The rice fields of Jomon were the first to be attacked by the Bakemono onslaught. After years of slavery and mistreatment, the human inhabitants rebelled as the Bakemono had once rebelled against their Oni masters. One by one the Bakemono tribes were replaced by human Daimyos and their sworn warriors. A strict, feudal warrior society replaced the disorganized rule of the Bakemono Kings. Even war has become ritualized and peasants are left largely in peace. With the coming of the new God, the Daimyos have joined forces and look for other realms to conquer. - Illwinter
These three nations heavily influenced by Japanese history, folklore, and myth. The first of the three nations is an uncivilized nation of demonic brutes enslaving and eating humans and other races. They are replaced by Bakemonos, ghostly goblins of Japanese folklore of similar outlook, and finally the humans take control. The beings of Shinuyama are quite heavily influenced by the old pen-and-paper RPG Bushido, although some other sources on mythological beings such as Tengus and Kitsune have been used. Modern myth, such as the western idea of the ninja, also has a place in the late nation of Jomon. - Illwinter
Jomon is a land of hard-hitting and skilled Samurai troops, accompanied by a variety of Mages. Unfortunately, it is surprisingly backwards due to its isolation. In the early game, Jomon will struggle with expansion as their troops have no shields. Many Indie provinces will have large quantities of crossbowmen, which somewhat invalidate shield-less heavy infantry (most of Jomon's troops), usually making expansion hard due to the attrition and sometimes outright-destruction accrued by your early armies.
Jomon catches up in the late-mid game, when it has met its plethora of Summons, researched battlefield spells to make its good Mages practical, and built an underwater fort. Although it requires jumping through hoops to claim at least a lake, getting underwater is worth it to recruit Shark Warriors and Ryujin. Unfortunately, these factors are affected by variables outside of your control, such as your starting proximity to water and the Magic Sites around your capital (in an Age when Magic Sites are not very common at all).
Special Race Attributes | Military | Magic Access | Priests | Buildings |
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Humans Powerful units if allowed underwater Nation Holy Spells | Medium Infantry without shields Samurai with Longbows Shark Warriors Wide Magic Access Many Summonable mages. | 3 (rare 4) 3 (rare 4) 3 (rare 4)* 2 (rare 3) 2 (rare 3) 2 *3 rare on-land Summons: 3 (55) 4 (In Combat) 3 (rare, 30) 1 (50%, 8) 2 (requires 21) 4 (rare 5), 3 (rare 4) (requires 41) | 2 Crosspath Combat Magic | Primitive (Castle) Can build Underwater Forts |
Jomon's magic is mentioned as derivative of EA and MA T'ien Ch'i's Way of the Five Elements, although this is slightly misleading. Master Shugenja don't have as many paths of the Cap-only mages from either nation, but they definitely have more paths than the any-fort mages. The Master Shugenja has 11 and
This pile gives you a roughly 37.28% chance of getting 2+, a 4.64% chance of getting 3+, and a 0.08% chance (1/1250) of getting 4, per mage. The 3 or 3 or 2 or 2 or 2 you're looking for will eventually show up, since your mages like this aren't restricted to your capital, but you'll be waiting.
