User Tools

Site Tools


marverni-ea

EA Marverni, Time of Druids

Lore

Maverni is a nation of tribal chiefdoms guided by Druids and religious magistrates. The tribes have a long history of war and infighting, but recent developments have joined the tribes in pursuit of a single goal. The most prominent tribes are the Marverni, the Ambibates, the Eponi and the Carnutes. The Sequani, though a small tribe, are influential due to the large number of Druids among them. The smiths of the Marverni tribe are reputedly the inventors of chainmail and most nobles of the tribe use it. Lowborn warriors fight bare-chested. Both wear tattoos with dormant magical powers. The Ambibates are known for their martial skills. The Eponi nobles fight on horseback and are the only cavalry available to the nation. The Carnute tribe guards the Sacred Forest of Carnutes where the Druids gather every year. The Carnute warriors are able to go berserk when wounded. Boars are a sacred symbol to the Marverni nation.

General Overwiev

FIXME

This is the Early Age's nation of Communions – your Stargazers plug into your Druids, and you get to cast fancy stuff as a result. Your troops aren't quite notable on their own, but you have access to virtually all of the important buff spells. You also share Awaken Tattoos (Enchantment 3) with Sauromatia, which turns all of your Light Infantry into Heavy Infantry and all of your Light Cavalry into Heavy Cavalry. This is one of the rare few nations that gets Blood Sacrifice without Blood Mages, too, incentivizing you to bootstrap into the economy.

National Features

Race Military Magic Access Priests Buildings
Magically Tattooed Humans Light Infantry
Weak Slingers and Mediocre Javelineers
Light Cavalry with no lances
Berserkers
Low Morale
astral 33 (Uncommon 4, rare 5)
earth 33 (Uncommon 4, rare 5)
nature 22 (rare 3)
water 22 (uncommon, rare 3)
holy 22
Blood Sacrifice
Castle
Temples cost 200Gold

Capital Special Sites

Carnutes
Enables recruitment of:
Boar Warrior
Boar Lord
Elder Druid
Produces:
3astralpearl per turn
2earthgem per turn
1naturegem per turn

Units

There Four tribes that make up your army, Marverni of the bear that is the cheapest to spam, have ranged weapons, and gain strength from their tattoos but are the least brave of the lineup. Ambibate of the Wolf get better attack skill then the Marverni and even more from their tattoos plus the best Defence skill of the non-mounted troops. Carnute of boar is the damage dealers, as hard-hitting berzerkers with tattoos giving them additional protection. Finally, the Eponi are Horse riders So they are the fastest and have the highest defense skill.

An important feature of the nation is Magic Tattoo. With the spell Awaken Tattoos Giving your bare-chested troops armor and event make your armored troops very tanky for an early age nation.

Commanders

Sprite Unit Name Special Attributes Comments
Marverni Scout
25
2
1
Magic Bear Tattoo(1)
Stealthy (50)
Mountain Survival
Forest Survival
Above arvage stealthy scout
Marverni Chieftain
50
17
1
Magic Bear Tattoo(2)
inspirational (1)
Three 60ld inspiring commanders to lead expansion parties.
Marverni is the cheapest with the debate of using a Ambibate coming from if you want your leader to have more Strength or Attack skill if thier tattoo happened to be awakened.
A Carnute can be used as a discount Boar Lord thug.
Ambibate Chieftain
55
17
1
Magic Wolf Tattoo(2)
inspirational (1)
Carnute Chieftain
60
15
1
Magic Boar Tattoo(2)
Berserker(3)
inspirational (1)
Forest Survival
Eponi Chieftain
95
18
1
Magic Horse Tattoo(2)
inspirational (1)
Mounted
Your fast moving commander that can put your tribes men into formations.
Vergobret
70
1
1
holy 11
Sacred
Old Age(55/50)
Priest but a old man.
In addtion to priestly duites like temple buildings, they also have 80ld to lead expansion parties and bless Boar Warriors
Sequani Stargazer
45
1
2
astral 11 7
fortune teller(5%)
cheap reasch monkeies and communion slaves. Having a ton in each fort will prevent bad events from happening.
They are also Magic Duel Foughter, cheap way to dispose of more expensive enemy astral mages.
having many astral mages around your druids also will protect them from Magic Duels and Mind Hunts
Gutuater
135
1
2
nature 11holy 11random1100% 9
supply bonus(10)
Sacred
Forest Survival
A out of the box Awaken Tattoos Caster. as a important micanic to the nations troops, you don't want it left to the wims of fate early game on how many more expensive mages you recrute until you get it.
They are also the most effectent national mage for the duty of Boar and low-level creature summoner.
He is also a quicker and cheaper way to roll for nature 22 to make Thistle Maces then Elder Druids
Druid
175
1
2
earth 11astral 11holy 11random1100% 11
Sacred
He is the master of communions (or slaves to other druids if you don't like overloading Stargazers with non-astral spells). Casting big Earth and astral, with cross paths with the previous and Water and earth.
Boar Lord
90
15
1
Capital Only
Sacred
Magic Boar Tattoo(6)
Berserker(5)
inspirational (1)
Forest Survival
Your capital's best fighter.
Still needs magic gear to be effective, including a Flask of Holy Water if not accompanied by a priest.
Your bless and how much gems you can spear will determined if he can conquore only token resitense or be a minor thug (though that only marginally better human HP can be a limitation).
Elder Druid
345
3
4
Capital Only
earth 22astral 22holy 22random2100%+100%+10% 17
Sacred
Your master of Marverni magic and rituals. Needing less communion slaves and booters to cast high level spells.
He adds that Water nature cross paths to communions ie Foul Vapors and Bone Melter.

