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marignon-ma [2022/04/26 20:40]
tlagnoj [Troops] fixed prices
marignon-ma [2022/09/12 22:04] (current)
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 arcane officials wear red or black robes and severe miens."// -Illwinter\\ arcane officials wear red or black robes and severe miens."// -Illwinter\\
  
-Marignon rose out of the ashes of [[ermor-ma|Ermor]], just like [[ulm-ma|Ulm]], but under a different banner. All that it had for repelling the shadows of Death was faith & austerity. The peasants labored under feudal lords, who payed their tithes and diligently served the Inquisition, all in the name of survival. The Inquisition was assembled by the House of Fiery Justice, a powerful Priesthood that dedicated itself to purging heresy & eliminating Witches that used their Magic for selfish means. The start of the Middle Age rebuffed the faith & fanaticism of Marignon with the undeath of Ermor, and (if you so decide) rewarded it with the arrival of an Awakening God.+Marignon rose out of the ashes of [[ermor-ma|Ermor]], just like [[ulm-ma|Ulm]], but under a different banner. All that it had for repelling the shadows of Death was faith & austerity. The peasants labored under feudal lords, who payed their tithes and diligently served the Inquisition, all in the name of survival. The Inquisition was assembled by the House of Fiery Justice, a powerful Priesthood that dedicated itself to purging heresy & eliminating witches that used their magic for selfish means. The start of the Middle Age rebuffed the faith & fanaticism of Marignon with the undeath of Ermor, and (if you so decide) rewarded it with the arrival of an awakening God.
  
  
 ===== General Overview ===== ===== General Overview =====
-Marignon is a nation of Fire, Faith, and <del>Flagellants</del> Effing Awesome Knights of the Chalice. Like other medieval human-only nations (pretty much just Ulm & [[man-ma|Man]]), its Magic diversity is not very good; unlike the other two, however, Marignon's two paths it focuses on are almost-purely offensive. One does not simply pick Marignon and avoid gunning for attack spells & Elementals in their Research. For what can't be dealt with by your old-&-frail Mages, you have Knights of the Chalice, [[Sacred]] Heavy Cavalry that can be recruited anywhere with a Fort, a Temple, and an ample pool of Resources. You also have Crossbowmen & melee infantry, but they don't mesh well with your other options, and they're not as long-lasting as a good group of horsies with a firm [[Bless]].+Marignon is a nation of fire and faith with a sacred knightly order. Like other medieval human-only nations (pretty much just Ulm & [[man-ma|Man]]), its magic diversity is not very good; unlike the other two, however, Marignon's two paths it focuses on are almost-purely offensive. One does not simply pick Marignon and avoid gunning for attack spells & elementals in their research. For what can't be dealt with by your old-&-frail mages, you have Knights of the Chalice, [[sacred]] heavy cavalry that can be recruited anywhere with a fort, a temple, and an ample pool of resources
  
 =====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 \\ Out-of-Fort Sacreds \\ Sacred Heavy Cavalry | {{path>F4}} (rare 5) \\ {{path>S3}} (rare 4) \\ {{path>A1}} (uncommon, rare 2) \\ {{path>E1}} (uncommon, rare 2) \\ **Summons:** \\ {{path>A3}} (requires {{path>S4}}) | Powerful ({{path>H3}}\\ {{:abilities:stealthy.png?9&nolink}} Stealthy \\ {{:abilities:patrol_bonus.png?15&nolink}}Good Patrollers \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor|Inquisitors]]  | {{:misc:gui:castle.png?15}} Standard Forts (Castles) \\ {{:abilities:mason.png?15&nolink}} [[Masons]] |+| **Average Humans** \\ High Morale | Two-handed Weapons \\ Expensive Heavy Armor \\ Good Bodyguards \\ Out-of-Fort Sacreds \\ Sacred Heavy Cavalry | {{path>F4}} (rare 5) \\ {{path>S3}} (rare 4) \\ {{path>A1}} (uncommon, rare 2) \\ {{path>E1}} (uncommon, rare 2) \\ **Summons:** \\ {{path>A3}} (requires {{path>S4}}) | {{path>H3}} in Capital\\ {{path>H2}} in Forts\\ {{path>H1}} Foreign Rec\\ {{:abilities:stealth.png?15&nolink}} Stealthy \\ {{:abilities:patrol_bonus.png?15&nolink}}Good Patrollers \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor|Inquisitors]]  | {{:misc:gui:castle.png?15}} Standard Forts (Castles) \\ {{:abilities:mason.png?15&nolink}} [[Masons]] |
  
