na-n-og-ea [2024/03/29 14:57]
fenrir [National Special Features]
dom6:tir-na-n-og-ea [2024/04/11 10:35] (current)
nunda [Magic Access] Bean sidhe E1 random mentioned
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 </WRAP> </WRAP>
  
-FIXME (still need to add the other elves)+<WRAP center round box 60%> 
 +{{:nations:ea:tir_na_nog:tuatha_warrior.png?nolink }} The **Tuatha** are the Fir Bolg's stepsiblings and masters, a fay people commonly considered "elves". Though similar in form to the Fir Bolg, they have many distinguishing features; among these are {{:abilities:forest_survival.png?15&nolink}} **[[Forest Survival]]** and {{:abilities:darkvision.png?15&nolink}} **50% [[Darkvision]]** from time spent in the fay realms, {{:abilities:stealthy.png?9&nolink}} innate **[[Stealthy|Stealthiness]]**, and the fay art of {{:abilities:glamour.png?15&nolink}} **[[Glamour-skill|Glamour]]**. They also {{:abilities:iron_vulnerablity.png?15&nolink}} **[[Iron-Vulnerability|take 1 more damage from Iron]]**, however. Compared to a trained Fir Bolg, a trained Tuatha has **1 more HP**, **2 more Strength**, **2 more Attack Skill**, **1 more Defence Skill**, **1 more Magic Resistance**, and **3 more Morale**. \\ 
 +{{:nations:ea:tir_na_nog:sidhe_champion.png?nolink }} There aren't many Tuatha compared to the **Sidhe**, "elves" born outside Tir na n'Og Proper. Though they draw descent from the Tuatha, and possess all of the Tuatha's traits, the Sidhe are a little less gifted. Compared to a trained Tuatha, a trained Sidhe has **1 fewer HP**, **1 less Strength**, **1 less Attack Skill**, **1 less Defence Skill**, and **2 less Morale**; none of this makes them any less powerful than the Fir Bolg, however. 
 +</WRAP>
 ===== National Units ===== ===== National Units =====
 ==== Commanders ==== ==== Commanders ====
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 ===== National Spells and Items===== ===== National Spells and Items=====
  
 +==== Summons ====
 +===Ritual===
 +
 +^ Summon Spell                                                                   ^ Unit                                                             ^ Special Attributes                                                                                                                                                                                                                                                                                                                                                            ^ Comments                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             ^
 +| **??Summon Cu Sidhe??** \\ //(Conjuration 3)// \\ {{path>G2}} and {{gems>5G}}  | {{:nations:ma:eriu:cu_sidhe.png?30&nolink}}\\ ??Cu Sidhe?? x 10  | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:darkvision.png?15&nolink}} [[Dark Vision]] (50%) \\ {{:abilities:stealth.png?15&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]]  | Eriu's only summonable unit, the Cu Sidhe is a size 3 sacred elvish dog.\\ A Cu Sidhe is a [[Sacred]] beast similar to a ??Dire Wolf??, with the biggest differences from most [[Animal|animals]] being its high Magic Resistance and ability to follow scripts. \\ Cu Sidhe are quick, brave, and reasonably strong, but their HP is only offset by the relatively thin [[protection]] their hides provide. Their high combat speed also means that they can keep pace as bodyguards for Sidhe Lords who are running into combat or as cavalry.  If you're running a heavy bless, access to summonable sacreds from a fair gem and mage-turn efficient spell can give them a role.  |
 +
 +==== Other ====
 ===Combat=== ===Combat===
   * **??Geas??** //(Thaumaturgy 3)// \\ {{path>G2}} \\ Single-target magic that puts a stronger version of ??Rage?? upon the target, having them spend their rounds attacking random units nearby. Geas is very hard to resist with [[Magic Resistance]] (+4 to the penetration roll). Each round, Geased units may attempt a [[Morale]] check of some sort to shirk off the Geas; if they manage it, they get [[Cursed]]. The range of Geas is lacking, at least for mages far from the frontlines.   * **??Geas??** //(Thaumaturgy 3)// \\ {{path>G2}} \\ Single-target magic that puts a stronger version of ??Rage?? upon the target, having them spend their rounds attacking random units nearby. Geas is very hard to resist with [[Magic Resistance]] (+4 to the penetration roll). Each round, Geased units may attempt a [[Morale]] check of some sort to shirk off the Geas; if they manage it, they get [[Cursed]]. The range of Geas is lacking, at least for mages far from the frontlines.
  
-===Ritual=== 
-  * **??Summon Cu Sidhe??** {{:nations:ea:tir_na_nog:cu_sidhe.png?nolink&15}} ??Cu Sidhe#1770?? x 10 //(Conjuration 3)// \\ {{path>G2}} for {{gems>5G}} \\ A Cu Sidhe is a [[Sacred]] beast similar to a ??Dire Wolf??, with the biggest differences from most [[Animal|animals]] being its high Magic Resistance and its ability to follow scripts. Cu Sidhe are quick, brave, and reasonably strong, but their HP is offset by the relatively thin [[protection]] their hides provide. 
  