Without accounting for the 10% random, here's a visual representation:
Mountain of the Mystics | Temple of the Pure War |
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Recruit: Yamabushi Produce 1 per turn Produce 1 per turn Produce 1 per turn | Recruit: Sohei Produce 1 per turn |
Img | Unit Name | —-SpecialAttributes—- | Comments |
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Ninja 60 14 1 | Darkvision 50% Stealthy(70) Assassin(2) scale-walls | A very important expander unit that you will spam early game as he can deal with dangerous Indie Provinces. They also have scale-walls, so they can kill commanders inside sieged fortresses. |
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Gokenin 40 26 1 | You start with one and it has 60 Ld. If you recruit more Gokenin, take the Mounted version | ||
Mounted Gokenin 50 28 1 | The Mounted Gokenin costs slightly more than a Gokenin on foot. They have better map move and can be used as a cheap commander that moves troops from forts to Hatamoto and Daimyo. | ||
Hatamoto 80 28 1 | Your better 80Ld commander that will lead most of your armies after you have claimed your cap circle. Leadership 80 allows for different formations. | ||
Daimyo 120 26 2 | The 120Ld commander that will lead major armies during wars. | ||
Kannushi 70 1 2 | 2010% Sacred | You will rarely recruit them. They have only 10 Ld so can only lead small Sacred expansion parties and only if you went for a strong bless. While Kannushi are better at spreading your dominion, Monks are better in all other ways. |
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Monk of the Fivefold Path 70 1 2 | 11100% 7 Sacred | Cannot lead armies but are effective researchers, especially if you went for Magic scales. Each random path also gives them a sign spell. The better ones being 1 which makes the monk effectively 2 in combat and 1 Removes fatigue from communions when equipped with a Crystal Matrix. |
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Shugenja 95 1 2 +Mountain & Highland Rec | 11100% 9 Need Not Eat Mountain Survival | Shugenjas are not effective in terms of per or the spell he could get. Monk of the Fivefold Path and Master Shugenja are better in each department. |
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Master Shugenja 165 1 2 +Mountain & Highland Rec | 112100% 100% 10% 13 Need Not Eat Mountain Survival | Your primary ritual and crafter mage. 1/25 Master Shugenjas will have 3 Earth or 3 Nature. This isn't great for combat, but during the 2nd year, you should have at least 1 of each reliably, for forging or national summons. Despite their highly random paths, most path combinations will be useful in combat, though they often will not get too high in one path. The third mage you should spam so you can get the magic paths you will need for particular rituals, especially since you can recruit them in any mountain province with a lab. Master Shugenja also makes great mages when prophetized since it gets access to nature sign to boost all his paths. |
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Onmyo-ji 145 1 4 | 22100% 100% 10% 13 Spirit Sight Fortune Teller(10%) Summon in Battle (Shikigami) Mountain Survival | By at least the mid-game you should have established labbed fortresses, and most of them should exclusively recruit Onmyo-ji. Despite getting nerfed to be slow to recruit they are your best land mage. They are strong Astral mages that can have a variety of paths and each comes with an Ethereal bird that will disrupt formations. As you enter the Late game, you should have big communions of them in your armies casting high-level cross-path spells. |
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Crab General 50 29 1 +underwater Rec only | Darkvision(100%) Void Sanity(10) Amphibious | Your underwater leader that you will use to transport Shark warriors from underwater forts to your land generals. They are also decent thugs after Ryujin as they have high protection and Strength. They are also reliable when leading wars against R'lyeh with their Void Sanity. |
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Ryujin 285 7 4 +underwater Rec only | 22200% 10% 13 Dragon Pearl: Give +1 and 1 Tempory Sacred Darkvision(100%) Resist Fire(5) Resist Poison(15) Resist Shock(5) Magic Being Flying Spirit Sight Amphibious Shape Changer (Ryujin) | What makes Jomon competitive. It is paramount to build an underwater fortress with a temple and lab, so you can recruit these beastly thugs. A flying Dragon that is an lv5 mage and has full equipment slots is something that must be taken seriously. |
Jomon line up would have been decent in the MA. They are well-armored humans with above-average attacks. Their main problem is a lack of shields in an age where crossbows can easily penetrate armour. Jomon often struggles early game, but like most nations, troops start losing weakness, and it transforms into an arms race for the best tarpits when enough magic research has been done. They Are expensive in terms of , High is recommended to have usable numbers.