-=== Hecking Heretics ===+=== The Inquisition ===
  
-A certain breed of [[Independents]], specifically the type with ??Knight??s, is //rife// with heresy. The heretics claim to be fine vegetarians, and may be based off the [[https://en.wikipedia.org/wiki/Catharism|Cathars]] of France, but in reality they're hecking warlocks. Its heretical movements will only appear in two provinces, however. Dealing with the heretics is better than not dealing with them, since they can further lower local [[Dominion]] and even attempt to revolt on their own, though they'll only act without provocation a few times.+Marignon is held together (more or less) by its Inquisition, the militant fist of the House of Fiery Justice's militant arm, the House of Just Fires. These guys repel hostile [[Dominion]] even if you **haven't** hired them, in provinces and [[fort|forts]] that belong to you, having a 30% chance to remove an enemy candle from each of these places each turn (and a 60% chance if there's a [[Temple]]). They're less effective at spreading your own Dominion, able to do so only to a maximum of 1 candle (2 where there's a [[Temple]]). 
 + 
 +=== Heretic Event Chain === 
 + 
 +A certain breed of [[Independents]], specifically the type with ??Knight??s, is //rife// with heresy. The heretics claim to be fine vegetarians, and may be based off the [[https://en.wikipedia.org/wiki/Catharism|Cathars]] of France, but in Dominions they are recast as warlocks. Its heretical movements will only appear in two provinces, however. Dealing with the heretics is better than not dealing with them, since they can further lower local [[Dominion]] and even attempt to revolt on their own, though they'll only act without provocation a few times.
  
 Dealing with the heretics is done with any of your **nationally-recruited** [[Commander#Priest|Priests]], with stronger responses having higher risks but higher rewards. Dealing with the heretics is done with any of your **nationally-recruited** [[Commander#Priest|Priests]], with stronger responses having higher risks but higher rewards.
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 You **cannot** fully eliminate the heretics; they'll reemerge later, though it'll take (on average) as long as it took for them to emerge in the first place. You **cannot** fully eliminate the heretics; they'll reemerge later, though it'll take (on average) as long as it took for them to emerge in the first place.
-==== Capital Special Sites ====+ 
 +==== Capital Sites ====
  
 ^  The House of Fiery Justice                                                                                              ^  The Royal Academy                                                                                                                                                                                                                                                       ^ ^  The House of Fiery Justice                                                                                              ^  The Royal Academy                                                                                                                                                                                                                                                       ^
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 The House of Fiery Justice's holiness does 10 Armor-Negating Magical Damage to roughly half of the Undead & Demons in its province each turn (Magic Resistance negates). The House of Fiery Justice's holiness does 10 Armor-Negating Magical Damage to roughly half of the Undead & Demons in its province each turn (Magic Resistance negates).
  