Troops

Sprite Unit Name Special Attributes Comments
Marverni Slinger
8
3
5
Magic Bear Tattoo(1) Longer range shooters that will deal signifcent head damage.
Marverni Horn Blower
20
5
21
Magic Bear Tattoo(1)
Standard(1)
thow this guy into any squade to give them that +1 to moral. Stacking +1s are importnet to keep a squade from runing.
Marverni Javelineer
8
5
5
Magic Bear Tattoo(1) melee guy with Javalin. Flexable in uses but 1 lower moral then average.
Javaliners are to spam high strength ranged damage.
the bare chest is a better fighter with sword and hat.
Marverni Bare Chested Warrior
8
9
5
Magic Bear Tattoo(1)
Ambibate Bare Chested Warrior
10
8
9
Magic Wolf Tattoo(1) Trades that Marverni Bare Chest javalins to be a better spammable Defensive holding warrior.
Carnute Bare Chested Warrior
11
6
12
Magic Boar Tattoo(2)
Berserker(2)
Forest Survival
High damage troops to mix-in with your cheaper troops to deal with high prot eneimies.
Marverni Noble Warrior
11
17
12
Magic Bear Tattoo(2) the elite fully armored troops of Marverni, being very well armor even before thier upgraded tattoo's Invonerabilty don't come into play.
they cost a lot more resources and can be a preference over the bare chested if facing enemies with magic attacks or expanding but can't awaken the tatoos.
the Marverni are the spamable that deal good amount of damage while the Ambibate are better holders and dealing with opponents with themselves good defence skill.
again the Carnute are the big damage dealers of the trio with the Nobles being able to survive a stonger hit to triger his frenzy and then deal greater damage back.
Ambibate Noble Warrior
14
17
18
Magic Wolf Tattoo(2)
Carnute Noble Warrior
15
15
21
Magic Boar Tattoo(3)
Berserker(3)
Forest Survival
Boar Warrior
24
15
29
Capital Only
Sacred
Magic Boar Tattoo(5)
Berserker(4)
bodyguard (3)
Forest Survival
take a Carnute Noble and give him sacred, +1 to his fighting stats, 15 involv save to go with that armor, and that +4 bezerk.
they bodyguard your mages and will benefit from your pig blesses.
Eponi Knight
25
18
36
Magic Horse Tattoo(1)
Mounted
They look like knights but are extremely durable and speedy defence wall.
All that prot and defence makes him a pain to kill.
He is still a Attack rear guy and you could expand with them in a scailes build.

Heroes

FIXME Placeholder

Sprite Unit Name Special Attributes Comments
The One in the Woods - Wanderer
Limited Hero turn arrival: 5
earth 22astral 33nature 44holy 22 23
Sacred
animal awe(4)
Beastmaster(1)
supply bonus(40)
resist poison(7)
Forest Survival
dec
Carnon - Antlered One Sacred
Magic Bear Tattoo(1)
stealthy(40)
animal awe(3)
Berserker(5)
inspirational (1)
Forest Survival
dec
Corix - Blinded
Limited Hero turn arrival: 5
earth 22astral 44nature 22holy 22 21
Sacred
supply bonus(20)
Affliction(blind)
Old Age(110/100)
dec

Magic

National Spells

FIXMEnational spell or summon cost and usecase, judgment if it's good.

  • Sloth of Bears: Conj3 8naturegem nature 22 ( Great Bearx10+). Large balls of HP for nature gems and you already have plenty of that.
  • Sounder of Boars: Conj3 20naturegem nature 11holy 11 ( Great Boarx20).
  • Monster Boar: Conj5 10naturegem nature 33 ( Monster Boarx1). send a independent stealthy boar to course bad events. Often not worth the gems for a the destraction.
  • Contact Boar of Carnutes: Conj5 7naturegem nature 11earth 11 ( Great Boar of Carnutesx1). Observe good for the price. Summons a Giant board that spawns Great Boars. Low-level wizards can create a lot of them for not that many gems. Nature gems are still precious but your likely to freespawn battalions of sacred troops every turn. They are also fortune tellers.
  • Iron Pigs: Alt5 9earthgem earth 33nature 11 ( Iron Boarx7). A generic spell but Marverni gets the meaner version. Summons Metallic Great Boars using earth gems. They have an absurdly high Natural prot of 20, and they are also not undisciplined. the additional weakness is Shock Suitable that can be reminded by Ground Army.
  • Awaken Tattoos: Enchant3 nature 11holy 11 a key spell to turn your bare-chested troops into something durable and stronger than average.

Magic Access

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have?

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

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

Mid Game

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

Late Game

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

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

marverni-ea.txt · Last modified: 2021/03/05 15:07 by joste