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jomon-dragon-daimyos [2020/11/18 02:13]
joste [Commanders]
jomon-dragon-daimyos [2020/11/27 20:44] (current)
naaira [Mages]
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 ====== Jomon Dragon Daimyos  ====== ====== Jomon Dragon Daimyos  ======
 [[https://discord.gg/GZDmhBVdHw|{{ :guides:clippy_discord_link.png?300}}]] [[https://discord.gg/GZDmhBVdHw|{{ :guides:clippy_discord_link.png?300}}]]
 +~~NOTOC~~
  
 Written: Darkwolf\\ Written: Darkwolf\\
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 The mage lineup of Jomon is diverse and thus scary. Most mages have specific uses, though the amount of randoms makes it impossible to pin down all the exact castable spells. This is especially true for DE.  The mage lineup of Jomon is diverse and thus scary. Most mages have specific uses, though the amount of randoms makes it impossible to pin down all the exact castable spells. This is especially true for DE. 
  
-Shugenja E1 1?100%FAWEN- The Shugenja is the basic mage of Jomon and can also be recruited in mountains and highlands with just a lab, capable of casting different spells based on their randoms. Some randoms are more useful than others though most have some use.  +{{:nations:la:jomon:shugenja.png?nolink}}??Shugenja?? {{path>E1,100%FAWEN}} The Shugenja is the basic mage of Jomon and can also be recruited in mountains and highlands with just a lab, capable of casting different spells based on their randoms. Some randoms are more useful than others though most have some use.  
-Fire randoms can cast magma bolts.  +  Fire randoms can cast ??Magma Bolt??s.  
-Water randoms are quite useful as they can cast Grip of the marshlands, practically reverse Quickness as it halves the stats of any enemy that it hits.  +  Water randoms are quite useful as they can cast ??Grip of the Marshlands??, practically reverse ??Quickness?? as it halves the stats of any enemy that it hits.  
-Nature and air randoms mainly forge cheap items or research - not a big issue as you are heavily encouraged to take magic 3.  +  Nature and air randoms mainly forge cheap items or research - not a big issue as you are heavily encouraged to take magic 3.  
-Earth randoms are the best of your randoms, capable of forging Earth Boots to get to earth 3 and make Dwarven hammers for cheap gear or make other earth 1 Shugenja useful. They can Summon Earthpower to get to E3 without items or E4 with the boots making them able to cast Legions of Steel, Strength of Giants, Curse of Stones and Blade Wind or with the earth boots, Keen Blades, Weapons of Sharpness, Army of Gold/Lead or even a risky Earthquake+  Earth randoms are the best of your randoms, capable of forging ??Earth Boots?? to get to earth 3 and make ??Dwarven hammer??for cheap gear or make other earth 1 Shugenja useful. They can ??Summon Earthpower?? to get to E3 without items or E4 with the boots making them able to cast ??Legions of Steel????Strength of Giants????Curse of Stones?? and ??Blade Wind?? or with the earth boots, ??Keen Blades????Weapons of Sharpness????Army of Gold????Army of Lead?? or even a risky ??Earthquake??.
-Master Shugenja- E1 N1  2?100%FAWEN 1?10%FAWEN +
-Masters follow the same principles, being different degrees of useful depending on their randoms. Worth noting is that nature randoms can craft Thistle Maces+
  
-Onmyouji- S2 2?100%FAWEN 1?10%FAWEN +{{:nations:la:jomon:master_shugenja.png?nolink  |}} ??Master Shugenja??- {{path>E1N1,100%FAWEN,100%FAWEN,10%FAWEN}} 
-Omnyoji are late game spell casters due to their Astral 2 and comparatively cheap cost - though being a 4 commander point mage makes them harder to mass. They have two of the same randoms as other Jomon mages making their communions at high levels deadly but requiring a large quantity of communion slaves which can be a problem since Jomon has no easy way of amassing cheap astral mages, therefore I recommend taking independent S1 like Crystal Sorceresses and Lizard Shamans if possible to act as slaves.+Masters follow the same principles, being different degrees of useful depending on their randoms. Worth noting is that nature randoms can craft ??Thistle Maces??
  