-===== Notable Units =====+===== National Units =====
  
 {{:nations:ma:marignon:knight_of_the_chalice.png|}} \\  {{:nations:ma:marignon:knight_of_the_chalice.png|}} \\ 
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 ^ Sprite                                                  ^ Unit Name                                                                                                                                                                                                           ^ Special Attributes                                                                                                                                                                                                                                ^ Comments                                                                                                                                                                                                                                                                                                                                                                                                                                ^ ^ Sprite                                                  ^ Unit Name                                                                                                                                                                                                           ^ Special Attributes                                                                                                                                                                                                                                ^ Comments                                                                                                                                                                                                                                                                                                                                                                                                                                ^
-| {{:nations:ma:marignon:scout.png?30&nolink}}            | **??Scout??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                    | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (50)\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]                                                 You don't really NEED any of these guys, but it's better to have three options than to have none. \\ Scouts are the cheapest, Assassins have a nice niche in the form of killing people, and Troubadours give the most-useful information. \\ Seduction isn't as easy as it used to be, and there aren't a lot of girls that'll be in a good position for you to yoink them, but again, it's a nice trick to have in your back pocket.  | +| {{:nations:ma:marignon:scout.png?nolink}}            | **??Scout??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                    | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (50)\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]                                                 A very ordinary scoutUse indie scouts if at all possible!  | 
-| {{:nations:ma:pythium:assassin.png?30&nolink}}          | **??Assassin??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                 | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (65) \\ {{:abilities:assassin.png?15&nolink}} [[Assassin]] (1) \\ {{:abilities:ambidextrous.png?15&nolink}} [[Ambidextrous]] (2)                                                               :::                                                                                                                                                                                                                                                                                                                                                                                                                                     | +| {{:nations:ma:pythium:assassin.png?nolink}}          | **??Assassin??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                 | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (65) \\ {{:abilities:assassin.png?15&nolink}} [[Assassin]] (1) \\ {{:abilities:ambidextrous.png?15&nolink}} [[Ambidextrous]] (2)                                                               A mundane assassin with poison dagger. Made slightly less useful by MA Marignon's lack of retinue items to kit them with.                                                                                                                                                                                                                                                                                                                                                                                                                                     | 
-| {{:nations:ma:marignon:troubadour.png?30&nolink}}       | **??Troubadour??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                               | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (70) \\ {{:abilities:seduction.png?20&nolink}}[[Seduction]] \\ {{:abilities:spy.png?15&nolink}} [[Spy]]                                                                                        | :::                                                                                                                                                                                                                                                                                                                                                                                                                                     +| {{:nations:ma:marignon:troubadour.png?nolink}}       | **??Troubadour??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                               | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (70) \\ {{:abilities:seduction.png?15&nolink}} [[Seduction]] \\ {{:abilities:spy.png?15&nolink}} [[Spy]]                                                                                        | A mundane spy. Can gather all mundane graphs and act as a seduction-assassin in a pinch, though MA Marignon lacks retinue items to make them more effective in this role.                                                                                                                                                                                                                                                                                                                                                                                                                                   
-| {{:nations:ma:marignon:paladin.png?30&nolink}}          | **??Paladin??**\\ {{:misc:gui:gold.png?15&nolink}} 145\\ {{:misc:gui:resources.png?15&nolink}} 61 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] \\ [[Mounted]]                                                                                                      | Your premier thug. \\ Combat Caster is slightly trivial on him unless he'made a Prophet. \\ Be sure to give him back up & stuff to further-enhance his survivability if you plan on using him in battle, as the Cavalry charge is not a great strategy when soloing.                                                                                                                                                                  | +| {{:nations:ma:marignon:paladin.png?nolink}}          | **??Paladin??**\\ {{:misc:gui:gold.png?15&nolink}} 145\\ {{:misc:gui:resources.png?15&nolink}} 61 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] \\ [[Mounted]]                                                                                                      | Paladins are great leaders, and make decent raid leaders due to being a lot more durable than the average commander. \\ Combat Caster is slightly trivial on him unless he is made a Prophet. \\ Be sure to give him back up & stuff to further-enhance his survivability if you plan on using him in battle, as the cavalry charge is not a great strategy when soloing.                                                                                                                                                                  | 
-| {{:nations:ma:marignon:friar.png?30&nolink}}            | **??Friar??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ + Foreign Rec                                                    | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)                                                                                                                          | Yeahhe's more expensive than your generic Scouts, but he has more utility as Stealthy Preacher & a shuffler of troops, and you don't have to waste Fort turn on him. \\ He's the closest thing you have to an expendable Commander                                                                                                                                                                                              +| {{:nations:ma:marignon:friar.png?nolink}}            | **??Friar??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ + Foreign Rec                                                    | {{path>H1}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (40)                                                                                                                          | Foreign recruit priests allow you to recruit temple-builders and preachers outside of fortsleaving those precious CPs for mages. Friars are also great way to shuffle troops around due to their 40 leadership. Their stealth is niche ability that can provide some interesting plays in terms of dominion control                                                                                                                                                                                             
