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gath-la [2022/03/24 02:50] wigglefig |
gath-la [2024/07/09 05:10] (current) johnnydown Add Dom5 version marker |
| [[dom6/gath-la|{{:wiki:dom5_version.png?100 }}]]{{ :nations:flags:la_gath.png?nolink|}} |
====== LA Gath, Last of the Giants ====== | ====== LA Gath, Last of the Giants ====== |
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===== Lore ===== | ===== Lore ===== |
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| {{ :nations:la:gath:Kohen.png?nolink }} | **??Kohen??**\\ {{:misc:gui:gold.png?15&nolink}}130\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>B1H2,100%FES}} {{:misc:gui:research.png?15&nolink}} 9 \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]] (3) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] | Your blood hunter, Se'ir summoner and sabbath slave/master. Kohens are quite expensive just for blood hunting, but all have a useful crosspath allowing them to act as powerful sabbath masters as well as resilient slaves. \\ \\ Their {{path>H2}} path gives you supreme dominion control through strong preaching or blood sacrificing, as well as easy access to blessing and powerful banishment. Their crosspath, giant size and access to your bless gives them some thug potential, although you have many other options and their base stats are poor. | | | {{ :nations:la:gath:Kohen.png?nolink }} | **??Kohen??**\\ {{:misc:gui:gold.png?15&nolink}}130\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>B1H2,100%FES}} {{:misc:gui:research.png?15&nolink}} 9 \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]] (3) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] | Your blood hunter, Se'ir summoner and sabbath slave/master. Kohens are quite expensive just for blood hunting, but all have a useful crosspath allowing them to act as powerful sabbath masters as well as resilient slaves. \\ \\ Their {{path>H2}} path gives you supreme dominion control through strong preaching or blood sacrificing, as well as easy access to blessing and powerful banishment. Their crosspath, giant size and access to your bless gives them some thug potential, although you have many other options and their base stats are poor. | |
| {{ :nations:la:gath:Yeddeoni.png?nolink }} | **??Yeddeoni??**\\ {{:misc:gui:gold.png?15&nolink}}130\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>E1D1,100%FESD}} {{:misc:gui:research.png?15&nolink}} 11 \\ {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]] (3) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] | Yeddeoni are your only death access and {{path>D2}} versions in particular are valuable for skull staff forging. They are also important as your only reliable source of getting {{:misc:magic:astral.png?20&nolink}}{{:misc:magic:earth.png?20&nolink}} and {{:misc:magic:fire.png?20&nolink}}{{:misc:magic:earth.png?20&nolink}} crosspath. \\ \\ The 3 path versions are excellent early game site searchers, with the {{:misc:magic:astral.png?20&nolink}} version forging crystal items and staying relevant as a big lategame {{:misc:magic:death.png?20&nolink}} magic caster through communion, and the {{:misc:magic:fire.png?20&nolink}} version giving access to {{:misc:magic:fire.png?20&nolink}}{{:misc:magic:earth.png?20&nolink}} thugging items as well as the ??Skull of Fire?? booster. {{path>E2}} versions are excellent troop buffers. \\ \\ Note that Yeddeoni are your only native source of significant undead leadership to lead Se'ir, and also have wasteland survival to move them from their summoning province quickly. | | | {{ :nations:la:gath:Yeddeoni.png?nolink }} | **??Yeddeoni??**\\ {{:misc:gui:gold.png?15&nolink}}130\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>E1D1,100%FESD}} {{:misc:gui:research.png?15&nolink}} 11 \\ {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]] (3) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] | Yeddeoni are your only death access and {{path>D2}} versions in particular are valuable for skull staff forging. They are also important as your only reliable source of getting {{:misc:magic:astral.png?20&nolink}}{{:misc:magic:earth.png?20&nolink}} and {{:misc:magic:fire.png?20&nolink}}{{:misc:magic:earth.png?20&nolink}} crosspath. \\ \\ The 3 path versions are excellent early game site searchers, with the {{:misc:magic:astral.png?20&nolink}} version forging crystal items and staying relevant as a big lategame {{:misc:magic:death.png?20&nolink}} magic caster through communion, and the {{:misc:magic:fire.png?20&nolink}} version giving access to {{:misc:magic:fire.png?20&nolink}}{{:misc:magic:earth.png?20&nolink}} thugging items as well as the ??Skull of Fire?? booster. {{path>E2}} versions are excellent troop buffers. \\ \\ Note that Yeddeoni are your only native source of significant undead leadership to lead Se'ir, and also have wasteland survival to move them from their summoning province quickly. | |