-MikoN1 H1 1?100%FAWEN 1?100%FAWE +{{:nations:la:jomon:Onmyo-ji.png?nolink  |}}??Onmyo-ji??- {{path>S2,100%FAWEN,100%FAWEN,10%FAWEN}} 
-The Miko is useful for its national spell and being inspirational but beyond that all Miko can cast the Teaching Sign, national version of Power of the Spheres turning a comparatively bad mage into a decent one cost efficientlyThe power of the Miko based on its randoms cannot be understated because of this spell: Its two random paths and one constant (nature) all get plus 1 giving it at least 2 in each random and 2 in nature. Jomon’national spell, while being expensive, can enhance this further, allowing  you to create an H4 Mage with F2 A2 W2 E3 N2 s It is good, but because of your already wide path access the ritual is largely useless after your first 1 or 2 casts to get access to forgers or site searchers.+Omnyoji is late-game spellcasters due to their Astral 2 and comparatively cheap cost - though being a 4 commander point mage makes them harder to massThey have two of the same randoms as other Jomon mages making their communions at high levels deadly but requiring a large number of communion slaves which can be a problem since Jomon has no easy way of amassing cheap astral mages, therefore I recommend taking independent S1 like ??Crystal Sorceresses?? and ??Lizard Shaman??if possible to act as slaves.
  
-Dragon Princess- W2 1?100%2FAEN 1?10%FAWEN +Miko- {{path>N1H1,100%FAWEN,100%FAWE}} 
-The Dragon Princess is one of the two capital only commanders and is notable for its massive map move in dragon form and its 20 gifts of water breathing in human form, allowing Jomon to expand into underwater provinces without an aquatic pretender, summons or mercenaries. It can shapechange into a dragon form getting 34 map move, allowing you to quickly reinforce your frontlines with casters. As a result, armies do not actually have to have a full mage core for each army. Instead mages  join the armies for important battles. This flexibility allows Jomon to adjust which spells they bring to each battle - and the mages can easily flee if the army is about to die. The map move also allows less downtime between researching as the armies march to combat. +The Miko is useful for its national spell and being inspirational but beyond that, all Miko can cast the ??Teaching Sign??, a national version of ??Power of the Spheres?? turning a comparatively bad mage into a decent one cost-efficiently. The power of the Miko based on its randoms cannot be understated because of this spell: Its two random paths and one constant (nature) all get plus 1 giving it at least 2 in each random and 2 in nature. Jomon’s national spell, while being expensive, can enhance this further, allowing you to create an {{path>H4}} Mage with {{path>F2A2W2E3N2}} s It is good, but because of your already wide path access, the ritual is largely useless after your first 1 or 2 casts to get access to forgers or site searchers. 
 + 
 +Dragon Princess- {{path>W2,100%2FAEN,10%FAWEN}} 
 +The Dragon Princess is one of the two capital only commanders and is notable for its massive map move in dragon form and it'20 [[gifts of water breathing]] in human form, allowing Jomon to expand into underwater provinces without an aquatic pretender, summonsor mercenaries. It can [[shapechange]] into a dragon form getting 34 map move, allowing you to quickly reinforce your frontlines with casters. As a result, armies do not actually have to have a full mage core for each army. Insteadmages join the armies for important battles. This flexibility allows Jomon to adjust which spells they bring to each battle - and the mages can easily flee if the army is about to die. The map move also allows less downtime between researching as the armies march to combat. 
  
