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man-ma

MA Man, Tower of Avalon

Lore

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.

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
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

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 & light armor.
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. They're also efficient recruitable Siege chaff.
Forester
12
7
14
Forest Rec+
Stealthy(55)
Ambidextrous(1)
Patrol Bonus(1)
Forest Survival
Bowmen with dual-wielding. They function as Range shooter raiders, picking off weak PD at range, then using their axe and dagger to finish off whatever charged at them.
Nothing special in terms of Defense but their preferred targets shouldn't be reaching them in melee.
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.
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. Unlike most Heavy Cavalry, their horses don't get their own attacks.
Knight of Avalon
60
56
48
Capital Only
Forest Survival
Recuperation
Mounted
Heavy Cavalry power with Light Cavalry speeds. Even though they're not sacred, you'll still be cranking out only one, two (with full scales), or three (with full scales and a subservient neighbor or two) each turn due to their extremely-high Resource cost… But they're worth it if you have a few turns to spare!

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.
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 11 21 Sacred
Resist Poison (5)
Supply Bonus (30)
Old Age
Fortune Teller (10%)
Spell Singer
Blind
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.
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
More of a Forger than a Researcher.
He can 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

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

FIXME

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 sacred mages1) and then with communion they easily reach holy 55. This allows casting Divine Channeling which makes your Monks good 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

Early game research goals (in this order):

  • Conjuration 1 for Tangle Vines (might help against immediate rushing)
  • Evocation 2 for Lightning Bolt (good early game spell for Man, mainly defence against rush again)
  • 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)
  • Construction 2 for Owl Quills to get better research (if your greedy, you can research this first)

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 you basically have 2 options for research (+ 1 extra):

  • Alteration 5: Wooden Warriors and Mother Oak
  • Evocation 4-5: Thunder Strike and Storm
  • 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)
Preferably mothers or daughers, Crones are better off casting spells.
2)
Man capital is castle! Thrones should get castle!
3)
Especially good for spamming evocations, like thunder strike.
man-ma.txt · Last modified: 2021/11/09 23:16 by fenrir