| {{ :nations:la:gath:seren.png?nolink }} | **??Seren??**\\ {{:misc:gui:gold.png?15&nolink}}200\\ {{:misc:gui:resources.png?15&nolink}} 79 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>20%FES}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]] (3) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ {{:abilities:gluttony.png?20&nolink}} [[Gluttony]] (3) | The mighty Melqarts of Hinnom and Anakim of Ashdod are reduced to a guy who usually can't do magic. The Seren looks like a SC at a glance, but 4/5 of the time you are paying 200 and a cap turn for 120 leadership and a slightly better Gibbor. When you get a path of magic, you are getting a giant with solid base stats and access to 1 decent thug path, but Seren are competing for valuable capital recruitment turns with Kohen gadol, and capital resources with Gibbors. | | | {{ :nations:la:gath:seren.png?nolink }} | **??Seren??**\\ {{:misc:gui:gold.png?15&nolink}}200\\ {{:misc:gui:resources.png?15&nolink}} 79 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>20%FES}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]] (4) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ {{:abilities:gluttony.png?20&nolink}} [[Gluttony]] (3) | The mighty Melqarts of Hinnom and Anakim of Ashdod are reduced to a guy who usually can't do magic. The Seren looks like a SC at a glance, but 4/5 of the time you are paying 200 and a cap turn for 120 leadership and a slightly better Gibbor. When you get a path of magic, you are getting a giant with solid base stats and access to 1 decent thug path, but Seren are competing for valuable capital recruitment turns with Kohen gadol, and capital resources with Gibbors. | |
| {{ :nations:la:gath:kohen_gadol.png?nolink }} | **??Kohen Gadol??**\\ {{:misc:gui:gold.png?15&nolink}}370\\ {{:misc:gui:resources.png?15&nolink}} 31 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>B2H3,200%FES,10%FES}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]](5) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ {{:abilities:gluttony.png?20&nolink}} [[Gluttony]] (5) | The true descendants of the Anakim, Kohen Gadols are powerful combat casters and capable thugs/SCs with gear. Comes with 3 miscellaneous slots. \\ \\ With 80 leadership and access to divine blessing, they can lead your armies, enter communions and use powerful battlefield spells from their random school or blood. Their high HP pool can make a suitable turbo communion slave chassis through regeneration. Although their base stats are good rather than great, Kohen Gadols making use of {{:misc:magic:earth.png?20&nolink}} or {{:misc:magic:astral.png?20&nolink}} buffs, Phoenix Pyre or their bless can become strong SCs with gear and/or fluffing, both of which Gath has plenty of access to. \\ \\ Watch out for the 1/30 chance to get {{path>F3}}, {{path>E3}} or {{path>S3}} as these mages are very valuable for rituals and forging. | | | {{ :nations:la:gath:kohen_gadol.png?nolink }} | **??Kohen Gadol??**\\ {{:misc:gui:gold.png?15&nolink}}370\\ {{:misc:gui:resources.png?15&nolink}} 31 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>B2H3,200%FES,10%FES}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]](5) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ {{:abilities:gluttony.png?20&nolink}} [[Gluttony]] (5) | The true descendants of the Anakim, Kohen Gadols are powerful combat casters and capable thugs/SCs with gear. Comes with 3 miscellaneous slots. \\ \\ With 80 leadership and access to divine blessing, they can lead your armies, enter communions and use powerful battlefield spells from their random school or blood. Their high HP pool can make a suitable turbo communion slave chassis through regeneration. Although their base stats are good rather than great, Kohen Gadols making use of {{:misc:magic:earth.png?20&nolink}} or {{:misc:magic:astral.png?20&nolink}} buffs, Phoenix Pyre or their bless can become strong SCs with gear and/or fluffing, both of which Gath has plenty of access to. \\ \\ Watch out for the 1/30 chance to get {{path>F3}}, {{path>E3}} or {{path>S3}} as these mages are very valuable for rituals and forging. | |