-| {{:nations:ma:marignon:inquisitor.png?30&nolink}}       | **??Inquisitor??**\\ {{:misc:gui:gold.png?15&nolink}} 135\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                               | {{path>F1H2}} {{:misc:gui:research.png}}7 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (49/48)                                  | Inquisitors have their Priest level doubled for the purpose of Preaching in provinces of hostile [[Dominion]]. \\ I can't tell you if this ability is good enough to enable you to go without Candles in your [[Pretender]] design, however.                                                                                                                                                                                            | +| {{:nations:ma:marignon:inquisitor.png?nolink}}       | **??Inquisitor??**\\ {{:misc:gui:gold.png?15&nolink}} 135\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                               | {{path>F1H2}} {{:misc:gui:research.png}}7 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (49/48)                                  | Inquisitors have their priest level doubled for the purpose of preaching in provinces of hostile [[Dominion]].                                                                                                                                                                                            | 
-| {{:nations:ma:marignon:initiate.png?30&nolink}}         | **??Initiate??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                                  | {{path>F1}} {{:misc:gui:research.png}}7                                                                                                                                                                                                           For all of his faults, this kid is your only mage that isn't a geriatric\\ Ironicallydue to his lack of experience & Priest levels, he is your most cost-effective Research monkey.                                                                                                                                                                                                                                                 | +| {{:nations:ma:marignon:initiate.png?nolink}}         | **??Initiate??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                                  | {{path>F1}} {{:misc:gui:research.png}}7                                                                                                                                                                                                           The only mage that will not be old upon recruitmentFar more gold-efficient for research compared to MA Marignon's other magesthough they demand greater gem expenditure than their peers to be made useful in battle.                                                                                                                                                                                                                                                 | 
-| {{:nations:ma:marignon:witch_hunter.png?30&nolink}}     | **??Witch Hunter??**\\ {{:misc:gui:gold.png?15&nolink}} 185\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                             | {{path>F2S1H1}} \\ {{:misc:gui:research.png}}11 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (10)                                                                              | Your most-easily-massed Battle Mage. \\ ??Fireball??, ??Fire Elemental??s, ??Holy Pyre??, & eventually ??Pillar of Fire?? will be the four cornerstones of his power, though you should certainly make use of his Astral path whenever you can. \\ Don't be fooled by his initial lack of the {{:abilities:old_age.png?15&nolink}} Old Age trait, for he will gain that trait shortly.                                                      | +| {{:nations:ma:marignon:witch_hunter.png?nolink}}     | **??Witch Hunter??**\\ {{:misc:gui:gold.png?15&nolink}} 185\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                             | {{path>F2S1H1}} \\ {{:misc:gui:research.png}}11 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (10)                                                                              | Your most easily-massed battle mage. \\ ??Fireball??, ??Fire Elemental??s, ??Holy Pyre??, & eventually ??Pillar of Fire?? will be the four cornerstones of his power, though you should certainly make use of his Astral path whenever you can. \\ Don't be fooled by his initial lack of the {{:abilities:old_age.png?15&nolink}} Old Age trait, for he will gain that trait shortly.                                                      | 
-| {{:nations:ma:marignon:architect.png?30&nolink}}        | **??Architect??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{: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]] (15) \\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (15) \\ {{:abilities:mason.png?15&nolink}} [[Mason]]                                                  | With this guy, you get to build Citadels, which allow you to crank out significantly more Mages & (if positioned well) Knights. \\ Judging by his immense resource cost, it seems that you pay him off with the stuff he needs for building his own Citadel.                                                                                                                                                                            | +| {{:nations:ma:marignon:architect.png?nolink}}        | **??Architect??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{: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]] (15) \\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (15) \\ {{:abilities:mason.png?15&nolink}} [[Mason]]                                                  | With this guy, you get to build citadels, which allow you to crank out significantly more mages & (if positioned well) sacred knights. \\ Judging by his immense resource cost, it seems that you pay him off with the stuff he needs for building his own citadel.                                                                                                                                                                            | 
-| {{:nations:ma:marignon:high_inquisitor.png?30&nolink}}  | **??High Inquisitor#222??**\\ {{:misc:gui:gold.png?15&nolink}} 190\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only  | {{path>F1H3}} {{:misc:gui:research.png}}7 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (66/48)                                  | 190 Gold is a pretty fair price for extra {{path>H3}}'s. Whatever you have for your Banishment & Smite spells are pretty-serviceable in battle, not to mention the full-army Bless.\\ Marignon'//other// 4-point capital-only Mage-Priest is a lot more attractive, however.                                                                                                                                                          +| {{:nations:ma:marignon:high_inquisitor.png?nolink}}  | **??High Inquisitor#222??**\\ {{:misc:gui:gold.png?15&nolink}} 190\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only  | {{path>F1H3}} {{:misc:gui:research.png}}7 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (66/48)                                  | 190 gold is a pretty fair price for extra {{path>H3}}'s. Whatever you have for your Banishment & Smite spells will be serviceable in battle, not to mention the full-army bless in addition to their ability to claim thrones.\\ Marignon's other 4-point capital-only mage-priest is more attractive once you have recruited all the throne-claimers you need, however.                                                                                                                                              
-| {{:nations:ma:marignon:grand_master.png?30&nolink}}     | **??Grand Master??**\\ {{:misc:gui:gold.png?15&nolink}} 370\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only         | {{path>F3S2H2,100%FAES,10%FAES}} \\ {{:misc:gui:research.png}}17 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5) \\ {{:abilities:old_age.png?15&nolink}}[[Old Age]] (65/44) He is your ??Fire Elemental?? summoneryour ??Falling Fires?? spammer, your ??Soul Slay??er, your ??Communion Master??, your liaison with ??Harbinger??s, and (with {{path>E1}}) your source of Matrices of fine Crystal. He is the most interesting Mage in the nationIt'shame that he's so goshdarn slow to recruit                                                                                                          |+| {{:nations:ma:marignon:grand_master.png?nolink}}     | **??Grand Master??**\\ {{:misc:gui:gold.png?15&nolink}} 370\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:citadel.png?20&nolink}} Capital Only         | {{path>F3S2H2,100%FAES,10%FAES}} \\ {{:misc:gui:research.png}}17 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (65/44) Grand Masters are expensivebut provide the greatest magic diversity of MA Marignon'mageswhich is admittedly not a high bar to clearIf no other option presents itself, they can wire themselves into communion to cast earth and air buffs, in addition to natively being able to cast higher fire and astral spells than Witch Hunters are able to.                                      |
  
