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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.
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 get Blood Sacrifice without Blood Mages, too, incentivizing you to bootstrap into that economy.
Race | Military | Magic Access | Priests | Buildings |
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Magically Tattooed Humans | Light Infantry Weak Slingers and Mediocre Javelineers Light Cavalry with no lances Berserkers Low Morale | 3 (Uncommon 4, rare 5) 3 (Uncommon 4, rare 5) 2 (rare 3) 2 (Uncommon, rare 3)* | 2 Blood Sacrifice | Castle Temples cost 200 |
*Elder Druids have two 100% randoms and one 10% random, all of which share the same possible paths (). Each one has a 52.5% (21/40) chance of having 1, an 8.75% (7/80) chance of having 2, and a 0.15625% (1/640) chance of having 3. Water is listed as uncommon overall because you aren't guaranteed even a single level of Water on any of your Mages, with 21/40 being your highest odds of getting a level on a Mage.
Carnutes | |
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Enables recruitment of: Boar Warrior Boar Lord Elder Druid Produces: 3 per turn 2 per turn 1 per turn |
Marverni's troops are a variety of human infantry, augmented by medium cavalry. There are a variety of sword-and-shield humans, axe-and-shield berserkers, light javelineers and slingers, and medium cavalry (Eponi Knights). There are cheaper low-resource bare-chested warriors and noble warriors with reasonable armor for the Early Age. All of Marverni's troops have Magic Tattoos which can be awakened with Awaken Tattoos; these provide invulnerability and a variety of stat boosts, which will make your troops fairly resilient to nonmagical weapons.
While the infantry are unexceptional (humans with swords and shields), their solid stats, low cost, and access to a variety of buffs in Astral and Earth make them an efficient force.
Sprite | Unit Name | Special Attributes | Comments |
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Marverni Scout 25 2 1 | Magic Bear Tattoo (1) Stealthy (50) Mountain Survival Forest Survival | Above average 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 their tattoo happened to be awakened. A Carnute can be used as a discount Boar Lord thug. |
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Ambibate Chieftain 55 17 1 | Magic Wolf Tattoo (2) Inspirational (1) |
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Carnute Chieftain 60 15 1 | Magic Boar Tattoo (2) Berserker (3) Inspirational (1) Forest Survival |
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Eponi Chieftain 95 18 1 | Magic Horse Tattoo(2) Inspirational (1) Mounted | Your fast moving commander that can put your tribesmen into formations. | |
Vergobret 70 1 1 | 1 Sacred Old Age (55/50) | Priest but an old man. In addition to priestly duties like building temples, they also have 80ld to lead expansion parties and bless Boar Warriors and freespawn pigs. |
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Sequani Stargazer 45 1 2 | 1 7 Fortune Teller (5%) | Cheap research monkies and communion slaves. Having a ton in each fort will prevent bad events from happening. They are also Magic Duelists, 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. As one of the cheapest mages in any age, it makes taking magic scales very tempting. |
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Gutuater 135 1 2 | 111100% 9 Supply Bonus (10) Sacred Forest Survival | An out of the box Awaken Tattoos Caster. As an important mechanic to the nation's troops, you don't want it left to the whims of fate early game on how many more expensive mages you recruit until you get an N random. They are also the most efficient national mage for the duty of Boar of the Carnutes and low-level creature summoner. He is also a quicker and cheaper way to roll for 2 to make Thistle Maces than Elder Druids |
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Druid 175 1 2 | 1111100% 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 spare will determine if he can conquer only token resistance or be a minor thug (though that only marginally better human HP can be a limitation). |
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Elder Druid 345 3 4 Capital Only | 2222100% 100% 10% 17 Sacred | Your master of Marverni magic and rituals. Needing less communion slaves and boosters to cast high level spells. He adds that Water/nature crosspath to communions for Foul Vapors and Bone Melter. |
Sprite | Unit Name | Special Attributes | Comments |
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Marverni Slinger 8 3 5 | Magic Bear Tattoo (1) | Less useful than other slingers, since Marverni does not have easy national access to Flaming Arrows. Still useful for siege chaff. | |