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| {{ :nations:la:Gath:Zebulunite_horn_blower.png?nolink }} | **??Zebulunite Horn Blower??**\\ {{:misc:gui:gold.png?15&nolink}} 20\\ {{:misc:gui:resources.png?15&nolink}} 16 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 21 | {{:abilities:standard.png?20&nolink}} [[Standard]] (1) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ {{:abilities:formation_fighter.png?20&nolink}} [[Formation Fighter]] (2) | A {{:abilities:standard.png?20&nolink}} standard unit for boosting your troops morale. Its low combat speed will keep it behind your front line and relatively safe. It can fit 4 to a square with the other hoplite units for additional safety. Most of your troops tend to already have good morale, making these more of a situational choice than a must-have. | | | {{ :nations:la:Gath:Zebulunite_horn_blower.png?nolink }} | **??Zebulunite Horn Blower??**\\ {{:misc:gui:gold.png?15&nolink}} 20\\ {{:misc:gui:resources.png?15&nolink}} 16 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 21 | {{:abilities:standard.png?20&nolink}} [[Standard]] (1) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ {{:abilities:formation_fighter.png?20&nolink}} [[Formation Fighter]] (2) | A {{:abilities:standard.png?20&nolink}} standard unit for boosting your troops morale. Its low combat speed will keep it behind your front line and relatively safe. It can fit 4 to a square with the other hoplite units for additional safety. Most of your troops tend to already have good morale, making these more of a situational choice than a must-have. | |
| {{ :nations:la:Gath:Gittite_soldier.png?nolink }} | **??Gittite Soldier??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 25 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 15 | {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]] (3) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] | Your only non-sacred giant troop, the Gittite soldiers have solid combat stats and, with their 18 piercing damage spear, are your only massable access to a hard hitting attack. They have a 1 to 1 gold to resource ratio and a lethal javelin, making them a good candidate for scales expansion. With ??Strength of Giants?? and ??Flaming Arrows??, their javelins become a frightening threat against unshielded troops. Their protection of 14 is mediocre, but can be easily raised with buffs. With innate fire resistance they might still have their place in the mid game. They are arguably Gath's strongest non-sacred troops. | | | {{ :nations:la:Gath:Gittite_soldier.png?nolink }} | **??Gittite Soldier??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 25 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 15 | {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]] (3) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] | Your only non-sacred giant troop, the Gittite soldiers have solid combat stats and, with their 18 piercing damage spear, are your only massable access to a hard hitting attack. They have a 1 to 1 gold to resource ratio and a lethal javelin, making them a good candidate for scales expansion. With ??Strength of Giants?? and ??Flaming Arrows??, their javelins become a frightening threat against unshielded troops. Their protection of 14 is mediocre, but can be easily raised with buffs. With innate fire resistance they might still have their place in the mid game. They are arguably Gath's strongest non-sacred troops. | |
| {{ :nations:la:Gath:Levite_zealot.png?nolink }} | **??Levite Zealot??**\\ {{:misc:gui:gold.png?15&nolink}} 15\\ {{:misc:gui:resources.png?15&nolink}} 17 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14 | {{:abilities:sacred.png?15&nolink}} Sacred\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ {{:abilities:patrol_bonus.png?20&nolink}} [[Patrol bonus]] (2) | Your recruit anywhere sacred is, on the face of it, an unexceptional unit, being quite similar to an indie heavy infantry unit with lower protection but 1 additional HP and excellent morale. Their patrol bonus and sacred upkeep gives them great value as patrollers for your blood hunters. In combat, having a size 2 troop to fill squares with your Gibbors is important for attack density and Zealots will rarely break. However, there is competition from your other sacred units to be the focus of bless design and designing a cost efficient bless to make Zealots significantly strong is challenging. Note they only have Map move 10, so will slow down all your giant units and summons. | | | {{ :nations:la:Gath:Levite_zealot.png?nolink }} | **??Levite Zealot??