Sprite | Unit Name | Special Attributes | Comments |
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Ashigaru 8 11 5 | A cheap start to expansion but you will sideline them later for Samurai and Indies with shields. | ||
Samurai (Naginata) 10 19 9 | A heavy Slash weapon on a two-handed stick. Deal a lot of damage, but at low attack skill, With all the armour and shields, you can't effectively expand with them. They can hurt monsters with buffs, but Sohei does their job better if not, they were capital. | ||
Samurai (Katana) 10 22 9 | An examplar of most of your land troops. Okay, armour for the late age but lack of shield makes them easy to kill, making their relatively high encumbrance of 6 feel unearned. They wield two-handed Katanas that do give them above average Attack, Defence, and damage with a 50% of Piercing damage that helps against prot. despite their cost, Samurai need large numbers and/or magic to be effective. The unit itself is redundant because of Samurai Archer, |
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Samurai Archer 11 25 12 | Katana Samurai + longbow. Your only ranged unit. Can both shoot and melee. difficult to penetrate the more armored units of the late age, but are most effective picking of the usually lightly armored crossbows, Especially since you have better range and fire twice between enemy volleys. |
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O-ban 12 26 14 | First of the three Elite Samurai. A leg up from Samurai with Katana. Has heavier armor Morale 13 and sword hit with Attack 15. When the economy gets going, O-ban is the most spamable of the three. |
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Go-Hatamoto 14 25 18 | Bodyguard(3) | Protector of mages and deals the most damage of the three. | |
Aka-Oni Samurai 15 22 21 | Of the three they wear normal Samurai armour but have the highest moral, attack, and defense among them. | ||
Yamabushi 19 22 10 Capital Only | Sacred Mountain Survival Undisciplined | Hard to use with its low moral and Undisciplined, but has the highest Attacks Skill of 17 + any magic buffs. Best used later game to counter high defense skill stacks. |
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Sohei 19 19 21 Capital Only | Sacred | Has the highest weapon Damage of your normal recruitment line up. Need a boot for its low attack but excel at carving up lightly armored large HP pools and shielded troops. |
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Samurai Cavalry 35 28 46 | Not good outside of early game expansion. The key with them is to position your Calvary in the far top or bottom and have your other troops in front and off-center from them. This allows the two formations to simultaneously reach the closest enemy and use the mix of numbers and a higher attack/defense troop to break them. |
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Shrimp Soldier 10 20 9 | Darkvision 100% Void Sanity 10 Aquatic +underwater Rec only | Will fight your underwater wars. They have low attack skill swing their glaive underwater, but off-set by their armour and weapon damage and can take out the common units with endurance and number (Need high for that). Void Sanity makes them the premiere troop during a war with R'lyeh. |
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Shark Warrior 45 33 31 | Darkvision 50% Amphibious +underwater Rec only | After jumping through the hoops to build a fortress underwater, you gain access to the strongest of Jomon's troop lineup. Sharks are well-armored giants and have stats firing for them. Also, to be a big HP bag, their two effective attacks can much through most troops. Sharks should make up the main lines when they can. They are also important when fighting LA Atlatnice underwater as Shrimps have trouble getting past their shielded units (Poison resistance is also recommended when fighting them). |
Img | Unit Name | —-SpecialAttributes—- | Comments |
---|---|---|---|
Hashi Saburo - Red Devil | fear 5 Inspirational(1) | Not to much to him exept being a good leader. | |
Kenji - Red Tengu | sacred Flying storm immunity Mountain Survival | A Flying Commander. At best he is someone you throw into Arean battles. | |
Ryutaro - Son of the Dragon King | 2 Gift of Water Breathing(40) Amphibious | Why you would want luck Scales on Jomon, The easiest, least roundabout way for Jomon to get underwater. |
Conj 3- Powers, Bakenekos, Kappas
Alter 4-5 - Earth Meld, Wind Guide, Swarm, Maws of the Earth, Wooden Warriors
Construction 2 - Owl Quills, Dwarven Hammers, Shambler Skin Armor
Enchantment 4 - Strength of Giants, Flaming Arrows
Thaum 2- Communions, Mind Burn.
Joman recruitable wizards gain two unchanged randoms plus 10% of the elements + nature magic. Often resulting in most magic not having magic above a two, but Jomon as a lot in terms of Combate versatility and can climb paths if given the time.
Highest single paths:
Common to get 2 and/or 2 on Master Shugenjas, with a rare few will get a 3 on one path, or Summon a Kitsune. Gain +1 earth from Earth Boots and +2 from Thistle Mace and Moonvine Bracelet. In combat, you can easily get 3 or 4 for the important earth army buff spells and Armour destroying spells. If they have a little earth, then they can get a powerful 5 in combat.
common get 1 and sometimes 2. with booster(especlay if you can get oni) They can do High Fire.
