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nation-format [2020/01/17 07:53] pallasinine still filling out content |
nation-format [2020/01/22 02:41] (current) mandarbmax refactored national magic and summons & freespawn |
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| ====== [Age] [Nation Name] ====== | ====== [Age] [Nation Name] ====== | ||
| - | This is where a basic description of the nation goes. Include the age, if it's part of a direct nation line (i.e. Yomi -> Shinuyama -> Jomon, but not necessarily Ermor -> Sceleria), and a flavor & background description of up to or around one paragraph; feel free to draw directly from the in-game description here. Also include a rough outline of national strengths and weaknesses. | + | This is where a basic description of the nation goes. Include the age and name, if it's part of a direct nation line (i.e. Yomi -> Shinuyama -> Jomon, but not necessarily Ermor -> Sceleria), and a flavor & background description of up to or around one paragraph; feel free to draw directly from the in-game description here. Also include a rough outline of national strengths and weaknesses. |
| ===== National Attributes ===== | ===== National Attributes ===== | ||
| Note properties of the nation itself, its dominion, its forts, etc. This is where we learn that MA Ermor' | Note properties of the nation itself, its dominion, its forts, etc. This is where we learn that MA Ermor' | ||
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| + | Also include Freespawn mechanics here. | ||
| ===== Notable Units ===== | ===== Notable Units ===== | ||
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| Their troop lineup includes a few kinds of lightly-armored and cheap warriors, some heavier infantry and standards, and three different kinds of sacreds (Sun, Eagle, and Jaguar Warriors), of which only the shapechanging Jaguar Warriors are recruitable from any fort. | Their troop lineup includes a few kinds of lightly-armored and cheap warriors, some heavier infantry and standards, and three different kinds of sacreds (Sun, Eagle, and Jaguar Warriors), of which only the shapechanging Jaguar Warriors are recruitable from any fort. | ||
| - | ==== Summons | + | ==== National Magic & Summons |
| They have several Mictlan-line sacred blood summons, including the stealthy, ethereal reanimator priest Civateteo and flying, sacred-summoning Onaqui mages as well as flying, multiattack Ozelotl jaguar demons. Ozelotls can be summoned in large quantities for relatively cheap with some blood research, making them easily massable. Additionally, | They have several Mictlan-line sacred blood summons, including the stealthy, ethereal reanimator priest Civateteo and flying, sacred-summoning Onaqui mages as well as flying, multiattack Ozelotl jaguar demons. Ozelotls can be summoned in large quantities for relatively cheap with some blood research, making them easily massable. Additionally, | ||
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| + | Cover here noteworthy national spells (that aren't summons already addressed in the Units section). National globals like Mekone' | ||
| ===== Magic Access ===== | ===== Magic Access ===== | ||
| - | This is where you note the nation' | + | This is where you note the nation' |
| - | Recruitable mages for MA Atlantis can reach up to F2, W5, E2, and S2, all of which are available out of any fort. Every other path comes as a crosspath with water, but not with each other except in the case of rare randoms. | + | Recruitable mages for MA Atlantis can reach up to F2, W5, E2, and S2, all of which are available out of any fort. Their water access is among the strongest in the game, matching even the Queens of Elemental Water. Every other path comes as a crosspath with water, but not with each other except in the case of rare randoms. This gives them great access to battlefield acid spells with the F/W crosspath and enables some communions; however, they have difficulty getting the very useful E/S crosspath. |
| - | With non-artifact boosters and summons (including summons you can reach with boosters and boosters your summons can forge), MA Atlantis can reach F2, W7, E4, and S3. | + | With non-artifact boosters and summons (including summons you can reach with boosters and boosters your summons can forge), MA Atlantis can reach F2, W7, E4, and S3. Fire remains hard to boost, but they can reasonably access anything in Water. With a little help, lucky randoms, or empowerment they can get even higher in Earth and Astral; in particular, the right combination of randoms on Kings of the Earth, with the right boosters, can finally break them into even higher S. |
| - | Don't include anything that needs empowerment or requires | + | Don't include anything that needs empowerment, trading, |
| - | ==== National Magic ==== | ||
| - | |||
| - | Cover here noteworthy national spells (that aren't summons already addressed in the Units section). National globals like Mekone' | ||
| ===== Guides ===== | ===== Guides ===== | ||
| Link here to guides for the nation, on and off(?) the wiki. This should likely include things like suggested pretender designs as well as strategy guides. | Link here to guides for the nation, on and off(?) the wiki. This should likely include things like suggested pretender designs as well as strategy guides. | ||