**\\ {{:misc:gui:gold.png?15&nolink}} 15\\ {{:misc:gui:resources.png?15&nolink}} 17 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14 | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ {{:abilities:patrol_bonus.png?20&nolink}} [[Patrol bonus]] (2) | Your recruit anywhere sacred is, on the face of it, an unexceptional unit, being quite similar to an indie heavy infantry unit with lower protection but 1 additional HP and excellent morale. Their patrol bonus and sacred upkeep gives them great value as patrollers for your blood hunters. In combat, having a size 2 troop to fill squares with your Gibbors is important for attack density and Zealots will rarely break. However, there is competition from your other sacred units to be the focus of bless design and designing a cost efficient bless to make Zealots significantly strong is challenging. Note they only have Map move 10, so will slow down all your giant units and summons. | |
| {{ :nations:la:Gath:gibbor.png?nolink }} | **??Gibbor??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 43 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 23\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}} Sacred\\ {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]](4) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ {{:abilities:gluttony.png?20&nolink}} [[Gluttony]] (2) | Gibbors are much weaker than their MA counterparts, the Anakim, losing their second attack, a point of size, and some skill. They are accordingly half the price, and still boast giant HP, good defense and in-built magic weapons. Their main weakness is their low attack density, which, when combined with only 14 protection, will lead to them killing their opponents slowly and being whittled down. It is important to note their gluttony: Abbas or supply items are sometimes necessary to prevent starvation and disease. | | | {{ :nations:la:Gath:gibbor.png?nolink }} | **??Gibbor??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 43 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 23\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_fire.png?20&nolink}} [[Resist Fire]](4) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ {{:abilities:gluttony.png?20&nolink}} [[Gluttony]] (2) | Gibbors are much weaker than their MA counterparts, the Anakim, losing their second attack, a point of size, and some skill. They are accordingly half the price, and still boast giant HP, good defense and in-built magic weapons. Their main weakness is their low attack density, which, when combined with only 14 protection, will lead to them killing their opponents slowly and being whittled down. It is important to note their gluttony: Abbas or supply items are sometimes necessary to prevent starvation and disease. | |
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==== Heroes ==== | ==== Heroes ==== |
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^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ |
| {{ :nations:la:gath:nabi.png?nolink }} | **??Nabi#1985??**\\ Multihero | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} Sacred\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ | A ??Nabi?? appears once in a while. They are useful for preaching and blood sacrifice, and can lead some troops when needed. | | | {{ :nations:la:gath:nabi.png?nolink }} | **??Nabi#1985??**\\ Multihero | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ | A ??Nabi?? appears once in a while. They are useful for preaching and blood sacrifice, and can lead some troops when needed. | |
