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marignon-la [2022/09/12 22:55]
wigglefig
marignon-la [2022/09/14 04:29] (current)
wigglefig pikeneers repel ability mention
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 ===== General Overview ===== ===== General Overview =====
-SailingBlood, and magic diversity for Cavalry is a good traderight? \\ \\ Right? +Similar to [[Ulm]]Marignon undergoes a bloody transformation in the Late Ages. Instead of the straightforwardly powerful sacred cavalry of MA MarignonLA Marignon gains a serious blood economy and expertise in ??Devil??-summoning. However, its expansion can be challenging due to its horrible starting army and a complete lack of shields in a crossbow-heavy age. Its magic access is also quite shallow, in line with most nations of the Late Ages.  
 + 
 +In the hands of player who can overcome these challengesLA Marignon promises enormous scaling potential and overwhelming demon power at bargain-bin prices. Its troop roster is solid, its mages are cost-efficient, and it is just as capable of spiraling out of control as any other blood power. 
  
 =====National Features===== =====National Features=====
  
 ^  Race                              ^  Military                                                        Magic Access                                                                                                                                                                                                                            ^  Priests                                                                                                                                                                                                                                                                                                                                                                    ^  Buildings                                                                                                                                           ^ ^  Race                              ^  Military                                                        Magic Access                                                                                                                                                                                                                            ^  Priests                                                                                                                                                                                                                                                                                                                                                                    ^  Buildings                                                                                                                                           ^
-| **Average Humans** \\ High Morale  | Two-handed Weapons \\ Expensive Heavy Armor \\ Good Bodyguards  | {{path>F3}} (rare 4) \\ {{path>B3}} (rare 4) \\ {{path>A2}} \\ {{path>W2}} \\ {{path>S2}} \\ {{path>E1}} (uncommon, rare 2) \\ {{path>N1}} (uncommon)\\ **National Summons**\\ {{path>A3}},  {{path>F4}},  {{path>F4A4S4}}, {{path>D3}} Powerful ({{path>H3}}\\ {{:abilities:patrol_bonus.png?15&nolink}}Good Patrollers \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor|Inquisitors]]\\ +1 {{:misc:magic:fire.png?20&nolink}} Fire Bless points.\\ +1 {{:misc:magic:astral.png?20&nolink}} Astral Bless points.\\ +1 {{:misc:magic:Blood.png?20&nolink}} Blood Bless points.\\  Perform Blood Sacrifice  | {{:misc:gui:citadel.png?15}} Standard Forts (Citadels) \\ Start with a Grand Citadel\\ {{:abilities:mason.png?15&nolink}} [[Masons]](Grand Citadel)  |+| **Average Humans** \\ High Morale  | Two-handed Weapons \\ Expensive Heavy Armor \\ Good Bodyguards  | {{path>F3}} (rare 4) \\ {{path>B3}} (rare 4) \\ {{path>A2}} \\ {{path>W2}} \\ {{path>S2}} \\ {{path>E1}} (uncommon, rare 2) \\ {{path>N1}} (uncommon)\\ **National Summons**\\ {{path>A3}},  {{path>F4}},  {{path>F4A4S4}}, {{path>D3}}  | {{path>H3}} Cap-only \\ {{path>H2}} in Forts\\ {{:abilities:patrol_bonus.png?15&nolink}} Good Patrollers \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor|Inquisitors]]\\ +1 {{:misc:magic:fire.png?14&nolink}} Fire Bless points.\\ +1 {{:misc:magic:astral.png?14&nolink}} Astral Bless points.\\ +1 {{:misc:magic:Blood.png?14&nolink}} Blood Bless points.\\  [[Blood Sacrifice]]  | {{:misc:gui:citadel.png?15}} Standard Forts (Citadels) \\ Start with a Grand Citadel\\ {{:abilities:mason.png?15&nolink}} [[Masons]] (Grand Citadel)  |
  