 ===Items=== ===Items===
   * **??Shillelagh??** {{nations:ea:tir_na_nog:shillelagh.png?10&nolink}} //(Construction 3)// \\ {{path>N1G1}} for {{gems>3G2N}} \\ A ??Hardwood Club?? touched by faeries. It provides [[Luck]], a trait that makes 75% of all otherwise-lethal hits do absolutely nothing, along with a single ??Sprite?? as a retainer. The Sprite does an Elf Shot every combat round, which can shut down enemies in single combat (if their [[Magic Resistance]] is low enough).   * **??Shillelagh??** {{nations:ea:tir_na_nog:shillelagh.png?10&nolink}} //(Construction 3)// \\ {{path>N1G1}} for {{gems>3G2N}} \\ A ??Hardwood Club?? touched by faeries. It provides [[Luck]], a trait that makes 75% of all otherwise-lethal hits do absolutely nothing, along with a single ??Sprite?? as a retainer. The Sprite does an Elf Shot every combat round, which can shut down enemies in single combat (if their [[Magic Resistance]] is low enough).
 +
 +=== Discounted Items ===
 +  * **??Singing Sword??** {{:items:singing_sword.png?20&nolink}} //(Construction 7)// \\ {{path>G2}} and {{gems>8G}} \\ Commentary here.
 +  * **??Gossamer Cloth??** {{:items:gossamer_cloth.png?20&nolink}} //(Construction 3)// \\ {{path>N1G2}} and {{gems>4N8G}} \\ Commentary here.
 +===== Magic Access ====
 +//See [[Magic Access]].// These guides supplement the summaries at the top.
 +
 +=== Fire ===
 +??Lugh - Long Handed??, hero, has {{path>3}}. Otherwise, EA Tir na n'Og has no native access. Also, no summons.
 +
 +If ??Lugh - Long Handed?? is used, and brought up to {{path>F4A5}}, he can make ??The Magic Lamp?? to get ??Al Khazim - Jinn??. {{path>F5A5}} gets ??The Forbidden Light??.
 +
 +=== Air ===
 +{{path>A1}} gives no help climbing {{:misc:magic:air.png?15&nolink}}Air. {{path>A2}} with hero, ??Lugh - Long Handed?? starts you up one level higher. Empowering up to {{path>A4}} is pretty much the only option.
 +
 +If ??Lugh - Long Handed?? is used, and brought up to {{path>F4A5}}, he can make ??The Magic Lamp?? to get ??Al Khazim - Jinn??. {{path>F5A5}} gets ??The Forbidden Light??.
 +
 +=== Water ===
 +{{path>W2}} ??Bean Sidhe?? (1 in 5), is probably the best bet to climb an easy path to climb.
 +
 +=== Earth ===
 +{{path>E1}} ??Bean Sidhe?? (1 in 5), {{path>E1}} ??Ri?? (1 in 5) or {{path>E1}} ??Tuatha Sorceress?? (1 in 4), can ??Summon Bluecap??, which gets you to {{path>E2}} without empowerment. Have the ??Bluecap?? forge ??Earth Boots??. Give them to one of the {{path>E1N2}} mages to make ??The Tome of Gaia??. Then climb, initially using the ??Bluecap??, as normal.
 +
 +=== Astral ===
 +**No native access** and no good summons. ??Lugh - Long Handed?? does get +1 to new magic paths.
 +
 +=== Death ===
 +**No native access** and no good summons. ??Lugh - Long Handed?? does get +1 to new magic paths.
 +
 +??Ri?? or ??Tuatha Sorceress?? can make a ??Thistle Mace??, bringing them up to {{path>N3}}. Casting ??Forest Troll Tribe?? will give at least {{path>D2}}.
 +
 +A ??Tuatha Sorceress?? can natively ??Summon Fay Prince??. If done in the cold, the ??Unseelie Prince?? has {{path>D1}}.
 +
 +=== Nature ===
 +{{path>N3}} ??Ri?? (1 in 5) or {{path>N3}} ??Tuatha Sorceress?? (1 in 4), either are useful. It's not difficult to get a mage to {{path>E2N2}} to get the ??The Tome of Gaia??. Otherwise, it is a normal climb up {{:misc:magic:nature.png?15&nolink}}Nature.
 +
 +=== Glamour ===
 +??Tuatha Sorceress?? starts at {{path>G4}}. It's not hard to get a mage to {{path>E2G3}} to get a ??Mirage Crystal??. With the other pure {{:misc:magic:glamour.png?15&nolink}}Glamour boosters, including the unique ??Tome of Legends??, the Sorceress will get up to {{path>G8}}.
 +
 +Putting a {{:misc:magic:glamour.png?15&nolink}}Glamour booster on ??Lugh - Long Handed?? allows you to forge ??The Sword of Many Colors??.
 +
 +=== Blood ===
 +Getting to {{path>N5}} to cast ??Awaken Treelord?? gives a 1 in 3 chance of a stationary {{path>B1}}.
 +
 +It is possible to get a {{path>D2N5}} mage, although tricky. That can ??Contact Lamia Queen?? for a  in 16 chance of at least {{path>B1}}.
 +
 ===== Strategy ===== ===== Strategy =====
 How to win as the nation. Feel free to use the following sections, or delete them, or change them. How to win as the nation. Feel free to use the following sections, or delete them, or change them.
dom6/tir-na-n-og-ea.1711724275.txt.gz · Last modified: 2024/03/29 14:57 by fenrir