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MA Man, Tower of Avalon

Lore

The Kingdom of Man was once the land of Fomoria, or at least a land connected to that one. Though a bountiful domain, the Fomorians did a lot of damage to the place through their wars with Partholonians, Nemedians, and finally the Tuatha. Their back-and-forth with those superhuman elves, with the half-elven Fir Bolg used as peons by both sides, ultimately ended with Fomoria ruined and the Tuatha victorious; not that their victory was long-lived, for then humanity arrived.

The first humans in Man were the Logrians, guided by warrior-shamans of a seemingly-Ulmish background. Migrating to the once-Fomorian landmass, they coexisted with the Fir Bolg at first, but expelled most of them the moment an opportunity arose. This chance came with the Milesian invasion of the Tuatha's imperial core (now known as Eriu), causing the Tuatha and their Sidhe descendants to abandon Fomoria in a bid to salvage the situation. From there, the Logrians' new home was called Logres; that was the only thing the various Logrian tribes could agree on, however, and they entered a period of feuding petty kings.

Logres became Man with the arrival of the Witches, non-Logrian ladies who heard notes of magic from the forests and came to find the full songs. Eventually they found their prize, the Enchanted Forest of Avalon, and treasure troves of Sidhe spellsongs. Their discovery made them the most powerful beings in the land, so they united Logres and chose a non-Logrian King for it. The Logrian families remain as much of the Kingdom of Man's nobility, but their men are forbidden from joining the Witches' coven; the closest some can get, aside from eavesdropping and becoming Bards, is through supplicating to the Witches and becoming their Wardens.

Man is a human kingdom modeled after the myths of King Arthur and the kingdoms of Andor and Tar Valon in the The Wheel of Time book series. The Logrian element of the nation (with Logres being the name of King Arthur's dominion in The Matter of Britain) was more-or-less added in Dominions 4, to represent the Anglo-Saxons; they ran petty kingdoms until forced to unite by outside pressures, mainly from the Norse and their descendants.

Overview

Summary: Man is the prototypical human nation, with high quality equipment on their troops, but vulnerable, frail human bodies with no special attributes. On the battlefield, the nation can field both heavily armored knights and long ranged longbowmen. Man has excellent access to nature and air magic and can use nature based communions. This allows easy access to powerful nature and air buffs, as well as strong air conjuration and evocation magic. Man has minor access to earth, water, and fire, and may need to address some holes in magic diversity during pretender creation.

National Features

Race Military Magic Access Priests Buildings
Humans
Neutral Temperature
Medium & Heavy Infantry
Special Scouts
Longbowmen
Knights (Heavy Cavalry)
Out-of-Fort alternatives for everything
nature 44 (rare 5)
air 33 (rare 4)
earth 22
water 11 (uncommon, rare 2)
fire 11 (uncommon)
Spell Singers
Chorus Communions

Heroes: astral 33, water 22earth 33astral 22
Weak (holy 11)
Stealthy
All can Research
Castles
Temples cost 200

Capital Income: 3naturegem, 2airgem

National Mechanics: Cheap (200g) temples. Some recruit out-of-fort units and mages.

Nature based communions: Spellsingers can use the N1 spells Chorus Master and Chorus Slave. Other mages may also enter the communion using astral or blood magic, or forged items. The communion functions as normal except that chorus slaves will leave the communion if they fall unconscious.

Capital Special Sites

Forest of Avalon
Enables recruitment of:
Lord Warden
Warden of Avalon
Knight Commander of Avalon
Knight of Avalon
Produces:
3naturegem per turn
Tower of Avalon
Enables recruitment of:
Crone of Avalon
Produces:
2airgem per turn