 === The Inquisition === === The Inquisition ===
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 | {{:nations:la:marignon:Diabolist.png?nolink}}        | **??Diabolist??**\\ {{:misc:gui:gold.png?15&nolink}} 65\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                                  | {{path>F1B1}} {{:misc:gui:research.png}}9                                                                                                                                                                                                                                                                                                                              | A very cheap blood hunter. Cannot sail.                                                                                                                                                                                                                                                                                                                                                                                                                    | | {{:nations:la:marignon:Diabolist.png?nolink}}        | **??Diabolist??**\\ {{:misc:gui:gold.png?15&nolink}} 65\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                                  | {{path>F1B1}} {{:misc:gui:research.png}}9                                                                                                                                                                                                                                                                                                                              | A very cheap blood hunter. Cannot sail.                                                                                                                                                                                                                                                                                                                                                                                                                    |
 | {{:nations:la:marignon:Goetic_Adept.png?nolink}}     | **??Goetic Adept??**\\ {{:misc:gui:gold.png?15&nolink}} 115\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                              | {{path>F1B1,100%FESB}} {{:misc:gui:research.png}}11                                                                                                                                                                                                                                                                                                                    | A good deal more expensive than the Diabolist for one extra magic path. Often less efficient as blood hunters than the Diabolist on a per-gold basis, but they can unlock some important battle magic in sabbaths. Cannot sail.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          | | {{:nations:la:marignon:Goetic_Adept.png?nolink}}     | **??Goetic Adept??**\\ {{:misc:gui:gold.png?15&nolink}} 115\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                              | {{path>F1B1,100%FESB}} {{:misc:gui:research.png}}11                                                                                                                                                                                                                                                                                                                    | A good deal more expensive than the Diabolist for one extra magic path. Often less efficient as blood hunters than the Diabolist on a per-gold basis, but they can unlock some important battle magic in sabbaths. Cannot sail.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
-| {{:nations:la:marignon:Chartmaker.png?nolink}}       | **??Chartmaker??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ Coastal Forts Only                                                                 | {{path>A1,100%WS}} {{:misc:gui:research.png}}9 \\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (4,999)                                                                                                                                                                                                                                                             | Cheap coastal mage, though it has somewhat unreliable combat ability. {{path>W1}}s have little to contribute beyond ??Frozen Heart?? at Alteration 6, whereas {{path>S1}}s can lay down the astral buffs or join communions.                                                                                                                                                                                 |+| {{:nations:la:marignon:Chartmaker.png?nolink}}       | **??Chartmaker??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ Coastal Forts Only                                                                 | {{path>A1,100%WS}} {{:misc:gui:research.png}}9 \\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (4,999)                                                                                                                                                                                                                                                             | Cheap coastal mage, though it has somewhat unreliable combat ability. {{path>W1}}s have little to contribute prior to ??Frozen Heart?? at Alteration 6, whereas {{path>S1}}s can lay down the astral buffs or join communions.                                                                                                                                                                                 |
 | {{:nations:la:marignon:Plague_doctor.png?nolink}}    | **??Plague Doctor??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                              | {{path>20%N}} \\ {{:abilities:resist_poison.png?15&nolink}} [[Resist Poison]] (5) \\ {{:abilities:disease_immunity.png?15&nolink}} [[Disease Resistant]] (100) \\ {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (40)  \\ {{:abilities:Disease_healer.png?15&nolink}} [[Disease Healer]] (2) \\ {{:abilities:Plague_doctor.png?15&nolink}} [[Plague Doctor]] (3) \\  | Can be used to cure diseases on old mages or to inflict diseases on an enemy army.\\ They do not need labs to recruit and 20% have some nature magic, which can be added to communions using Crystal Matrices in a pinch.                                                                                                                                                                                                  | | {{:nations:la:marignon:Plague_doctor.png?nolink}}    | **??Plague Doctor??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                              | {{path>20%N}} \\ {{:abilities:resist_poison.png?15&nolink}} [[Resist Poison]] (5) \\ {{:abilities:disease_immunity.png?15&nolink}} [[Disease Resistant]] (100) \\ {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (40)  \\ {{:abilities:Disease_healer.png?15&nolink}} [[Disease Healer]] (2) \\ {{:abilities:Plague_doctor.png?15&nolink}} [[Plague Doctor]] (3) \\  | Can be used to cure diseases on old mages or to inflict diseases on an enemy army.\\ They do not need labs to recruit and 20% have some nature magic, which can be added to communions using Crystal Matrices in a pinch.                                                                                                                                                                                                  |
 | {{:nations:la:marignon:architect.png?nolink}}        | **??Architect#3011??**\\ {{:misc:gui:gold.png?15&nolink}} 55\\ {{:misc:gui:resources.png?15&nolink}} 52\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only        | {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (25) \\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (25) \\ {{:abilities:mason.png?15&nolink}} [[Mason]]                                                                                                                                                                       | In the late age, citadels are standard, meaning the Architect no longer unlocks another bonus CP. The Grand Citadel which it provides access to is expensive, but has very high wall strength. The architect doubles as a way to quickly gold-purchase siege strength that can move itself around, though it costs capital recruitment points.  | | {{:nations:la:marignon:architect.png?nolink}}        | **??Architect#3011??**\\ {{:misc:gui:gold.png?15&nolink}} 55\\ {{:misc:gui:resources.png?15&nolink}} 52\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only        | {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (25) \\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (25) \\ {{:abilities:mason.png?15&nolink}} [[Mason]]                                                                                                                                                                       | In the late age, citadels are standard, meaning the Architect no longer unlocks another bonus CP. The Grand Citadel which it provides access to is expensive, but has very high wall strength. The architect doubles as a way to quickly gold-purchase siege strength that can move itself around, though it costs capital recruitment points.  |
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 | {{:nations:la:marignon:Crossbowman.png?nolink}}      | **??Crossbowman#2108??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                                                                                                                                                                                                                                 | Cheap crossbows with low protection. Supported by Marignon's access to ??Flaming Arrows??                                                                                                                                                                                                                                                             | | {{:nations:la:marignon:Crossbowman.png?nolink}}      | **??Crossbowman#2108??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                                                                                                                                                                                                                                 | Cheap crossbows with low protection. Supported by Marignon's access to ??Flaming Arrows??                                                                                                                                                                                                                                                             |