 ===Assassins=== ===Assassins===
-Shinobi Paths-A1 W1 1?100%FAWE 1?10%FAWE +Shinobi Paths- {{path>A1W1,100%FAWE,10%FAWE}} 
-Why should assassins have their own category? Because I believe they are an integral to Jomon’s playstyle and its tactics of divide and conquer. Jomon has 2 assassins. The Ninja is a very good assassin that can reliably kill commanders and weak mages. It is better than the vanilla assassin and has Scale Walls allowing the ninja to assassinate commanders within forts, making it a deadly tool in your arsenal. The Shinobi are mage assassins with high attack and defense skills. They can also scale walls and are cap only. Depending on their paths and gear they are capable of killing most mages, either by carrying Water bottles or by equipping gear such as a GSS. Their ability to cast Quicken Self makes it hard to kill them before they kill you, and that is before taking into consideration whatever buffs their other paths give them.+Why should assassins have their own category? Because I believe they are integral to Jomon’s playstyle and its tactics of divide and conquer. Jomon has 2 assassins. The ??Ninja?? is a very good assassin that can reliably kill commanders and weak mages. It is better than the vanilla assassin and has [[Scale Walls]] allowing the ninja to assassinate commanders within forts, making it a deadly tool in your arsenal. The Shinobi are mage assassins with high attack and defense skills. They can also scale walls and are cap only. Depending on their paths and gear they are capable of killing most mages, either by carrying Water bottles or by equipping gear such as a GSS. Their ability to cast ??Quicken Self?? makes it hard to kill them before they kill you, and that is before taking into consideration whatever buffs their other paths give them.
  
 ===Monk of the Path=== ===Monk of the Path===
 Monks are special, being H1 random 90% and recruit anywhere. This allows the recruitment of 70 gold 2 commander point sacred researchers in any province with a temple. They are not just amazing researchers with their massability and 7 RP with Magic scales. Some even have combat uses you can focus on depending on your plan. Monks are special, being H1 random 90% and recruit anywhere. This allows the recruitment of 70 gold 2 commander point sacred researchers in any province with a temple. They are not just amazing researchers with their massability and 7 RP with Magic scales. Some even have combat uses you can focus on depending on your plan.
-Nature-  +  *Nature-  The Nature ones can cast their sign going to N2 and from there cast ??Wooden Warriors????Sleep Cloud??, and effectively enough ??Storm of Thorns?? later on. 
-The Nature ones can cast their sign going to N2 and from there cast Wooden Warriors, Sleep Cloud, and effectively enough Storm of Thorns later on. +  *Fire- Fire signs can Charm at no fatigue cost at 15 range. Note that Farcaster helps. No seriously, that is all they can do and what they realistically should be doing for you lmao 
-Fire- +  *Water- Water signs can be Frozen Heart casters, being easily spammable, or cast their sign, an extremely minimal fatigue reduction from 9-13 at aoe 3 
-Fire signs can Charm at no fatigue cost at 15 range. Note that Farcaster helps. No seriously, that is all they can do and what they realistically should be doing for you lmao +  *Earth- Their sign can one-hit demons at MR negates easily. I mainly use them for research or ??Earth Grip?? 
-Water- +  *Air- Air randoms are your best monks for one reason: They have an aoe 5 ??Air Shield?? to stack on your troops and cover their lack of shields. They also grant morale plus 1
-Water signs can be Frozen Heart casters, being easily spammable, or cast their sign, an extremely minimal fatigue reduction from 9-13 at aoe 3 +
-Earth-  +
-Their sign can one-hit demons at MR negates easily. I mainly use them for research or Earth Grip +
-Air- +
-Air randoms are your best monks for one reason: They have an aoe 5 Air Shield to stack on your troops and cover their lack of shields. They also grant morale plus 1+
  
 ===Underwater=== ===Underwater===
-Ryujin Paths- W3  1?100%2FAEN 1?10%FAWEN +??Ryujin?? Paths- {{path>W3,200%FAEN,10%FAWEN}} 
-Whilst the air monk can handle the weakness of the main troops, Tmain strength of Jomon is in it’s underwater recruitment. Shrimp soldiers are decent but the real stars are the shark warriors. Having two attacks, an attack skill of 17 and decent protection makes them great buff targets, though you have to watch out for them being size 4, having 5 encumbrance and most of all their bad defense skill. Then you have the center of the roster: Ryujin. With a base map move of 34 and flying without changing shape into a dragon, they are a direct improvement to the princesses. That is without taking into account the Dragon Pearl, a cursed item automatically given to them, while the misc slot being locked can be a hindrance. This pearl grants them a temporary water gem and astral pearl at the beginning of combat. Ryujin can act as heavy casters or as heavy thugs and light super combatants able to cast Foul Vapors and other battlefield wide spells or use combinations they random to self buff and engage in melee with gear.+Whilst the air monk can handle the weakness of the main troops, The main strength of Jomon is in its underwater recruitment. Shrimp soldiers are decent but the real stars are the shark warriors. Having two attacks, an attack skill of 17 and decent protection makes them great buff targets, though you have to watch out for them being size 4, having 5 encumbrances, and most of all their bad defense skill. Then you have the center of the roster: Ryujin. With a base map move of 34 and flying without changing shape into a dragon, they are a direct improvement to the princesses. That is without taking into account the Dragon Pearl, a cursed item automatically given to them, while the misc slot being locked can be a hindrance. This pearl grants them a temporary water gem and astral pearl at the beginning of combat. Ryujin can act as heavy casters or as heavy thugs and light super combatants able to cast Foul Vapors and other battlefield wide spells or use combinations they random to self-buff and engage in melee with gear.
  