 ==== Troops ==== ==== Troops ====
  
-^ Sprite                                                        ^ Unit Name                                                                                                                                                          ^ Special Attributes                                                              ^ Comments                                                                                                                                                                                                                                                                                                                                                                                  +^ Sprite                                                        ^ Unit Name                                                                                                                                                          ^ Special Attributes                                                              ^ Comments                                                                                                                                                                                                                                                                                                                                                                                    
-| {{:nations:ma:marignon:flagellant.png?30&nolink}}             | **??Flagellant??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 5 \\ + Foreign Rec                      | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ [[Start Affliction]](75)      | Despite being crippled naked men, They are excellent chaff.\\ with a temple and their flails, they make very spamable glass cannons.\\ They do lose out to other infantry as mainline expanders and line units as Flagelnts die too quickly to keep the commanders safe. \\ Whey works better as axillary with linemen taking the blunt while they come latter to reinforce with flails.  | +| {{:nations:ma:marignon:flagellant.png?nolink}}             | **??Flagellant??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 5 \\ + Foreign Rec                      | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ [[Start Affliction]] (75)      | Despite being crippled naked men, Flagellants are killy (if fragile) troops. They do lose out to other infantry as mainline expanders and line units as they die too quickly to be cost-effective prior to protection buffs like ??Marble Warriors??.  | 
-| {{:nations:ma:marignon:Crossbowman.png?30&nolink}}            | **??Crossbowman#218??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 8\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                  |                                                                                 Anouther important part of Marignon, Alreasdy ignor most enemy prot and mages can cast ??Flaming Arrows?? and ??Wind Guide??                                                                                                                                                                                                                                                                                                                                                                               +| {{:nations:ma:marignon:Crossbowman.png?nolink}}            | **??Crossbowman#218??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 8\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                  |                                                                                 Another important part of Marignon. Crossbows already ignore most enemy prot and mages can cast ??Flaming Arrows?? and ??Wind Guide??                                                                                                                                                                                                                                                     
-| {{:nations:ma:marignon:Pikeneer.png?30&nolink}}               | **??Pikeneer#221??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 20\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                        |                                                                                 Guy with long pointy stickNot good compared to other troop choices since dominions 5 nerfed repelling                                                                                                                                                                                                                                                                                                                                                                                 +| {{:nations:ma:marignon:Pikeneer.png?nolink}}               | **??Pikeneer#221??**\\ {{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.\\ Swordsmen, on the other hand, have better attack and defence skill, while Halberdiers deal more overall damage and hold walls up slightly better. \\ \\ These troops are all rather vulnerable to arrow (especially crossbow) fire due to having only 14 protection and lacking shields                                                                                                                                                                                                                                                                               
-| {{:nations:ma:marignon:Swordsman.png?30&nolink}}              | **??Swordsman??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 23\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                                                                       Your go to troops.\\ Swordsman are well balanced with good Defence and attack skill while Halberdier deal more overal damage  with 50% being piercing damage for greater armour pentrating. \\ Bware they die quickly to ranged attacks.                                                                                                                                                                                                                                                                                                                                                                                +| {{:nations:ma:marignon:Swordsman.png?nolink}}              | **??Swordsman??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 23\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                                                                       :::                                                                                                                                                 
-| {{:nations:ma:marignon:Halberdier.png?30&nolink}}             | **??Halberdier??**\\ {{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:ma:marignon:Halberdier.png?nolink}}             | **??Halberdier??**\\ {{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:ma:marignon:Man_at_Arms.png?30&nolink}}            | **??Man at Arms??**\\ {{gold}} 14\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18                                    | {{:abilities:bodyguard.png?15&nolink}} [[bodyguard]](2)                         | Most expensive of your foot troops and deals signigenly less damage but has a shield to make it through the raining projectiles during a war.\\                                                                                                                                                                                                                                                                                                                                                                                   +| {{:nations:ma:marignon:Man_at_Arms.png?nolink}}            | **??Man at Arms??**\\ {{gold}} 14\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18                                    | {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (2)                         | Most expensive of your foot troops and deals significantly less damagebut has the best protection and a shield to shrug off arrow fire.\\                                                                                                                                                                                                                                         
-| {{:nations:ma:marignon:royal_guard.png?30&nolink}}            | **??Royal Guard??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 59\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 46            | {{:abilities:bodyguard.png?15&nolink}} [[bodyguard]](3) \\ [[Mounted]]          | Denfely can't compete with Chalice Knight, but makes for some of the best bodyguards for your most important mages                                                                                                                                                                                                                                                                                                                                                                             +| {{:nations:ma:marignon:royal_guard.png?nolink}}            | **??Royal Guard??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 59\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 46            | {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (3) \\ [[Mounted]]          | Royal Guards are a solid heavy cavalry type, but are generally going to be worse than the Knights of the Chalice due to not being sacred. Otherwise, they are quite solid for cavalry of their weight class with great protection and high-damage attacks for a reasonable cost                                                                                                                                                                                                                                                                 
-| {{:nations:ma:marignon:Knight_of_the_chalice.png?30&nolink}}  | **??Knight of the Chalice??**\\ {{:misc:gui:gold.png?15&nolink}} 50\\ {{:misc:gui:resources.png?15&nolink}} 56\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 46  | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ [[Mounted]]                   all star Expanders and troops.\\ Unlike most other nations, you can spam one of your strongest troops from any templed Fort                                                                                                                                                                                                                                                                                                                                                                                  |+| {{:nations:ma:marignon:Knight_of_the_chalice.png?nolink}}  | **??Knight of the Chalice??**\\ {{:misc:gui:gold.png?15&nolink}} 50\\ {{:misc:gui:resources.png?15&nolink}} 56\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 46  | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ [[Mounted]]                   The Knight of the Chalice is a strong sacred than can be recruited in all forts with a temple - a rarity among nations in Dominions 5. Cavalry in general are a privileged class of unit due to Mounted reducing harass penaltyand Knights have the protection, damage output and good combat skills to really take advantage of a strong bless                                                                                                                                                                                                                                                            |
 ==== Heroes ==== ==== Heroes ====
  
-^ Sprite                                             ^ Unit Name                                                                                                                                                                                                       ^ Special Attributes                                                                                                                                                                                                                                 ^ Comments                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                +^ Sprite                                                       ^ Unit Name                                                                 ^ Special Attributes                                                                                                                                                                                                                                                                                                                                                                         ^ Comments                                                                                                                                                                                                         
-| {{:nations:ma:marignon:cardinal.png?30&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?? 
-| {{:nations:ma:marignon:rephaite_scholar.png?30&nolink}}  | **??Simeon ben Tabbai - Rephaite Scholar??**\\ Hero turn arrival Limit 5 | {{path>F2E2S3H2}} {{:misc:gui:research.png|}}27 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]](5) \\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+8) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]](-1)\\ {{:abilities:wasteland_survival.png?15&nolink}} [[wasteland-survival]] | Explains were the Angles spells came from. Fast Reasercher but also how you Forge ??Earth Boots??, ??Dwarven Hammer??s, ??Crystal Coin??s and ??Crystal Shield??s without needing a pretender.                                                                                                                                                                                                                        +| {{:nations:ma:marignon:rephaite_scholar.png?nolink}}      | **??Simeon ben Tabbai - Rephaite Scholar??**\\ Hero turn arrival Limit 5  | {{path>F2E2S3H2}} {{:misc:gui:research.png}}27 \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5) \\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+8) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (-1)\\ {{:abilities:wasteland_survival.png?15&nolink}} [[Wasteland Survival]]  | Explains where the Angel spells came from. Fast researcher, but also a pathway into forging ??Earth Boots??, ??Dwarven Hammer??s, ??Crystal Coin??s and ??Crystal Shield??s without needing a pretender.                  
-| {{:nations:ma:marignon:Witch_Hunter_General.png?30&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 importaltiy 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 ??Phoenix Pyre??             
-| {{:nations:ma:marignon:Heroine.png?30&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]]                                                                                                                                                                                                                                                                                              An excellent commander of armies, with 120 leadership and an inspirational morale bonus                                                                                                                                                                                            |
  