 | {{:nations:la:marignon:City_guard.png?nolink}}       | **??City Guard#2109??**\\ {{gold}} 8\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 5                                                                                | {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (1)                                                                                                                     | Cheap Halberdier that is poorly trained but uses fewer resources. Their low morale, melee stats and protection come together to make them function very poorly as line troops.                                                                                                                                                                                                                                                                            | | {{:nations:la:marignon:City_guard.png?nolink}}       | **??City Guard#2109??**\\ {{gold}} 8\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 5                                                                                | {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (1)                                                                                                                     | Cheap Halberdier that is poorly trained but uses fewer resources. Their low morale, melee stats and protection come together to make them function very poorly as line troops.                                                                                                                                                                                                                                                                            |
-| {{:nations:la:marignon:Pikeneer.png?nolink}}               | **??Pikeneer#2110??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 20\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                    |                                                                                 | Marignon is able to recruit three kinds of cheap, two-hander infantry, each characterized by medium protection, solid damage output and mediocre combat skills.\\ \\ Pikeneers compare somewhat poorly to the others, lacking the damage output of the other two and having low defence skill.\\ Halberdiers deal more overall damage and hold walls up slightly better, while Swordsmen have the best melee stats due to their great sword, and have the best protection of all three.\\ \\ These troops are all rather vulnerable to crossbow fire due to lacking shields.                                                                                                                                                                                                                                                                                |+| {{:nations:la:marignon:Pikeneer.png?nolink}}               | **??Pikeneer#2110??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 20\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                    |                                                                                 | Marignon is able to recruit three kinds of cheap, two-hander infantry, each characterized by medium protection, solid damage output and mediocre combat skills.\\ \\ Pikeneers compare somewhat poorly to the others, lacking the damage output of the other two and having low defence skill, though they are able to repel more kinds of weapons.\\ Halberdiers deal more overall damage and hold walls up slightly better, while Swordsmen have the best melee stats due to their great sword, and have the best protection of all three.\\ \\ These troops are all rather vulnerable to crossbow fire due to lacking shields.                                                                                                                                                                                                                                                                                |
 | {{:nations:la:marignon:Swordsman.png?nolink}}        | **??Swordsman#2112??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 28\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                                |                                                                                                                                                                                                   | :::                                                                                                                                                | | {{:nations:la:marignon:Swordsman.png?nolink}}        | **??Swordsman#2112??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 28\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                                |                                                                                                                                                                                                   | :::                                                                                                                                                |
 | {{:nations:la:marignon:Halberdier.png?nolink}}       | **??Halberdier#2111??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                               | {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (1)                                                                                                                    | :::                                                                                                                                                                                                                                                                                                                                                                                       | | {{:nations:la:marignon:Halberdier.png?nolink}}       | **??Halberdier#2111??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                               | {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (1)                                                                                                                    | :::                                                                                                                                                                                                                                                                                                                                                                                       |
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 | {{:nations:ma:marignon:cardinal.png?nolink}}              | **??Carmont - Cardinal??**                            | {{path>F1S1H4}} {{:misc:gui:research.png}}9 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\                                                                                                                                                                                                                    | One of the rare few priests that can cast ??Fanaticism?? without a communion, and he can still join one to cast ??Divine Channeling??. \\ Luck into a Throne claimer and Preacher without spending 2 cap turns.  | | {{:nations:ma:marignon:cardinal.png?nolink}}              | **??Carmont - Cardinal??**                            | {{path>F1S1H4}} {{:misc:gui:research.png}}9 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\                                                                                                                                                                                                                    | One of the rare few priests that can cast ??Fanaticism?? without a communion, and he can still join one to cast ??Divine Channeling??. \\ Luck into a Throne claimer and Preacher without spending 2 cap turns.  |
 | {{:nations:ma:marignon:Witch_Hunter_General.png?nolink}}  | **??Tomaso del Monferrada - Witch Hunter General??**  | {{path>F3S2H2}} {{:misc:gui:research.png}}15 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]](5) \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] \\ {{:abilities:patrol_bonus.png?15&nolink}} [[patrol bonus]](15) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ [[Mounted]]  | A one-off thug chassis. Can do some solo raiding with Evocation and proper thug gear. He can make good on the self-protection spells in Astral and make use of the immortality of ??Phoenix Pyre??             | | {{:nations:ma:marignon:Witch_Hunter_General.png?nolink}}  | **??Tomaso del Monferrada - Witch Hunter General??**  | {{path>F3S2H2}} {{:misc:gui:research.png}}15 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]](5) \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] \\ {{:abilities:patrol_bonus.png?15&nolink}} [[patrol bonus]](15) \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]] \\ [[Mounted]]  | A one-off thug chassis. Can do some solo raiding with Evocation and proper thug gear. He can make good on the self-protection spells in Astral and make use of the immortality of ??Phoenix Pyre??             |
-| {{:nations:ma:marignon:Heroine.png?nolink}}               | **??Angelique d'Armant - Heroine??**                  | {{:abilities:inspirational.png?15&nolink}} [[inspirational]](1) \\ [[Mounted]]  \\ [[Female]]                                                                                                                                                                                                                                                                                 | Massive army leader.                                                                                                                                                                                             |+| {{:nations:ma:marignon:Heroine.png?nolink}}               | **??Angelique d'Armant - Heroine??**                  | {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (1) \\ [[Mounted]]  \\ [[Female]]                                                                                                                                                                                                                                                                                 | Massive army leader.                                                                                                                                                                                             |
  