Units

Commanders

Sprite Unit Name Special Attributes Comments
Royal Forester
40
8
1
Forest Rec+
Stealthy(55)
Ambidextrous(1)
Patrol Bonus(5)
Forest Survival
A Scout that doubles as a cheap Patroller. Costwise for patrolling it is better to recruit only Royal Foresters instead of the Forester
Castellan
70
22
1
Your standard milquetoast Leader.
Monk
25
1
1
Foreign Rec+
holy 11 3
Sacred
Stealthy(40)
Divine Insights
Your cheapest Scout, Priest, and Research Monkey by a mile. Monks are easy to mass, but the number of Monks that can Research in a given province is capped by the number of candles present. As Man has cheap temples, it is easy to risk building some outside forts. This allows spamming monks from those provinces while leaving forts to recruit mages. Excellent against undead especially when using communions to buff prophet to level 5 and casting Divine Channeling.
Bard
75
5
2
nature 11 7
Stealthy(50)
Supply Bonus(10)
Spy
Spell Singer
Forest Survival
Your Spy/advanced Scout. Now that he's not priced at 110 Gold & 21 Resources, he can double as your go-to Chorus Slave.
Daughter of Avalon
85
1
2
nature 11random1100% 9
Sacred
Supply Bonus(10)
Spell Singer
Forest Survival
Female
Your designated Chorus Slave for the Mothers and Crones – not cheap for this role, but fairly useful outside of it anyway. She now has to compete with the Bards, but the Bards don't have her Magic nor research skills.
If you're already full of Monks, the Daughters are your second-most-efficient Research Monkeys (9.44 gold-per-point vs. 8.33).
Mother of Avalon
175
1
2
nature 11holy 11random2100%
100%
20%
11
Sacred
Stealthy(40)
Supply Bonus(10)
Spell Singer
Forest Survival
Female
Your "budget" power Mage, often boasting nature 33 or air 22 without the need for Boosters, two quite-decent options for Combat Magic. The former option also has a fair amount of rituals. Their age may vary a LOT, however.
if you're trying to raid with blessed Wardens or Dogs, the Mothers are your best option for leading the strike team.
Knight Commander of Avalon
120
56
1
Capital Only
Forest Survival
Recuperation
Mounted
Mounted Commanders are primarily good at shuffling troops within your borders, but the Unicorn mount makes these guys potentially-good thugs. Good at leading Knight of Avalons as emergency force to reclaim provinces. Forest survival and 20 map move allows attacking an enemy province through one owned province.
Lord Warden
160
29
1
Capital Only
Sacred
Stealthy(40)
Ambidextrous(2)
Forest Survival
Your Stealthy Sacred Leader. He really wants to be a thug or an "elf"; it's a shame that he's still a Size 2 Human without Magic or a Shield. He can lead a large number of your Stealthy troops during raids: Foresters, other Sacred Warden of Avalons, and your Dog Summons. He can even put them in formations.
Crone of Avalon
335
1
4
Capital Only
air 22nature 33holy 11random1100%
10%
17
Sacred
Resist Poison(5)
Supply Bonus(30)
Spell Singer
Forest Survival
Old Age
Female
Your best Mage. air 33 allows for full-size Air Elementals, while nature 44 allows for Mass Regeneration, and even random Water or Earth Crones can be boosted to satisfactory levels for other powerful spells. Their age should not be understated, however, even though they're Nature Mages.
Logrian Wise Man
90
7
2

Foreign Rec only
earth 11random1100% 5
Inept Researcher (-4)
The earth 22 guys can wear Earth Boots or cast Summon Earthpower to cast amazing troop buffs. Also your only source of Fire, albeit not a lot of it. Primarily good for Site Searching or as a fluffer, as the 4-point RP penalty makes them sub-par Research Monkeys.

Troops

While some nations' troops gobble up Gold, others gobble up Resources, and still others gobble up Recruitment Points, Man has the misfortune of relying on all three. This makes choosing which Scales (Order for Rec Points, Productivity for Resources, etc.) to favor or dump somewhat tricky, though Man is one of those nations that doesn't need a Bless.