| {{ :nations:la:gath:sabba.png?nolink }} | **??Sabba - Sibyl of Hermon#2070??**\\ Minimum hero arrival turn: 5 | {{path>S3,N4}} {{:misc:gui:research.png?15&nolink}} 19 \\ {{:abilities:sacred.png?15&nolink}} Sacred\\ {{:abilities:poison_resist.png?15&nolink}} [[Resist Poison]] (7) \\ {{:abilities:healer.png?20&nolink}} [[Healer]] (2) \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] \\ {{:abilities:Fortune_teller.png?20&nolink}} [[Fortune Teller]] (20)\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ [[Female]]\\ {{abilities:spirit_sight.png?20&nolink}} [[Spirit Sight]] \\ | Sabba is your highest {{:misc:magic:astral.png?14&nolink}} mage apart from a 1% cap-only random, and your highest {{:misc:magic:nature.png?14&nolink}} mage by 2 whole levels. Landing her will crank you up to {{path>N7}} with a ??Treelords Staff?? and ??Moonvine Bracelet??, which is helpful for nature rituals if you don't take a regeneration bless. The cross-path makes ??Call Arel?? casting simple, if desired. | | | {{ :nations:la:gath:sabba.png?nolink }} | **??Sabba - Sibyl of Hermon#2070??**\\ Minimum hero arrival turn: 5 | {{path>S3,N4}} {{:misc:gui:research.png?15&nolink}} 19 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:poison_resist.png?15&nolink}} [[Resist Poison]] (7) \\ {{:abilities:healer.png?20&nolink}} [[Healer]] (2) \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] \\ {{:abilities:Fortune_teller.png?20&nolink}} [[Fortune Teller]] (20)\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Waste Survival]] \\ [[Female]]\\ {{abilities:spirit_sight.png?20&nolink}} [[Spirit Sight]] \\ | Sabba is your highest {{:misc:magic:astral.png?14&nolink}} mage apart from a 1% cap-only random, and your highest {{:misc:magic:nature.png?14&nolink}} mage by 2 whole levels. Landing her will crank you up to {{path>N7}} with a ??Treelords Staff?? and ??Moonvine Bracelet??, which is helpful for nature rituals if you don't take a regeneration bless. The cross-path makes ??Call Arel?? casting simple, if desired. | |
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**Worthy Heroes** | **Worthy Heroes** |
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*Conjuration 3 {{path>N1}} for {{gems>3N}}: **??Summon Mazzikim??** ( {{:nations:ea:berytos:mazzik.png?nolink}} ??Mazzik??×8) \\ A ??Mazzik?? is statistically almost identical to the ??Imp?? summoned in battle with ??Summon Imps??. These are effective at jumping into the enemy back lines and messing with enemy mages and troop formations. This spell allows you to get 2.66 ??Imp??-type units per {{gems>N}}, without using mage turns in combat. Furthermore, these flyers can be summoned in large numbers pre-battle and then attack rear en masse. As demons, their strength can be boosted with ??Blood Lust?? allowing them to actually do damage. This could be a powerful disruptive strategy in an early war and this spell can be used as an early-mid game "panic button", cast in volume by ??Iassacharite Sibyl??s to win a key battle. However, {{gems>N}} are valuable for many purposes, so it is important to get value from any ??Mazzik??s summoned. | *Conjuration 3 {{path>N1}} for {{gems>3N}}: **??Summon Mazzikim??** ( {{:nations:ea:berytos:mazzik.png?nolink}} ??Mazzik??×8) \\ A ??Mazzik?? is statistically almost identical to the ??Imp?? summoned in battle with ??Summon Imps??. These are effective at jumping into the enemy back lines and messing with enemy mages and troop formations. This spell allows you to get 2.66 ??Imp??-type units per {{gems>N}}, without using mage turns in combat. Furthermore, these flyers can be summoned in large numbers pre-battle and then attack rear en masse. As demons, their strength can be boosted with ??Blood Lust?? allowing them to actually do damage. This could be a powerful disruptive strategy in an early war and this spell can be used as an early-mid game "panic button", cast in volume by ??Iassacharite Sibyl??s to win a key battle. However, {{gems>N}} are valuable for many purposes, so it is important to get value from any ??Mazzik??s summoned. |
*Conjuration 5 {{path>N4}} for {{gems>15N}}: **??Summon Lilot??** ( {{:nations:ea:berytos:Lilot.png?nolink}} ??Lilot??×1)\\ ??Lilot??s are [[seduction | dream seducers]], which is unfortunately the less effective kind of seduction due to the extra MR check involved before the morale check for the seduction itself. ??Lilot??s are also not mages, limiting their options in an assassination battle. {{gems>15N}} is a significant investment already, and more gear is required for a ??Lilot?? to reliably survive their first assassination, making their use questionable. | *Conjuration 5 {{path>N4}} for {{gems>15N}}: **??Summon Lilot??** ( {{:nations:ea:berytos:Lilot.png?nolink}} ??Lilot??×1)\\ ??Lilot??s are [[seduction | dream seducers]], which is unfortunately the less effective kind of seduction due to the extra MR check involved before the morale check for the seduction itself. ??Lilot??s are also not mages, limiting their options in an assassination battle. However, like any assassin, a ??Lifelong Protection?? or other retinue items can make them a dangerous threat to most enemy commanders. |