Getting a 2 is uncommon in Jomon, with 3 coming from casting Contact Dai Tengu or the more difficult to cast Faerie Court. Need a pretender for boosters but the Dai Tengu can cast Teaching Sign and Storm, boosting Air up to 5 in combat. Your Ommyo-Ji can conjure lighting, but the anti-arrow magic may come to late game to help.
It gets hard to get past 1 early game, but Nushi will jumpy you into 3 at least for lab work. Takes a Ryujin or making booster to have a combat 3 or more.
you can summon 1 early game but the stronger Onis require latter game summons like 3 Kokythiad or Troll Shaman and a stockpile of gems to empower them. Once there, you can be a strong death nation late game.
2 Onmyo-ji and can craft Starshine Skullcap and Crystal Coin for 4.
Lamia Queens can get Blood, though may have a quicker time collecting slaves with scouts then climbing up to 52 without a pretender.
These cross paths are available on any mage with priest paths. It is often advisable to make a Master Shugenja a prophet so he can cast some of them.
Most summoned commanders haveMagic Power.
Img | Unit Name | Special Attributes | Comments |
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Kappa Conj 1 11 5 for 3 | Troop Amphibious recuperation Land Encumbrance(5) | Despite having Land Encumbrance, if you're lucky and have spare water gems to spend, they can get you underwater by the end of year 1. With their high Strength, Natural Protection, and two attacks (one attack causes the limp Affliction), a group can muscle out most Underwater Indies. Summoned by Summon Kappa |
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Tiger Conj 3 3 10 for 10+ | Troop Darkvision(50%) undisciplined animal Forest Survival | Undisciplined, fast beasts with two attacks. Rarely used on this nation, since you need a 2 Uba with a Thistle Mace to cast this, and they are usually outperformed on a per-gem basis by Okami. Summoned by Ambush of Tigers |
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Okami Conj 3 1 6 for 10+ | Troop Darkvision(50%) Stealthy (40) Cold Resistance (5) animal Wolf Snow-Move Forest Survival Mountain Survival Magic Power(1) Bodyguard(2) | An economical summon, about 2x more Gem efficient than Tigers (a 3 gets 12 for 6 gems), with similar stats but disciplined (so you can script Attack Rear), much better Magic Resistance, Stealth, Cold Resistance, a bunch of survival abilities, but only one attack. Okami are good bodyguards for important mages and are extremely fast light cavalry (on a nation whose main cavalry options are buffing troops with Haste or Quickness), useful for interrupting buff cycles on enemy thugs and sniping poorly protected commanders. As a Magic Power unit, they perform much better in high provinces. Difficult to use as Stealth raiders as you don't have national Stealthy Commanders, making Call of the Wild your next best thing. Summoned by Summon Okami |
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Shura Conj 4 3 10 | Resist Cold (25) Resist Poison (25) Chill (3) Fear (5) Salt Vulnerability 1 Undead Ethereal Floating Amphibious Need not eat Spirit Sight | are ghost commanders that can lead undead and demons and are Ethereal with Cold Aura, Fear, Amphibious and a Bane Blade. Inexpensive thug chassis useful for light raiding, taking lakes from indies / PD, thugging against foes without magic weapons, and killing enemy thugs. A more efficient use of 10 than giving a Horror Helmet to a Bakemono General to add fear to an army, and cheaper than Revive Bane Lord (Bane Lord). Main weakness is only having 20 hp. Summoned by Ghost General |