Sprite Unit Name Special Attributes Comments
Logrian Slinger
9
8
6
Foreign Rec+
Your cheapest troop choice. They obviously lose out to Longbowman in terms of value, but they're still useful if you need to make an army of ranged attackers or Siege chaff on the fly.
They come with an axe, so they can inflict some damage before they die in melee.
They're also the first unit in the game's code, ID-wise.
Longbowman
10
7
13
Archers gifted with the magical ability to actually have a chance of hitting something. Crossbowmen aren't widespread in MA, so press your advantage while you can.
Spearman
10
9
9
This guy's only difference from Indie Heavy Infantry is that he wears green pants.
Longspear
10
13
9
This guy's only difference from Indie Heavy Infantry is that he carries a longer spear.
(Also the green pants, don't forget those.)
Logrian Warrior
12
15
9
Foreign Rec+
Logrians have +2 HP & +1 STR over normal Men, and these guys also have +1 ATT. These guys are also better-equipped, and can perform decently during expansion.
Tower Guard
12
18
14
Castle Defence Bonus(1) More-spammable defense linemen, compared to your Landless Knights. They're also pretty-efficient for propping up your Castle walls, if you think you'll need Siege chaff.
Forester
12
7
14
Forest Rec+
Stealthy(55)
Ambidextrous(1)
Patrol Bonus(1)
Forest Survival
Bowmen with dual-wielding. They function as Ranged raiders, picking off weak PD with their bows, and then using their axe and dagger to finish off whatever charged at them.
They're kind of screwed if their targets can get a hit in, but that shouldn't happen unless they also have bows.
Landless Knight
13
24
16
Fill the role of very-heavy linemen, boasting the highest melee durability of Man's foot Roster.
Logrian Cavalry
25
19
26
Foreign Rec+
Mounted Swift Light Cavalry with a little extra bulk. They're probably better than anything else you can pick up in a freshly-conquered Indie province, though certainly not cheap without a Fort.
Warden of Avalon
26
28
31
Capital Only
Sacred
Stealthy(40)
Bodyguard(3)
Forest Survival
Fully-armored raiders and Witch-Bodyguards. They can be used to safely clear PD without a bless, but they can also be your solution to problematic enemy Sacreds. No one else that you have hits harder, aside from your Knights with their initial lance charges, and you could gain a bit from making them more accurate with their swings.
Knight of Man
40
51
46
Mounted Fairly-alright non-sacred Heavy Cavalry. All of that armor is quite Resource-intensive, and it slows them down significantly compared to Man's staple Light Cavalry and Unicorns. The aforementioned Unicorns are a better choice from the capital, at least if you're not penny-pinching.
Knight of Avalon
60
56
48
Capital Only
Forest Survival
Recuperation
Mounted
Heavy Cavalry power with Light Cavalry speeds, featuring a three-hit combo that covers all Physical Resistances and Invulnerability/Etherealness. They're not sacred, despite their ludicrous price tags, so they're expensive both with the initial purchase and their upkeep afterwards. That being said, they're still great for expansion (though a tad slow if your Scales aren't great) and glorious at most other things.

Heroes

You get seven of these things, and one of them is a multihero that you can get a theoretically-infinite amount of. All of your Mage heroes have wonderful paths for boosters, mainly the Moonvine Bracelet that boosts Nature.

Sprite Unit Name Magic Special Attributes Comments
Knight of the Stone Mounted
Multihero
He's not a terrible Multihero; his stats are neat, and he can lead your armies.
The Mages are nicer, though.
Bernlad - Green Knight Regeneration (10%)
Stealthy (40)
Forest Survival
Recuperation
Mounted
The best of your physical thugs! Try to guess why.
Bernlad's dream is to find The Vale of Unicorns, which gives you ANOTHER place to recruit Knights of Avalon from, but he'll only find it where it's present.
He can also give you up to three free Knight Commanders, by stealing them from provinces that raise their own Knights.
Rhianne - Heroine Patrol Bonus (25)
Forest Survival
Recuperation
Mounted
Certainly isn't Bernlad.
21 Defense is neat, though.
Brangwen - Blind One air 22astral 33nature 33holy 1121 Sacred
Resist Poison (5)
Supply Bonus (30)
Old Age
Fortune Teller (10%)
Spell Singer
Blind
He's your only Mage-Hero who isn't a complete jerk.
(Brangwen's actually a girl, but Illwinter forgot to give them the Female tag. Oops!)
Hopefully you don't get him too early!
Nog - Ettin King Ambidextrous (6)
Gluttony (3)
Unsurroundable (1)
Undisciplined
Mountain Survival
Forest Survival
Stupid
Eyes (4)
Retinue: Tower Guard
(2 - 12)
A big boy. His retinue is neat!
In battle, keep him AWAY from your Mages. You can also berserk him to negate the effects of stupid.
Myrddin - Cambion
Hero turn arrival limit: 10
air 22water 22earth 33astral 22nature 33
19
Demon
Resist Fire (15)
Resist Poison (5)
Stealthy (40)
Inept Researcher (10)
Supply Bonus (30)
Fortune Teller (15)
Shapechanger
Forest Survival
Excellent site searcher due to good paths and sneakiness. Also more of a Forger than a Researcher.
If you have him AND a Mother of Avalon, he might seduce them, giving them a earth 11 pathboost or a astral 11 pathboost or (in a Forest) a nature 11 pathboost, in exchange for making them a Disciple of Myrddin who has Inept Researcher 4.
This can only happen after Turn 15, but it can happen to multiple Mothers. (What a guy!)
He can also make the Crystal Coin!
Morgaine - Fay
Hero turn arrival limit: 10
air 33water 11astral 22nature 33 23 Resist Poison (5)
Resist Shock (5)
Darkvision (50)
Stealthy (65)
Supply Bonus (30)
Shapechanger
Glamour
Spell Singer
Female
Morgaine is a very nifty Mage, able to fly wherever you need her to be, but she does NOT like the Witches.
She'll turn one of your Mothers into a Great Boar (fortunately the Marverni kind) roughly once every twenty turns, and she might Mute one of your Crones with a powerful and destructive Curse (possibly the same Curse plaguing Later Man) to protect a pet Basilisk that you'll get to keep as compensation. The latter can Curse your Pretender and other units in the same province as her, but isolating her won't prevent the events.
Fortunately, she doesn't start to hate Witches until Turn 15.