  
 ===== Magic ===== ===== Magic =====
  
-==== National Spells ====+==== Magic Access ====
  
-  ***??Holy Pyre??:**  Evocation 4 {{path>F2}}. A situational side-grade to ??Falling Fires?? that lets some of your weaker Mages deal lot of damage to Undead and Demons. It's also a decent alternative to ??Fireball?? in that it **isn't** a missile spell and thus has a much higher likelihood of hitting the enemy.+At glance, LA Marignon has access to the following paths for rituals and forging:
  
-  ***??Contact Harbinger??:**  Conj 6 {{gems>25S}} {{path>S4}} (summon  {{:nations:ma:marignon:Harbinger.png?nolink}} ??Harbinger??x1): LA Marginon does not get enough Astral to summon //any// of the Angels watching itso consider [[Empowerment]] or design your [[Pretender]] with this in mind. As an {{path>A3H2}} Angel, the Harbinger is a strong and useful thug that can be wherever you need it to be.+**Elemental** 
 +  {{path>F3}} on Goetic Masters 
 +  * {{path>A2}} on Royal Navigators 
 +  {{path>W2}} on Royal Navigators, {{path>W7}} via ??Water Bracelet??, ??Robe of the Sea????Sea King's Court?? and [[elemental royalty#queens-of-elemental-water | Queen of Elemental Water]] 
 +  * {{path>E1}} on Goetic Adepts and Masters
  
-  ***??Bind Harlequin??:** Blood 1 {{gems>1B}} {{path>B1}} (summon  {{:nations:la:marignon:Demon_jester.png?nolink}} ??Demon Jester??x1)Gives you a "Morale-booster" for your Demons, who could also be used to counteract the -1 Morale penalty for having living and undead/demonic things in the same squad (if you somehow need to do that)Marignon has out-of-the-box ??Devil?? summoners that the Jester can keep up withbut these Devils are generally better off in their own squad anyway.+**Sorceries**  
 +  * {{path>S2}} on Royal Navigators, {{path>S3}} via ??Starshine Skullcap?? 
 +  * No reliable {{misc:magic:nature.png?14&nolink}}nature access. 20% chance on Plague Doctors 
 +  * No recruitable {{misc:magic:death.png?14&nolink}}death access 
 +  * {{path>B3}} on Goetic Mastersrealistically as much blood as required via [[empowering]] and boosters.
  
