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mictlan-ma [2023/09/20 23:07] fenrir summarized magic access... perhaps a bit lengthily |
mictlan-ma [2023/09/20 23:13] (current) fenrir [Magic Access] |
Mictlan's **Sorcery** ({{:misc:magic:astral.png?14&nolink}}Astral & {{:misc:magic:nature.png?14&nolink}}Nature Magic) are its strong points. The Empire gets higher-level Nature than Astral off-capital, and higher-level Astral than Nature within the capital. For the "big" mage and the off-capital "battle" mage, however, Astral and Nature come together. Without boosters, you can comfortably get {{path>S3}} and {{path>N3}}. Since your "big" mage has such a bad set of item slots, however, climbing up //with boosters// is difficult; you won't be able to get past **{{path>S3}}**, and attaining the ladder cap of **{{path>N6}}** requires either a ??Faery Queen?? or a slightly-earlier ??Ivy King??. | Mictlan's **Sorcery** ({{:misc:magic:astral.png?14&nolink}}Astral & {{:misc:magic:nature.png?14&nolink}}Nature Magic) are its strong points. The Empire gets higher-level Nature than Astral off-capital, and higher-level Astral than Nature within the capital. For the "big" mage and the off-capital "battle" mage, however, Astral and Nature come together. Without boosters, you can comfortably get {{path>S3}} and {{path>N3}}. Since your "big" mage has such a bad set of item slots, however, climbing up //with boosters// is difficult; you won't be able to get past **{{path>S3}}**, and attaining the ladder cap of **{{path>N6}}** requires either a ??Faery Queen?? or a slightly-earlier ??Ivy King??. |
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Mictlan's **Elements** are in a somewhat-sorrier state; having {{path>F2}}, {{path>A2}}, and {{path>W2}} respectively means that you won't be able to help your Fire or Air with boosters, and that you won't be able to do the traditional **{{path>W6}}-{{path>W7}}** ladder-climb (both boosters + ??Sea King?? + Water Queen) until after Construction 6. You can at least summon a ??Faery Queen?? to get **{{path>A3}}**; Fire will stay at **{{path>F2}}**. Unlike Early Mictlan, Middle Mictlan can get elemental randoms off-capital, which will allow them to site-search more and play with extra {{:misc:magic:firegem.png?nolink}}{{:misc:magic:watergem.png?nolink}} income. | Mictlan's **Elements** are in a somewhat-sorrier state; having {{path>F2}}, {{path>A2}}, and {{path>W2}} respectively means that you won't be able to help your Fire or Air with boosters, and that you won't be able to do the traditional **{{path>W5}}-{{path>W7}}** ladder-climb (both boosters + ??Sea King?? + Water Queen) until after Construction 6. You can at least summon a ??Faery Queen?? to get **{{path>A3}}**; Fire will stay at **{{path>F2}}**. Unlike Early Mictlan, Middle Mictlan can get elemental randoms off-capital, which will allow them to site-search more and play with extra {{:misc:magic:firegem.png?nolink}}{{:misc:magic:watergem.png?nolink}} income. |
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=== Holes === | === Holes === |
Mictlan's biggest gaping hole has always been its complete lack of **Earth Magic**. This is the case even for Middle Mictlan; it can patiently wait for Construction 6 and Conjuration 7 to get a Tlaloque with {{path>B3}} (and potentially {{path>D2}}) and then summon a ??Tlahuelpuchi?? for {{path>D1}}, or pray that one of its most-spammable national mages will have {{path>D1}} or {{path>B1}}, but it has no national Earth whatsoever. Lack of Earth Magic means Mictlan's best [[protection]] is Barkskin, its best troop-pinning spell is ??Prison of Fire??, and its chance of casting ??Weapons of Sharpness?? without a Pretender is close to nil. It also means you'll have to delve into the School of [[Enchantment]] for [[Shock Resistance]]; not that that's a bad thing in general, since Nature Enchantments include ??Regeneration?? and ??Haste?? while Air Enchantments include ??Mass Flight??, but it may split your Research focus a bit more than you'd like. | Mictlan's biggest gaping hole has always been its complete lack of **Earth Magic**. This is the case even for Middle Mictlan; it can patiently wait for Construction 6 and Conjuration 7 to get a Tlaloque with {{path>B3}} (and potentially {{path>D2}}) and then summon a ??Tlahuelpuchi?? for {{path>D1}}, or pray that one of its most-spammable national mages will have {{path>D1}} or {{path>B1}}, but it has no national Earth whatsoever. Lack of Earth Magic means Mictlan's best [[protection]] is Barkskin, its best troop-pinning spell is ??Prison of Fire??, and its chance of casting ??Weapons of Sharpness?? without a Pretender is close to nil. It also means you'll have to delve into the School of [[Enchantment]] for [[Shock Resistance]]; not that that's a bad thing in general, since Nature Enchantments include ??Regeneration?? and ??Haste?? while Air Enchantments include ??Mass Flight??, but it may split your Research focus a bit more than you'd like. |
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Middle Mictlan also has only some Crosspaths, and these are fairly limited in what you can do with them. Astral/Nature, outside of summoning Couatls and climbing Nature another level, only provides ??Curse??. Air/Nature provides ??Sprite??s, ??Amphiphtere??s, and ??Healing Mists??, and that's about it. Air/Water can surprise foes with ??Freezing Mist??, but you'll need a Water booster. Air/Fire provides ??Sulphur Haze?? with {{gems>1F}}, but that's all, unless you're Empowering or trading for boosters. | Middle Mictlan also has only some Crosspaths, and these are fairly limited in what you can do with them. Astral/Nature, outside of summoning Couatls and climbing Nature another level, only provides ??Curse??. Air/Nature provides ??Sprite??s, ??Amphiptere??s, and ??Healing Mists??, and that's about it. Air/Water can surprise foes with ??Freezing Mist??, but you'll need a Water booster. Air/Fire provides ??Sulphur Haze?? with {{gems>1F}}, but that's all, unless you're Empowering or trading for boosters. |
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==== National Spells ==== | ==== National Spells ==== |