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Nushi Conj 5 21 25 Need a Swamp. | 312 17 Resist Cold (5) Shapechanger ⇔ Swamp Serpent Awe (3) Supply Bonus (20) Homesick (20%) Swamp Survival Swimming Cold Blooded (Swamp Serpent) animal (Swamp Serpent) Female | Honorary Hengeyokai and are basically Naiads with 12 instead of 3 Crossed a snake shape that partly makes Lamia Queens durable (can cast Personal Regeneration). Homesickness prevents them from moving far. They are very useful in opening up your magic diversity with crosspaths. She can't be away from her home Swamp for long but can be defensive by casting Bone Melter and Foul Vapors at invading army. She can also help you climb other paths as she can cast Contact Naiad, Streams from Hades (with a boost), or Hidden in Snow (with Mapmove boosting boots). As a nature mage, she can overcome her homesickness with a cast of Transformation. Summoned by Contact Nushi |
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Tatsu Conj 6 3 19 | 2200% 9 Fire Resistance (5) Poison Resistance (15) Shock Resistance (5) Flying storm immunity Spirit Sight Mountain Survival | discount Ryujins when your can't get them or don't have enough. Gets 2200%, which are thug paths. They are hurt by limited item slots and require precious . Can raid PD and lead a contingent with them. Summoned by Contact Tatsu |
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| Ox-head & Horse-face Conj 6 3 7 | Troop Need not eat Demon Spirit Sight | Summons in pairs, for their polearms that inflict "Trap Soul" against thugs; this doesn't Soul-Slay, but it's a tougher-to-resist False Fetters. Summoned by Summon Gozu Mezu |
Tengus
Tengus all have:
They have high Attack and Defense skill with their two-handed Katanas and can throw a single weak Lightning bolts (Str-3 AN Shock plus a D1 AOE). Unbuffed Tengu have low protection and thus are not effective against archers, but they are a valuable tool for a nation that otherwise doesn't have an easy way to snipe mages with flyers.
Img | Unit Name | Special Attributes | Comments |
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Karasu Tengu Conj 1 11 3 for 3 | Troop | These bird-headed guys have 17 Attack Skill and 16 Defence Skill. Summoned by Summon Karasu Tengus |
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Konoha Tengu Conj 3 11 5 for 5 + 1/2*overcast | Troop | These big-nosed guys have 15 Attack Skill and 14 Defence Skill, but you'll also get more of them per cast. Weaker than Karasu Tengu but more gem-efficient. This is slightly countered by the fact that Air gems are valuable for other, more important uses (e.g., Cloud Trapeze, Fog Warriors). Summoned by Summon Konoha Tengus |
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| Conj 5 21 55 for: 15 Konoha Tengu, 10 Tengu Warrior and 1 Dai Tengu | Commander & Troops 3112(Dai Tengu) | Get a lot of Tengu, Tengu with body armor, and more importantly, the Dai Tengu. While they can thug, they are best as extremely mobile casters to put up air magic like Storm, Mass Flight, or Fog Warriors in important fights for a nation with very limited air access. Note that in battle, Dai Tengu can cast spells as a 4 mage with just a Thistle Mace and Strength of Gaia. A Communion of Onmyo-ji can cast many of the same spells, but the Dai Tengu is still a powerful mage that can bring down a surprise Storm that could boost him up to 5322 in combat when combined with Teaching Sign. Summoned by Contact Dai Tengu |
Hengeyokai
Magical Shapeshifters native to Jomon, boasting a fragile animal form with some of the highest Stealth and Map Move values in the game and a slightly less Stealthy humanoid form that typically has other utility. (If starts in animal form, shapechanger gives more effective HP than the average mage) While they have some Magic paths that shouldn't be ignored, they primarily excel at infiltrating and disrupting enemy territory. Note that since they're Animals, enemy Nature Mages might shut down or steal them.