Magic

National Magic & Summons

  • Summon Black Dogs, death 22 Conj2 8deathgem, ( Black Dogx20). Requires outside assistance like a Troll Shaman to cast. These are stealthy animals, with very little survivability. However, if massed, these fey beasts can deal noticeable damage to lightly armored opponents. They Do their best work when Darkness is cast.
  • Summon Cu Sidhe: nature 22 Conj3 6naturegem, ( Cu Sidhex7). The Cu Sidhe is a size 3 sacred elvish dog. Their prot and MR are surprisingly high for animals, and their higher hp and decent damage attack can mitigate their low attack density. However, they remain a questionable use of N gems in most situations, lacking the glamour and high def skill which makes your other elf troops strong, and still possessing all the same weaknesses. If you're running a heavy bless, access to summonable sacreds from a fairly gem and mage-turn efficient spell can give them a role, but they are probably best avoided.
  • Summon Barghests, death 22 Conj2 7deathgem, ( Barghestx9). which is basically a stronger version of Black Dogs. It does come later but costs a single gem less. This spell summons improved Black Dogs and Cu Sidhe, which come with defense and protection inferior for the price. However, these hounds can curse enemy units, and do 18 damage + poisonous bites. These creatures can perform decent flanking maneuvers in the midgame but are also relatively easy to amass.
  • Chorus Master|Chorus Slave: nature 11 Thaum 1 Spell Singers only. A exclusive spells of Man that lest nature Spellsingers create communions. as with Spellsingers casting, magic comes at half a turn longer but you have a communion that Astral and Blood mages can join like any other.

Magic Access

Man is a fairy-tale place, with the happy (or at least neutral) paths of Nature, Air, Earth, Water, and Fire.

Nature's the big one; your Crones of Avalon can get nature 44 without Boosters, and nature 66 with the ones you can easily craft. Having at least a pinch of Luck (or at least not maximum Misfortune) may allow you to get one of the national Heroes that can craft your missing Booster, bringing you up to nature 77. That's essentially all the Nature you need for casting whatever Nature spells you want, though it does require Construction Level 6.

Air is capped at air 33. I cry every time. On the bright side, that's enough for quite a few spells, and your air 33's have a lot of air 11's and air 22's to support them in Chorus Communions, giving you whatever big buffs you think you'll need (and/or a ginormous pile of Living Clouds). There's also Storm and Summon Storm Power, if you feel like spending your Air Gems on things other than Owl Quills.

Earth has a slightly-higher ceiling than Air, but it's expensive and a bit manly. Logrian Wise Men can have earth 22, or earth 33 with the Booster, and you can slap those shoes on a Troll King for earth 44 if you're swimming in Earth Gems (or your air 22water 22earth 33astral 22nature 33 Hero if you're not). Honestly, Empowering the earth 22 is cheaper, but the Troll King is less likely to die. In battle, your ceiling is either earth 44 or earth 55, depending on how dearly you clung to your Gems, thanks to Summon Earthpower; this is basically all you need in battle, at least for the bare minimum, but you could use the Chorus Communion with your rare Earth Witches to top it.

Water is stuck at water 11 on your recruits, and not very common at that, but it comes on nature 33's and can thus be used for the dreaded Foul Vapors. With Construction 6 and a drop of good fortune, you can reach your national ceiling of water 22; if you got that air 22water 22earth 33astral 22nature 33 Hero, however, you can climb to water 33 or water 44, or even to water 55 if you have enough Water Gems for a Sea King. In battle, the good ol' Chorus Communion can boost your Water levels to whatever you need, potentially enough to cast Fire Fend for your Barkskin-wearing troops.