 Some Ryujin Type uses Some Ryujin Type uses
-Fire- Acid and Boiling spells. Can act as battle casters. With a Flame Helmet can cast Pyre of the Frozen Phoenix to start generating 1D3 water gems. Phoenix Pyre causes issues when the ryujin has gear as they have different forms and switching forms makes it lose its gear+Fire- Acid and Boiling spells. Can act as battle casters. With a ??Flame Helmet?? can cast ??Pyre of the Frozen Phoenix?? to start generating 1D3 water gems. ??Phoenix Pyre?? causes issues when the ryujin has gear as they have different forms and switching forms makes it lose its gear
 Nature- Foul Vapors, and the melting spells or elite or thug targeting Nature- Foul Vapors, and the melting spells or elite or thug targeting
 Earth- Best Thug Variant Earth- Best Thug Variant
-Air- Ice Evocations, Summon Selkie +Air- Ice Evocations, ??Summon Selkie?? 
-Ofc Water 3 spells and elementals or swarm as well+Ofc Water 3 spells and elementals or ??Swarm?? as well
  
  
 =====National Spells===== =====National Spells=====
 Beyond the Signs the only national combat spells are the undead D2 and one D1 summons. These Alternatives to the Horde of Skeletons make better skeletons but fewer. I did not bother testing further as Jomon has no Death casters Beyond the Signs the only national combat spells are the undead D2 and one D1 summons. These Alternatives to the Horde of Skeletons make better skeletons but fewer. I did not bother testing further as Jomon has no Death casters
-Jigami- N2 mage with Strength of Summer. Not worth it as you already have easy access to N2 +??Jigami??- N2 mage with ??Strength of Summer??. Not worth it as you already have easy access to N2 
-Mori No Kami- N2 mage that becomes an N3 mage when in a forest. It can then be boosted to N4 and summon Ivy Kings, who are N3 mages everywhere. +??Mori No Kami??- N2 mage that becomes an N3 mage when in a forest. It can then be boosted to N4 and summon ??Ivy King??s, who are N3 mages everywhere. 
-Kaijin- W3 N2 E1 mage withEthereal, for  only 20 water gems. It is a decent mage and it is up to you whether you use them, though water gems may arguably be better served for brands or elementals as you have ryujin that can random W3 N2+??Kaijin??- W3 N2 E1 mage with ethereal, for only 20 water gems. It is a decent mage and it is up to you whether you use them, though water gems may arguably be better served for brands or elementals as you have Ryujin that can random W3 N2
  
  
-Kenzoku, Ghost General, Ujigami- These three are grouped together because they all have similar uses, practically all being better Banes. Summons that can easily thug at under 10 gems. +??Kenzoku????Ghost General????Ujigami??- These three are grouped together because they all have similar uses, practically all being better Banes. Summons that can easily thug at under 10 gems. 
  