  
                                                                                                                                                                                                                                                                                                                                                                                                                                            
 ===== Magic ===== ===== Magic =====
-===Reserch Priortiy=== 
  
-  ***Conj** 3-6+: ??Phinix Power??, ??Power of the Spheres????Light of the Northern Star??, ??Summon Fire Elemental??, ??Contact Harbinger??+==== Magic Access ==== 
 + 
 +MA Marignon's magic diversity is rather limited. It is renowned for its mastery in {{misc:magic:fire.png?14&nolink}}fire magic, has some skill in {{misc:magic:astral.png?14&nolink}}astraland its most powerful mages dabble in {{misc:magic:air.png?14&nolink}}air and {{misc:magic:earth.png?14&nolink}}earth magic. That's it! 
 + 
 +In terms of rituals/forgingMA Marignon has access to the following paths:
  
-  ***thum** 1-3+: Communions, ??Mind Burn??, ??Returning????Teleport??, ??Soul Slay??, ??Gateway?? ??Enslave Mind??, ??Purgatory?? +**Elements** 
-   +  {{path>F4}} on ??Grand Master??s{{path>F6}} via a ??Flame Helmet?? and [[Elemental Royalty#Kings of Elemental Fire | King of Elemental Fire]] 
-  ***Evocation:** 5+: ??Sulfer Haze??, ??Falling Fires??, ??Fireball??, ??Magic Duel??, ??Gift from Heaven??, ??Holy Pyre??, ??Breath of the Desert??, ??Thunderstrike??, ??Storm??, ??Stellar Cascade??, ??Flame Eruption??, ??Astral Fires??, ??Mind Hunt??+  * {{path>A1}} on ??Grand Master??s 
 +  * No {{misc:magic:water.png?14&nolink}}water magic 
 +  * {{path>E1}} on ??Grand Master??s
  
-  ***Construct**: 2+ researchmagic piercing, and path booster items. late-game ??Golem?? thugs+**Sorceries** 
 +  {{path>S3}} on ??Grand Master??s{{path>S4}} via a ??Starshine Skullcap?? 
 +  * No {{misc:magic:death.png?14&nolink}}death magic 
 +  * No {{misc:magic:nature.png?14&nolink}}nature magic 
 +  * No {{misc:magic:blood.png?14&nolink}}blood magic
  
-  ***ench** 4: ??Flaming Arrows??, ??Terracotta Warriors??, ??Eternal Pyre??, ??Antimagic??, ??Eyes of God??, ??Heat from Hell??, ??Arrow Fend??, ??Staellar Focus??, ??Cloud Trapeze?? 
-   
-  ***Alt** 4: ??Wind Guide??, communion protection spells, ??Solar Eclipse??, ??Fog Warriors?? 
 ==== National Spells ==== ==== National Spells ====
  
   ***??Holy Pyre??:**  Evocation 4 {{path>F2}}. A situational side-grade to ??Falling Fires?? that lets your weaker mages (anyone you aren't recruiting in the capital) deal a 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.   ***??Holy Pyre??:**  Evocation 4 {{path>F2}}. A situational side-grade to ??Falling Fires?? that lets your weaker mages (anyone you aren't recruiting in the capital) deal a 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.
  
-  ***??Contact Harbinger??:**  Conj 6 {{gems>25S}} {{path>S4}} (summon  {{:nations:ma:marignon:Harbinger.png?nolink}} ??Harbinger??x1). The summon you should be using the most. As a {{path>A3}} Angel, the Harbinger is a strong thing. It gives you a mobile ??Air Elemental?? Summoner, a ??Thunder Strike??r, plus access to other Air thug spells. Harbingers can either join armies for support magic, fly around raiding with thug gear and their high mobility, or stay in reserve as magic-phase thugs with ??Cloud Trapeze??.+  ***??Contact Harbinger??:**  Conj 6 {{gems>25S}} {{path>S4}} (summon  {{:nations:ma:marignon:Harbinger.png?nolink}} ??Harbinger??x1). Summons [[flying]] {{path>A3}} angel. The Harbinger is mobile ??Air Elemental?? summoner, a ??Thunder Strike??r, and can work as magic-phase thug with ??Cloud Trapeze??, though they are somewhat pricey for the jobPerhaps more significant is their ability to provide access to high-level {{misc:magic:air.png?14&nolink}}air magic (??Fog Warriors??, ??Mass Flight??, ??Wrathful Skies??) when wired into a communion with a ??Crystal Matrix??, which is much more straightforward than trying to do the same with a max {{path>A1}} ??Grand Master??
  