Fire is stuck at fire 11, found on your Logrian Wise Men sometimes. It's enough for some Site-Searching, some Fire Resistance, some Magma Bolts, and some crafting of Lightless Lanterns. Unlike with Earth, the Logrian Wise Man's primary specialty, it's not taken up by the Witches and is therefore ineligible for the Chorus Communion; unless you got that magical air 22water 22earth 33astral 22nature 33 Hero, anyway, who can craft the Crystal Matrix and thereby allow one of your Logrian Wise Men to lead the choir.

You're left out of Astral (mostly), Death, and Blood, all of which are (mostly) icky paths; Astral outside of your three Astral-bearing Heroes can be somewhat ignored since you have Chorus Communions, however, while Death can be (meagerly) entered via the Troll Shamans and Blood can be bootstrapped into.

DISCLAIMER: This doesn't acknowledge the 1/160 chance of getting air 44 on one of your slow-to-recruit capital-only Witches, which would allow you to craft both of the Air-Boosters for air 66. It also doesn't acknowledge the 1/160 chance of getting water 22 on one of them, or the 1/160 chance of getting nature 55 on one of them, or any Unique summons such as the Elemental Royalty or the Treelords (one of which has blood 11).

Combat Magic

FIXME

Ritual Magic

FIXME

Magic Items

FIXME

Strategy

General Tips

  • Temples of Man are cheap and can produce Monks that are very multipurpose. Thus, it is good idea to have some extra temples outside forts producing monks. Against undead, monks can even deal good damage.
  • You can prophet any of your fort mages1) and then with communion they reach holy 55. This allows casting Divine Channeling which makes your Monks holy 22. This allows them cast holy tangle spells, deamon smite and become better damage dealers against undead.
  • Logrian Wise Man are vital for Man. The earth 22 can cast great buffs and fire 11earth 11 are your only source of fire for site searching. Even the air 11earth 11 and earth 11nature 11 can be used for crafting saving turns for daughters to do research. As they can be recruited only outside forts, you should have some labs pumping wise men out.
  • Related to Logrian Wise Man and Monk recruitment. As monks can efficiently be recruited out of forts and wise men require it, it is good to keep in mind the fort placement relative to these foreign labs and temples. Enough of forts that are high enough level can suck all resources from neighbor provinces. This makes recruitment in these provinces impossible. This happens most easily with two forts and a castle2) bordering a province. While temple still creates temple check and is easy to rebuild elsewhere, labs become basically useless without resources.
  • Spell Singer is a double edged sword. While it saves on fatigue, thus making the mages last longer in battle3), it also make them worse for point buffing. While normal mages can get 3-5 point buffs cast to the troops on hold command, Spell Singers can only get at most 3 in the same time. This is of course very situational, but is good to keep in mind when scripting.

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Expansion: One easy way to expand is to use stacks of 6 Knight of Avalon on attack closest command. They are good enough to punch through most indie provinces, but a tad costly.

Potential research goals:

  • Construction 2 for Owl Quills to get better research (needs site searching for more air gems)
  • Conjuration 1 for Tangle Vines (might help against immediate rushing, good against cavalry and other high defence troops)
  • Evocation 2 for Lightning Bolt and Web (good early game spells for Man, mainly defence against rush again. Leads to Thunder Strike)
  • Thaumaturgy 1 for Chorus Master and Chorus Slave (with chorus communions u can use nature sisters as slaves for air casters to spam Lightning Bolt better)
  • Alteration 3 for Protection. (Bad against heat auras, only slightly bad against fire magic. Leads to Wooden Warriors.)

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Mid game any of the following research can be main target for research depending on situation:

  • Alteration 5: Wooden Warriors and Mother Oak4)
  • Evocation 4-5: Thunder Strike and Storm
  • Conjuration 5: Summon Air Elemental
  • Enchantment 4: Flaming Arrows, (This requires either awake or dormant pretender with at least fire 33.)

Late Game

FIXME How do you close out the game if you are in it, is the high level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

Pretenders: FIXME

Strategy Guides

1)
Bards might be best as they are cheap and sneaky leaving open a lot of options like sneak preaching
2)
Man capital is castle! Thrones should get castle!
3)
Especially good for spamming evocations, like thunder strike.
4)
Also requires Construction 4, unless ur lucky with crones
man-ma.txt · Last modified: 2023/12/03 20:58 by fenrir