-Ghost General- 10d gems A Bane with Ethereal and Fear. It can thug with light gear like just a vine shield  +Ghost General- 10d gems A Bane with Ethereal and Fear. It can thug with light gear like just a ??Vine Shield?? 
-Kenzoku- 9 Pearls. Best of the three, it has Awe, Ethereal and is sacred. Equipped with basic thug gear it can easily thug and with a Frost Brand, Vine Shield, it is capable of killing up to 50 PD including heavy cav and barbs. With either a Bottle and Regen bless, or Ring of Regeneration it can take up to 100PD, unless the PD contains a mass of Crossbows which ignore the awe and Vine Shield+
  
-Ujigami- The one of the three most out of place. An Ethereal H2 that has Inspirational and is a magic beingWhile it can be a thug and quite efficiently at 5 gem costI find it more useful for leading armies with its120 leadership and 80 Magic LeadershipThis is valuable considering the large amounts of chaff and summons you should be amassing.+??Kenzoku??9 Pearls. The best of the three, it has Awe, Ethereal, and is sacredEquipped with basic thug gear it can easily thug and with ??Frost Brand??, ??Vine Shield??, it is capable of killing up to 50 PD including heavy cav and barbsWith either a Bottle and Regen bless, or ??Ring of Regeneration?? it can take up to 100PD, unless the PD contains a mass of Crossbows which ignore the awe and Vine Shield
  
 +??Ujigami??- One of the three most out of place. An Ethereal H2 that has Inspirational and is a magic being. While it can be a thug and quite efficiently at a 5 gem cost, I find it more useful for leading armies with its120 leadership and 80 Magic Leadership. This is valuable considering the large amounts of chaff and summons you should be amassing.
  
-Gozu Mezu- 2 Heavy Infantry with Soul Trap Halberds. Good against immortals - a great counter to Wraith Lords and Vampire Thugs-  + 
-Yama-no-Kazi- A great A2 E3 N2 forger and caster +??Gozu Mezu??- 2 Heavy Infantry with Soul Trap Halberds. Good against immortals - a great counter to Wraith Lords and Vampire Thugs-  
 + 
 +??Yama-no-Kazi??- A great A2 E3 N2 forger and caster 
 Oni- Chaff Oni- Chaff
-Tengu- A bunch of different spells summon different variants of these flying lighting bolt firing birds. The clan holds and other summoning spells are not overpriced, but nature gems and air gems are constantly in demand for Jomon so the value of summoning them is not normally worth the cost. On the other hand the village and clan hold are valuable for the cost in gems giving sacred tengu repeatedly, giving you some good buff sponges and flyers- Dai Tengu are high air and can cast the big air spells like Fog Warriors +Tengu- A bunch of different spells summon different variants of these flying lighting bolt firing birds. The clan holds and other summoning spells are not overpriced, but nature gems and air gems are constantly in demand for Jomon so the value of summoning them is not normally worth the cost. On the other handthe village and clan hold are valuable for the cost in gems giving sacred tengu repeatedly, giving you some good buff sponges and flyers- Dai Tengu are high air and can cast the big air spells like ??Fog Warriors?? 
-Oni General- D2 random 1. Your bread and butter death mages. They can thug but you have better options that are either cheaper or better at it. Instead I recommend using them as forgers, site searchers, and battle casters. + 
-Dai Oni- Giant Demon Chassis that are originally for Yomi with high Death, Fire and Earth. They do not perform adequately as SCs, as by the time they are online, demon counters are easily accessible. As casters, however, they work great and are not anywhere as vulnerable as the human casters this nation fields. +??Oni General??- D2 random 1. Your bread and butter death mages. They can thug but you have better options that are either cheaper or better at it. InsteadI recommend using them as forgers, site searchers, and battle casters. 
-Kitsune- N2 summon with a chance of N3 and a selection of other randoms. It can even random N4. If this happens it can then shape shift taking a Thistle Mace and, with a Copper Arm a Treelords Staff. This turns it into a N7 mage capable of casting many of the major Nature spells. N4 + Thistle mace + Treelord’s Staff would make it N7 + 
-Okami- Stealthy dogs with magic power. Decent summons actually to fill your stacks if you have extra gems +??Dai Oni??- Giant Demon Chassis that is originally for Yomi with high Death, Fireand Earth. They do not perform adequately as SCs, as by the time they are online, demon counters are easily accessible. As casters, however, they work great and are not anywhere as vulnerable as the human casters this nation fields. 
-Bakenoko- Breaks you into D1 from Nature but you will need an empower or other way to boost higher if you do not have death on your pretender  + 
-Mujina- N2 Assassin capable of castingwarm during assassinations. Generally not worth it due to the large variety of nature uses and how you have great assassins already. +??Kitsune??- N2 summon with a chance of N3 and a selection of other randoms. It can even random N4. If this happens it can then shapeshift taking a ??Thistle Mace?? and, with a ??Copper Arm?? ??Treelords Staff??. This turns it into a N7 mage capable of casting many of the major Nature spells. N4 + Thistle mace + Treelord’s Staff would make it N7 
-Tanuki- 26 Gem N2 E1 W2 mage. Those are paths you have access to quite easily so is usually not worth it + 
 +??Okami??- Stealthy dogs with magic power. Decent summons actually to fill your stacks if you have extra gems 
 + 
 +??Bakenoko??- Breaks you into D1 from Nature but you will need an empower or another way to boost higher if you do not have death on your pretender  
 + 
 +??Mujina??- N2 Assassin capable of casting Warm during assassinations. Generally not worth it due to the large variety of nature uses and how you have great assassins already. 
 + 
 +??Tanuki??- 26 Gem N2 E1 W2 mage. Those are paths you have access to quite easily so is usually not worth it 
 EalFolk- Not worth it. Just bad troops in water and on land EalFolk- Not worth it. Just bad troops in water and on land
-Yuki Onna- 10 DGem Ethereal Fear assassin with Cold Breath, Actually really good but death gems are very valuable and you have access to Shinobi and Ninjas so their actual value for gems is pretty low. 
-Call The Tesso- Remote Temple Destruction for 12 Gems that takes some gold 
-Wake Namazu- Requiressome hard to obtain high earth and water paths, but for 10 gems may be the best remote attack spell in the game. First it causes unrest and kills the population. Afterwards it summons a bunch of high tier oni and three mages that cast undead spamming spells capable of taking a decent amount of pd and then holding a province - also notably capable of draining gems 
  