   ***??Heavenly Wrath??:**  Conj 7 {{gems>35S}} {{path>S3F1}} (summon  {{:nations:ma:marignon:angel_of_fury.png?nolink}} ??Angel of Fury??x1). A thug chassis that's easier for Marignon to summon than the Harbinger but often outclassed by the Harbinger's utility.   ***??Heavenly Wrath??:**  Conj 7 {{gems>35S}} {{path>S3F1}} (summon  {{:nations:ma:marignon:angel_of_fury.png?nolink}} ??Angel of Fury??x1). A thug chassis that's easier for Marignon to summon than the Harbinger but often outclassed by the Harbinger's utility.
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   ***??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): Casting this is theoretically possible for Marignon without specially-designed Pretenders or [[Empowerment]], but it generally requires Const 6, an extremely-rare natural {{path>S4}} Grand Master, an equally-rare natural {{path>E2}} Grand Master for the ??Crystal Coin??, a ??Starshine Skullcap??, and significant Astral Pearl investment for the ??Ring of Sorcery?? In exchange for **twelve years'** worth of Marignon's Astral Power (**four years** if you convert your Fire Gems), you get a very neat thug, and an entourage including some technically-discounted Harbingers.   ***??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): Casting this is theoretically possible for Marignon without specially-designed Pretenders or [[Empowerment]], but it generally requires Const 6, an extremely-rare natural {{path>S4}} Grand Master, an equally-rare natural {{path>E2}} Grand Master for the ??Crystal Coin??, a ??Starshine Skullcap??, and significant Astral Pearl investment for the ??Ring of Sorcery?? In exchange for **twelve years'** worth of Marignon's Astral Power (**four years** if you convert your Fire Gems), you get a very neat thug, and an entourage including some technically-discounted Harbingers.
-==== Magic Access ==== 
- 
-Your Magic variety is limited. Your bread and butter are Fire, astral, and Fire/astral/air/earth communion with strong summable air mages. 
- 
-Fire can go to with ??Flame Helmet??, {{path>F5}}, then {{path>F6}} with fire kings. 
  
-Astral goes up to  {{path>S4}} on a ??Grand Master?? with ??Starshine Skullcap??. only ??Grand Master??s can get earth but only at {{path>E1}} rarely {{path>E2}} but if you can get ??earth boots??, you now make ??Crystal Coin??s and go up to {{path>S5}}. 
  
-??Harbinger??s gives you {{path>A3}}, with a single empowerment, you break through the barrier and build your self up to {{path>A7}}.  +====Notable Generic Magic==== 
-====Combat Magic====+===Combat===
  
 Your standard priest's main methods of attack are raining fire, Astral and holy prayers. Your standard priest's main methods of attack are raining fire, Astral and holy prayers.
  
-Fire is a hord clear, Summoning Lesser and regular ??Fire Elemental??S help with expansion. ??Fireball????Fire Storm?? and ??Flame Eruption?? take out squares. ??Holy Pyre?? great alterative especaly make being the threat of being overwhelmed by Undead and demons nonexistent  +Fire kills chaff and stops ??Air Elemental??with ??Fire Elemental??s. Standard evocations like ??Fireball?? and eventually ??Pillar of Flame?? are decent gem-free options. ??Incinerate?? is a good anti-thug spell. ??Heat from Hell?? can fatigue out non-fire resistant enemies.
- +
-??Incinerate?? is a good anti-thug spell. +
- +
-with some fire resident, Tire out the enemies with ??Heat From Hell??.+
  
 Astral magic has buffs and single model kill spells. ??Mind Burn??, ??Soul Slay??, ??Enslave Mind?? and ??Magic Dual??. Luck manipulation of ??Battle Fortune?? and ??Doom??. get MR ??Antimagic??. ??Stellar Cascades?? is alterative to ??Falling Fires?? to bypass resistance. Astral magic has buffs and single model kill spells. ??Mind Burn??, ??Soul Slay??, ??Enslave Mind?? and ??Magic Dual??. Luck manipulation of ??Battle Fortune?? and ??Doom??. get MR ??Antimagic??. ??Stellar Cascades?? is alterative to ??Falling Fires?? to bypass resistance.
  
-In ??Witch Hunter?? communions, ??Phoenix Power??, ??Power of the Spheres?? and ??Light of the Northern Star?? boost the slave's fire and Astral paths to reduce fatigue.+In ??Witch Hunter?? communions, ??Phoenix Power??, ??Power of the Spheres?? and ??Light of the Northern Star?? boost the slave's fire and astral paths to reduce fatigue.
    
-??Returning?? is a opiontal spell if you only need a ??Grand Master?? to pop in cast some spell then leave.+??Returning?? is available if you need a ??Grand Master?? to pop in cast some spell then leave.
  
-if you take a darkvision bless then ??Solar Eclipse?? is a castable ??Darkness?? that is half as effective.+If you take a Darkvision bless then ??Solar Eclipse?? is a castable ??Darkness?? that is half as effective.
  
-??Flaming Arrows?? turn crossbows into lasers and ??Wind Guide?? improve your guy's position.+??Flaming Arrows?? makes crossbows more effective and ??Wind Guide?? improve precision for both mundane and magic ranged combat.
  