Marverni Horn Blower 20 5 21 | Magic Bear Tattoo (1) Standard (1) | Throw this guy into any squad to give them that +1 to morale. Stacking +1s are important to keep a squad from routing. | |
Marverni Javelineer 8 5 5 | Magic Bear Tattoo (1) | Melee guy with Javelin. Flexible, but 1 lower morale than average. Javeliners are to spam high strength ranged damage. The bare chest is a better fighter with sword and helmet. |
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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 javelins to be a better spammable defensive holding warrior. Having 12 attack after their tattoos are awoken makes them surprisingly effective troops. They take buffs well. |
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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 armored even before their tattoo's Invulnerability comes into play. They cost a lot more resources and can be a preference over the bare chests if facing enemies with magic attacks or expanding but can't awaken the tattoos. The Marverni are the most spammable that deal good amount of damage while the Ambibate are better holders and dealing with opponents with their good defense skill. Like their bare chested counterparts, the Ambibate have high attack, which makes them very good buff targets Again the Carnute are the big damage dealers of the trio with the Nobles being able to survive a stronger hit to trigger his berserk and then deal greater damage back. |
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Ambibate Noble Warrior 14 17 18 | Magic Wolf Tattoo (2) | ||
Carnute Noble Warrior 15 15 21 | Magic Boar Tattoo (3) Berserker (3) Forest Survival |
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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 invulnerable to go with that armor, and that +4 berserk. They bodyguard your mages and will benefit from your pig blesses. |
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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 an Attack rear guy and you could expand with them in a scales build. |
Placeholder
Sprite | Unit Name | Special Attributes | Comments |
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The One in the Woods - Wanderer Limited Hero turn arrival: 5 | 2342 23 Sacred animal awe(4) Beastmaster(1) supply bonus(40) resist poison(7) Forest Survival | Your Strongest Nature mage and second astral mage. want him for forging and rituals. skips researching and gems on Ivy Kings and Treelord's Staff for 6. |
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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 | 2422 21 Sacred supply bonus(20) Affliction(blind) Old Age(110/100) | Your other forger, this one the astral master. |
national spell or summon cost and usecase, judgment if it's good.
Lost of Astral and Earth and Holy mages in communions, with Water and Nature.
you cristal gear paths so climbing with two boosters for Astral 4 or 6 on a good roll on an Elder Druid or get your blind hero.
Also on a good roll on an Elder is Earth 5 with Earth Boots, and can summon Earth Kings.
Out side of heroes: Water needs a Water 2 with a Water Bracelet to summon Sea Kings and make Robe of the Sea for Water Queens and get 7. Having the boosters also allows for Duids to summon Naiads for communion-less Foul Vapors.
You need to roll some time for an elder or Gutuater to get a nature 2 to make Thistle Mace then Moonvine Bracelet for Nature 4 for climbed more with Ivy King and Treelord's Staff for 6. Along the way you can stop to pick up Troll Shamans for death 3 with a Skullstaff and Air 3 from a Faery Queen.
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?
At hard it's a Communion nation, with decent front lines then buffed.
THe Main Communion paths are Earth and Astral with Nature and Water as side paths that ussaly cant come on first round. Granting army buffs like Iron Warriors and Body Ethereal, Battle Fortune, Army of Giants, Wave Warriors Wooden Warriors. Rust Mist Destoiys the elite Iron armor of Late age.
Offence in Mind Burn,Blade Wind, Soul Slay, Curse of Stones, Stellar Cascasdes, and spaming Gifts from Heaven, Curse of the Frog Prince. Foul Vapors.
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?
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)?
do you have a game plan? Anything you should always be working toward? Any National weaknesses?
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?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
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
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