-Gryou- An amazing 40 Death Gem Summon- 3 Month mounted Immortal with D3 and a combination of 3Water Fire and Air. It causes unrest and misfortune but they have Chill aura, ethereal and Fear as well as a retinue of 1d3 and 1d6 of ghost Jomon Troops that can clear basic pd alone. Can act as an SC with Phoenix Pyre Soul Vortex, or other variants, thug as an immortal, or act as a battle caster, its main weakness being the fact that it is undead.+??Yuki Onna??- 10 DGem Ethereal Fear assassin with Cold Breath, Actually really good but death gems are very valuable and you have access to Shinobi and Ninjas so their actual value for gems is pretty low. 
 + 
 +??Call The Tesso??- Remote Temple Destruction for 12 Gems that takes some gold 
 + 
 +??Wake Namazu??- Requiressome hard to obtain high earth and water paths, but for 10 gems may be the best remote attack spell in the game. First it causes unrest and kills the population. Afterwards it summons a bunch of high tier oni and three mages that cast undead spamming spells capable of taking a decent amount of pd and then holding a province - also notably capable of draining gems 
 + 
 +??Gryou??- An amazing 40 Death Gem Summon- 3 Month mounted Immortal with D3 and a combination of 3Water Fire and Air. It causes unrest and misfortune but they have Chill aura, ethereal and Fear as well as a retinue of 1d3 and 1d6 of ghost Jomon Troops that can clear basic pd alone. Can act as an SC with Phoenix Pyre Soul Vortex, or other variants, thug as an immortal, or act as a battle caster, its main weakness being the fact that it is undead.
  
-Four Holy Beasts- Summons four Elite troops that when GOR or other spells to turn them into commanders are effective creature super combatants. While the creatures are not game changing this ritual has the additional effect of granting 5 resistance to your bless, 2 ritual range in your capital and 20% conjuration Discount - something that cannot be understated as a conjuration focused nation+Four Holy Beasts- Summons four Elite troops that when GOR or other spells to turn them into commanders are effective creature super combatants. While the creatures are not game-changing this ritual has the additional effect of granting 5 resistance to your bless, 2 ritual range in your capitaland 20% conjuration Discount - something that cannot be understated as a conjuration focused nation
  
  
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jomon-dragon-daimyos.1605665589.txt.gz · Last modified: 2020/11/18 02:13 by joste