| *Blood 3 {{path>B1}} for {{gems>8B}}: **??Scapegoats??**. {{misc:gui:waste.png?nolink}}Wasteland Only ( {{:nations:ea:hinnom:seir.png?nolink}} ??Se'ir??×2) \\ Se'irim are size 3, sacred, berserking goat demons with 3(!) attacks, each hitting at 17 attack and 24 damage once they go berserk and ??Blood Lust?? has been cast. They are also quite tough, with good hp, MR and OK natural protection once berserk. These troops are vital to your armies, as your main source of high damage along with good attack density. The spell comes early at research level Blood 3 but the Blood 4 spell ??Blood Lust?? greatly increases their value. A wasteland is **required** to cast this spell, so is a vital strategic objective if you do not use a map generator that guarantees one for Gath. An aggressive bless for ??Se'ir#2074??im would include +strength, +attack and blood surge, all of which are minor blesses that can be combined with an imprisoned pretender. |
*Blood 3 {{path>B1}} for {{gems>8B}}: **??Scapegoats??**. {{misc:gui:waste.png?nolink}}Wasteland Only ( {{:nations:ea:hinnom:seir.png?nolink}} ??Se'ir??×2) \\ Se'irim are size 3, sacred, berserking goat demons with 3(!) attacks, each hitting at 17 attack and 24 damage once they go berserk and ??Blood Lust?? has been cast. They are also not complete glass cannons, with good hp, MR and OK natural protection once berserk. These troops are vital to your armies, as your only source of high damage along with good attack density. The spell comes early at research level Blood 3 but the Blood 4 spell ??Blood Lust?? greatly increases their value. A wasteland is **required** to cast this spell, so is a vital strategic objective if you do not use a map generator that guarantees one for Gath. An aggressive bless for ??Se'ir#2074??im would include +strength, +attack and blood surge, all of which are minor blesses that can be combined with an imprisoned pretender. | |
*Blood 4 {{path>B3A1}} for {{gems>28B}}: **??Summon Shedim??** {{misc:gui:waste.png?nolink}}Wasteland Only ( {{:nations:ea:berytos:shed.png?nolink}} ??Shed??×3) \\ Gath has no native access to {{:misc:magic:air.png?20&nolink}} magic, making the ??Se'ir?? a much more natural choice for summoning than the ??Shed??. If you are able to obtain air mages, Shedim make a strong source of AN damage that can be produced en masse and transported easily due to being able to fly. | *Blood 4 {{path>B3A1}} for {{gems>28B}}: **??Summon Shedim??** {{misc:gui:waste.png?nolink}}Wasteland Only ( {{:nations:ea:berytos:shed.png?nolink}} ??Shed??×3) \\ Gath has no native access to {{:misc:magic:air.png?20&nolink}} magic, making the ??Se'ir?? a much more natural choice for summoning than the ??Shed??. If you are able to obtain air mages, Shedim make a strong source of AN damage that can be produced en masse and transported easily due to being able to fly. |
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//Abrahamic Angels// | //Abrahamic Angels// |
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Most of the Abrahamic Angels are quite difficult for Gath to summon due to their crosspath requirements. | Most of the Abrahamic Angels are quite difficult for Gath to summon due to their crosspath requirements. They are all sacred, so will benefit from your bless. |
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* Conjuration 4 {{path>S2}} for {{gems>9S}}: **??Call Malakh??** ( {{:nations:ma:ind:malakh.png?nolink}} ??Malakh??×1)\\ The Malakh's chief qualities are its stealth, mobility and low cost. It can function as a very light thug due to its natural invulnerability and awe, as long as it is given some gear before being sent out. A cheap and accessible way to screen your armies from an early tech level. | * Conjuration 4 {{path>S2}} for {{gems>9S}}: **??Call Malakh??** ( {{:nations:ma:ind:malakh.png?nolink}} ??Malakh??×1)\\ The Malakh's chief qualities are its stealth, mobility and low cost. It can function as a very light thug due to its natural invulnerability and awe, as long as it is given some gear before being sent out. A cheap and accessible way to screen your armies from an early tech level. |