-  ***??Heavenly Wrath??:**  Conj 7 {{gems>35S}} {{path>S3F1}} (summon  {{:nations:ma:marignon:angel_of_fury.png?nolink}} ??Angel of Fury??x1): This one is certainly the easiest Angel for LA Marignon to summonbut it requires an ultra-rare {{path>S2}} Goetic Master and the ??Starshine Skullcap?? for native summoning, and you don't even get Magic paths for your trouble.+In combatall the elements can be brought into communionsthough earth and fire communions require slave-expensive sabbaths.
  
-  ***??Angelic Host??:**  Conj 7 {{gems>50S}} {{path>S5}} (summon  {{:nations:ma:marignon:Arch_angel.png?nolink}} ??Arch Angel??x1 {{:nations:ma:marignon:angel_of_the_Host.png?nolink}} ??Angel of the Host??x6): An {{path>F4H3}} Angel with a big flaming sword & a small entourage of smaller big-flaming-sword-users.+Due to the ease of blood empowerment, ??Reascendance?? is an accessible (though research-intensiveroute into {{path>D3}}.
  
-  ***??Heavenly Choir??:**  Conj 9 {{gems>144S}} {{path>S7F2}} (summon  {{:nations:ma:marignon:Seraph.png?nolink}} ??Seraph??x1 {{:nations:ma:marignon:angel_of_the_Heavenly_Choir.png?nolink}} ??Angel of the Heavenly Choir??x9 {{:nations:ma:marignon:Harbinger.png?nolink}} ??Harbinger??x3): An {{path>F4A4S4H4}} Angel with a large entourage of smaller angels that could be made more-useful with ??Divine Name??; the Harbingers are Harbingers, while the Angels of the Heavenly Choir can be made into excellent Commander-Priests. +==== National Spells ====
- +
-    ***??Reascendance??:** Blood 7 {{gems>88B}} {{path>B4S1}} (summon  {{:nations:la:marignon:Fallen_angel.png?nolink}} ??Fallen Angel??x1): An {{path>F3D3B3}} Arch Angel with a Fear Aura and a more-sinister sword, this summon does a great job at breaking you into Death. Its HP is a bit low for thugging, however, especially since it can be relatively-easily counter-thugged due to having no Natural Protection & two weaknesses. +
-==== Magic Access ==== +
- +
-Create communions with Blood cultists with Fire plus some Earth and astral, and Astral Navigators with their Air, Astral and Water.+
  
-The best path you can boost is blood making the 3 pure boosters to make a blood mage {{path>B6}} if you not just empower like normal.+**Combat** 
 +  * Evocation 4 {{path>F2}}: **??Holy Pyre??**\\ A situational side-grade to ??Falling Fires?? that is somewhat difficult more difficult to cast with LA Marignon's mages than MA Marignon's. It is a decent alternative to ??Fireball?? in that it is **not** a missile spell, and thus has a much higher likelihood of hitting the enemy.
  
-Climbing waster with its too boosters makes a ??Royal Navigator?? {{path>W5}} for water queens.+**Rituals** 
 +  * Conjuration 6 {{path>S4}} for {{gems>25S}}: **??Contact Harbinger??** ( {{:nations:ma:marignon:Harbinger.png?nolink}} ??Harbinger??×1)\\ LA Marginon does not get enough Astral to summon //any// of the Angels watching it, meaning empowerment or [[pretender]] assistance is essentially required to access this. As an {{path>A3H2}} Angel, the Harbinger provides access to magic-phase thuggery and a mobile alternative to communions for casting high-air combat magic. 
 +  * Conjuration 7 {{path>S3F1}} for {{gems>35S}}: **??Heavenly Wrath??** ( {{:nations:ma:marignon:angel_of_fury.png?nolink}} ??Angel of Fury??×1)\\ A thug chassis that cannot bless itself. Comes with a potent anti-undead/demon weapon and decent combat stats, but is hindered by its lack of paths. 
 +  * Conjuration 7 {{path>S5}} for {{gems>50S}}: **??Angelic Host??** ( {{:nations:ma:marignon:Arch_angel.png?nolink}} ??Arch Angel??×1 + {{:nations:ma:marignon:angel_of_the_Host.png?nolink}} ??Angel of the Host??(unit)×6)\\ An {{path>F4H3}} Angel with a big flaming sword & a small entourage of smaller big-flaming-sword-users. 
 +  * Conjuration 9 {{path>S7F2}} for {{gems>144S}}: **??Heavenly Choir??**  ( {{:nations:ma:marignon:Seraph.png?nolink}} ??Seraph??×1 {{:nations:ma:marignon:angel_of_the_Heavenly_Choir.png?nolink}} + ??Angel of the Heavenly Choir??(unit)×9 + {{:nations:ma:marignon:Harbinger.png?nolink}} ??Harbinger??(unit)×3)\\ An {{path>F4A4S4H4}} Angel with a large entourage of smaller angels that could be made more-useful with ??Divine Name??; the Harbingers are the same as those summoned by ??Contact Harbinger??, while the Angels of the Heavenly Choir can be made into excellent commanders.
  