Hengeyokai all have:
Img | Unit Name | Special Attributes | Comments |
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| Bakeneko ⇔ Bakeneko Conj 3 2 8 | 1100% 7 animal Stealth (100/ 80 Cat form) Forest Survival Mountain Survival (Cat form) Female (cat form) | are not menacing in a fight, but half of them are mages, so you can get an early start looking for while using the s to research. Interestingly, their "human-like" form is tougher for foes to spot than their 100%-kitty form. Summoned by Contact Bakeneko |
| Mujina ⇔ Mujina Conj 5 2 21 | 12150% 11 Stealth (70/ 80 badger form) Fear (5) Spirit Sight Assassin (1, Noppera-bo form) Blind (Noppera-bo form) Shock Resistance (15, Noppera-bo form) Forest Survival (Badger form) Mountain Survival (Badger form) Female supply bonus(20) | Mujinas are turbo-Assassins that flip between Badger & Noppera-bo form when the need arises. They have so much that you might not even feel the need to gear them up: Blind, Spirit Sight, Magic Power, Fear, 12150%, and 15 Shock Resistance. With the gear, they can out-thug thugs in single combat. Be careful when equipping Hengeyoka; their Armor, Hats, Boots, and Weapons will be lost if you accidentally have them change back into their animal shapes. Summoned by Contact Mujina |
| Tanuki ⇔ Tanuki Conj 5 2 26 | 122100% 50% 13 Stealth (80) supply bonus(20) heretic (1) Cause Unrest (2) Forest Survival (Tanuki form) Mountain Survival (Tanuki form) | Sneaky Master Shugenjas that are more likely to be a level 5 mage. They cause unrest and are Heretics, but you need a lot of them to decrease your opponent's Dominion. Amassing enough Tanukis to troll a nation into the dirt is expensive, but some missions are worth doing at any cost. Summoned by Contact Tanuki |
| Kitsune ⇔ Kitsune Conj 6 2 30 | 3250% 50% 50% 25% 13 Stealth (80) supply bonus(30) Poison Resistance (5) spy (Humenoid form) Forest Survival Mountain Survival (Fox form) | Kitsunes are Spies, but they're better known for having the most Magic of the Hengeyoka (3250% 50% 50% 25%). Even the Celestial Empire has these, though under a different name. They are the highest level of the sneaky mages and are Spies. The real appeal is if you can get an random, letting her participate in Communions and cast high-level Nature spells like Army of Rats. Summoned by Contact Kitsune |
Kami
Again, most don't offer new magic diversity, but they do convert gems into a good leader or mage with a guaranteed higher-level cross-path. Many are not as good as spamming your mage recruits until you get the random you want, but most Kami are tougher than a human mage, including more HP, are Ethereal, and are Sacreds with no upkeep that can be quickly conjured during a crisis.
All Kami also have:
Oni Summons
The rulers of EA Yomi before the portals closed. Demons with Chaos Power and pillager but have Undisciplined, Gluttony and cause unrest. Oni units have poor protection, with a secondary ethereal ghost form that that returns the original unit (healing all afflictions) after a battle. The unit summons are relatively expensive for what you get, but the Oni General and Dai Oni have useful niches as Air/Death mages and freespawn generators. (because of the scarcity of Death Path and gems in LA Jomon, Commanders give better value than troops).
Oni all have:
Oni Spirit forms also have:
Img | Unit Name | Special Attributes | Comments |
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Ko-Oni ⇒ Oni spirit Conj 1 1 7 for 5 + 1/2*overcast | Troop Chaos Power(1) Gluttony (1) Cause Unrest (0.1) pillager (1) | May had been useful chaff; despite the mediocre stats, low morale, and no protection, the ethereal second form makes these a better choice than Reanimation for turning death gems into early-game chaff. You get a Death economy too late in the game to use them for demon chaff. They are best avoided due to their inefficient unit/gem ratio. Summoned by Summon Ko-Oni |
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Ao-Oni ⇒ Oni Spirit Conj 2 11 10 for 5 + 1/2*overcast | Troop Resist Cold (5) (lost in spirit form) Chaos Power(1) Gluttony (2) Cause Unrest (0.3) pillager (1) Snow Move (lost in spirit form) | It is very situational and can be summoned by Nushi. They are slightly tougher naked demons. Their main contribution is their second attack, which inflicts 20 armor piercing Cold Fatigue Damage and is pretty effective at putting thugs to sleep. Summoned by Summon Ao-Oni |