-you have some earth to use in communions to use the normal troops buff. ??Gifts from Heaven?? can wip if you buff acracy with ??.+Earth magic is unreliable but communionable, providing some small access to the excellent roster of earth buffs.
  
 Air also a big thing for Marignon. ??Sulfer Haze?? is unexpected poison damage. and Angles ??Thunder Strike?? Air also a big thing for Marignon. ??Sulfer Haze?? is unexpected poison damage. and Angles ??Thunder Strike??
-====Ritual Magic====+===Rituals====
  
-Got some good movement with ??Cloud Trapeze?? for Habenger pouncing, and ??Gateway?? to move large armies.+Harbingers can respond to attacks in the magic-phase using ??Cloud Trapeze??, and Grand Masters can teleport armies with ??Gateway??.
  
 ??Breath of the Desert?? lets you spread heat scale to boost fire magic and diminish cold-related strategies before a battle start. ??Breath of the Desert?? lets you spread heat scale to boost fire magic and diminish cold-related strategies before a battle start.
  
-you like gems ??Stellar Focus?? gives you lots of astral pearls as you need lot. can grab ??Eternal Pyre?? as no one would stop you for an influx of fire gems.+??Eternal Pyre?? is something of a natural global for Marignon to cast due to its pathing and capital gem income, if it gets to Enchantment 6.
  
 ??Mind Hunt?? pick people off. ??Mind Hunt?? pick people off.
  
 ??Terracotta Army?? later game replaces your line troops with those heavily resistant to Fire and Poison attacks. ??Terracotta Army?? later game replaces your line troops with those heavily resistant to Fire and Poison attacks.
 +
 ====Magic Items==== ====Magic Items====
  
-??Fire in a Jar?? is recommended on all mages, you be spending lots of gems.+??Fire in a Jar?? is a powerful economy option due to the ability of Marignon's workhorse mages to spam Fire Elementals
  
 make a number of thug items for angels and morale-boosting items(??Helmet of Heroes?? and ??Herald Lance??). make a number of thug items for angels and morale-boosting items(??Helmet of Heroes?? and ??Herald Lance??).
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 ===National Items=== ===National Items===
  
-  ***??Mercybrand??**: Constr2 {{gems>10F}} {{path>F2}}. an inquisitor's weapon that inflicts additional [[heat]] damage, along with giving the user fear, a patrol bonus, and inquisitor. Generally, a good tool to help your priest suppress encroaching enemy influences. can be viable on a durable thug chassis to rout enemies way by stacking more fear checks. +  * Construction 2 {{gems>10F}} for {{path>F2}}: {{:items:mercybrand.png?14&nolink}} **??Mercybrand??**\\ An inquisitor's weapon that inflicts additional [[heat]] damage, along with giving the user fear, a patrol bonus, and inquisitor. Generally, a good tool to help your priest suppress encroaching enemy influences. can be viable on a durable thug chassis to rout enemies way by stacking more fear checks.  
 +  * Construction 4 {{gems>10F}} for {{path>F2}}: {{:items:cockerel_scepter.png?14&nolink}} **??Cockerel Scepter??**\\ A strange staff that inflicts blindness and a lot of damage to demons and undead, common late-game thugs chassis. It also allows for the casting of ??Holy Pyre??.
  
-  ***??Cockerel Scepter??**: Constr4 {{gems>10F}} {{path>F2}}. A strange staff that inflicts blindness and a lot of damage to demons and undead, common late-game thugs chassis.+===National Discount Items===
  
-===National Dicount Items===+  * Construction 2 {{gems>8F}} for {{path>F2}}: {{:items:holy_scourge.png?14&nolink}} **??Holy Scourge??**\\ Flail that gives a lot of attack skill and deals devastating damage to the unholy. 
 +  * Construction 2 {{gems>4F}} for {{path>F1}}: {{:items:just_mans_cross.png?14&nolink}} **??Just Man's Cross??**\\ Unholy-killing crossbow. The cheapest way to keep an off-script communion master occupied if you're worried about your communion slaves. 
 +  * Construction 4 {{gems>4F}} for {{path>F1}}: {{:items:flambeau.png?14&nolink}} **??Flambeau??**\\ Another anti-unholy weapon, this time it's a great sword with extra fire damage that provides the wielder with some fire resistance. Its holder can cast ??Holy Pyre?? for free, so you might consider giving it to army leaders.
  
-  ***??Holy Scourge??**: Constr2 {{gems>8F}} {{path>F2}}. Flail that gives a lot of attack skill and devastating damage to the unholy. 
-  ***??Just Man's Cross??**: Constr2 {{gems>4F}} {{path>F1}}. unholy killing crossbow. the cheapest way to give an off scriped wizard something to do. 
-  ***??Flambeau??**: Constr4 {{gems>4F}} {{path>F1}}. another anti-unholy weapon, this time it's a greatsword with extra fire damage and gives user some fire resistence. 
 =====Strategy===== =====Strategy=====
 ====Power Curve==== ====Power Curve====
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 =====See More===== =====See More=====
-Youtube videos:+YouTube videos:
  
  
marignon-ma.1651005628.txt.gz · Last modified: 2022/04/26 20:40 by tlagnoj