-To grow in Earth, Air, Nature, and Astral. You have to empower with the rare gems or build a pretender to forge boosters. Summoning ??Troll Shaman??s, ??Ivy King??s, ??Troll King??s, ??Harbinger??s and or ??Faery Queen??for magic diversity.+  * Blood 1 {{path>B1}} for {{gems>1B}}: **??Bind Harlequin??:**  ( {{:nations:la:marignon:Demon_jester.png?nolink}} ??Demon Jester??×1)\\ A standard-bearing demonthough this quality is really only useful for demons as mixed undead and non-undead squads take a -1 morale penalty by default. Extremely cheap compared to the generic ??Devil??, but mage turn-intensive and a good deal weaker. 
 +  * Blood 7 {{path>B4S1}} for {{gems>88B}}: **??Reascendance??**  ( {{:nations:la:marignon:Fallen_angel.png?nolink}} ??Fallen Angel??×1)\\ An {{path>F3D3B3}} Arch Angel with a fear aura and a more-sinister sword, this summon is an excellent way to break into death. However, it is somewhat fragile for supercombatant duty, being both a magic being and a demon.
  
-??Fallen Angel??s is a national way to break you into Death, and 1 of the 5 [[Arch Devils]] can help you climbed astral if not on pretender. 
 ====Combat Magic==== ====Combat Magic====
  
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 ===National Discount Items=== ===National Discount Items===
-Booth had gone up in price Significantly after Illwinter realized how busted and abusable the items actually are, At least for LA Marignon, that national Discount makes the item capable to be considered, at least more so than the even more ludicrous price other nations have to pay. 
  
-  ***??Soul Contract??**: Construction 2 {{gems>72B4F}} {{path>B3F1}}A situational way to spend your early Slaves. Conjures a devil every turn for as long as you keep the commander alive. \\ You have to make sure that paper stays in your possession for a long time to earn those slaves back instead of summoning 10 devils normally, or save it for vampires. Can be hard to keep due to a chance of being attacked by horrors and stealing that paper.  +  * Construction 2 {{path>B3F1}} for {{gems>72B4F}}: **??Soul Contract??**\\ A situational way to spend your early Slaves. Conjures a devil every turn for as long as you keep the commander alive. \\ You have to make sure that paper stays in your possession for a long time to earn those slaves back instead of summoning 10 devils normally, or save it for vampires. Can be hard to keep due to a chance of being attacked by horrors and stealing that paper.  
-   +  * Construction 4 {{path>B2}} for {{gems>32B}}: **??Lifelong Protection??**\\ Summons 2 ??Imp??s every round of each battle. Excellent for generating chaff and highly scale-able. Cancerous on ??Assassin??s.
-  ***??Lifelong Protection??**: Construction 4 {{gems>32B}} {{path>B2}}Summons 2 ??Imp??s every round of each battle. They are a flying harassing option and often the ??Summon Imps?? spell is Very fatiguing and slow to cast for a user. The imps do not stay after combat, like most other battle summons.+
 =====Strategy===== =====Strategy=====
 ====Power Curve==== ====Power Curve====
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 =====See More===== =====See More=====
-[[https://docs.google.com/document/d/1dGPx2xtoHPqXxrZiJ5mCq5AuD3zXcQrYc2Tbv1Je4fs/edit?usp=sharing|guide to LA Marignon]] by 7thPath+[[https://docs.google.com/document/d/1dGPx2xtoHPqXxrZiJ5mCq5AuD3zXcQrYc2Tbv1Je4fs/edit?usp=sharing|guide to late age Marignon: awake sage into buffed devils ]] by 7thPath
  
  
marignon-la.1663023341.txt.gz · Last modified: 2022/09/12 22:55 by wigglefig