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Aka-Oni ⇒ Oni Spirit Conj 3 11 10 for 5 + 1/2*overcast | Troop Resist Fire (5) (lost in spirit form) Chaos Power(1) Gluttony (2) Cause Unrest (0.3) pillager (1) | They Throw Armor Piercing Fire. These are not competitive with Summon Fire Elemental or Flaming Arrows Samurai a way for Jomon to do fire damage. Summoned by Summon Aka-Oni |
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Oni ⇒ Oni Spirit Conj 4 11 12 for 5 + 1/2*overcast | Troop Chaos Power(1) Gluttony (3) Cause Unrest (0.5) pillager (1) | Big demons with a high-damage sword shaped Great Club and Javelin. Similar stats and damage output to Ogre, with better stats in Turmoil, but suffer from a lack of armor. Summoned by Summon Oni |
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Kuro-Oni ⇒ Oni Spirit Conj 5 21 10 for 4 | Troop Resist Fire (5) (lost in spirit form) Resist Poison (5) (in living form) Chaos Power(1) Gluttony (3) Cause Unrest (0.5) pillager (2) | Oni that throw fire and spit poison. The combination of bad precision and being undisciplined means friendly fire is a real issue, but a small group of these can be useful as counter-raiders. Summoned by Summon Kuro-Oni |
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Oni Shugo ⇒ Oni Spirit Conj 6 21 20 | 21100% 7 Sacred Inept Researcher(4) Resist Fire (5) (lost in spirit form) Resist Poison (5) (in living form) Chaos Power(1) Gluttony (3) Cause Unrest (2) pillager (3) Summon in Battle (Wolf×1d6) Oni Summoner (25) Snow-Move | They would have been a light thug in EA, but they are predominantly Death casters in LA. Use the first one to find Death sites that your Bakenekos missed, and then they can cast higher-level Death and its cross-paths with boosters. An affordable 21100% mage summon that will freespawn Ko-Oni chaff. The 1 randoms can cast Bane Fire with a Skull Staff, while the 1 randoms can cast Wailing Winds with a Skull Staff. Summoned by Summon Oni General |
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Dai Oni ⇒ Oni Spirit Conj 8 41 45 | 2231100% 10% 9 Sacred Inept Researcher(12) fear(8) Resist Fire (5) (lost in spirit form) Resist Poison (5) (in living form) Chaos Power(1) Gluttony (5) Cause Unrest (3) pillager (5) Summon in Battle (Wolf×1d6) Oni Summoner (50) Snow-Move | These are powerful mages with super combatant tier paths, with the vulnerabilities that come with being a demon, Especially for an air random for Wailing Winds and being able to Cloud Trapeze. Summoned by Summon Dai Oni |
Early game, you can always rely on having Earth and Nature magic during the early game.
As you progress the research trees, forge boosters, and recruit and summon more mages, you start to gain a very large arsenal of spells for many occasions.
communions:
Onmyo-Ji has the hall to make good communion masters by knowing some earth and nature and ok slaves with their 4 paths, but big communions are hard with how slow they are to recruit. Unless you make more forts, you can only get 6 per year you if nonstop recruit them (you need more in late-game wars).
Even then, they are good with how many Fegigue reducing spells they know and can perform many kinds of crosspaths, if not only cast the more conservative Soul Slay.
Notable crosspaths:
Can perform various weaker cross paths with elements + nature magic, and later game cast higher crosses with boosters, summons, communions, and adds Death + Fire + Wind + earth to the access.
You could get useful 21 Rust Mist and 11 Seven Year Fever It was an early game way to remove difficult commanders.
Later on their is Foul Vapors, Rain of Stones, Bone Melter, Magma Eruption and Wailing Winds.
Mother Oak
Faery Trod
Path climbers: Contact Naiad, Sea King's Court, Streams from Hades, Faerie Court, Forest Troll Tribe, Contact Lamia Queen, Contact Bakeneko Contact Nushi, Summon Oni General, Summon Dai Oni, Contact Dai Tengu Contact Yama-no-Kami
Thugs: Call Wraith Lord, Troll King's Court, Contact Mujina, Shura, Kenzoku, Ujigami
Good at making Magic Boosters, and can thug Ryujin.
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
One obvious build for Jotunheim is an awake Irminsul with a regeneration bless. Your sacred units have big HP pools so regeneration works well on them.
Jotunheim has a pricey troop lineup so a good scales build can help you afford more. An obvious option would be some kind of imprisoned immobile which would allow you to take whatever kind of utility bless you need and have plenty left over for scales.
Overview and Basic Strategy Attica by Attica (2019)
Dominions 5 - LA Jomon: Dragons and Ninjas pre additional summons update By MR.DEATH (2018)
Jomon Dragon Daimyos by Darkwolf (2020)
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |