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nationtemplate [2023/09/15 00:18]
wigglefig
nationtemplate [2023/09/15 00:35] (current)
wigglefig
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 ===== National Features ===== ===== National Features =====
  
-//The details in this table should be pulled from the Nation Description in-game. Clarify or omit anything that is unclear (e.g. use glamour instead of "illusions", amphibious instead of "can enter the sea"). Treat 25% magic randoms as guaranteed; lower chance randoms are "uncommon" and extremely unlikely randoms are "rare". Do not count paths from heroes as these are subject to too much variance.// +//The details in this table should be pulled from the Nation Description in-game. Clarify or omit anything that is unclear (e.g. use glamour instead of "illusions", amphibious instead of "can enter the sea"). Treat 25% magic randoms as guaranteed; ~12.5% randoms are "uncommon" and extremely unlikely randoms are "rare". Do not count paths from heroes as these are subject to too much variance. // 
 ^  Race                ^  Military                                                                                    ^  Magic Access                                                                              ^  Dominion  ^  Buildings                                                     ^ ^  Race                ^  Military                                                                                    ^  Magic Access                                                                              ^  Dominion  ^  Buildings                                                     ^
-| Temperature preference {{:misc:scales:heat.png?14&nolink}}{{:misc:scales:cold.png?14&nolink}}\\ Unit races  | Unit types\\ How heavily armored are they? | {{path>F3}} (rare 4)\\ {{path>A3}} (rare 4) \\ {{path>B3}} (rare 4) \\ {{path>W3}}* \\ {{path>E2}} (rare 3)\\ {{path>S1}}*  | {{path>H2}} Capital-only\\ {{path>H1}} in Forts\\ {{path>H3}} Summons\\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]?\\ [[Blood Sacrifice]]?\\ [[dominion#nation-specific-dominion-effects| Dying Dominion]]? | {{:misc:gui:castle.png?30&nolink |}} Maximum [[fort | Fort]] level\\ Cheaper/more expensive labs/temples?  |+| Temperature preference {{:misc:scales:heat.png?14&nolink}}{{:misc:scales:cold.png?14&nolink}}\\ Unit races\\ Do not include numbers here.  | Unit types\\ How heavily armored are they? | {{path>F3}} (rare 4)\\ {{path>A3}} (rare 4) \\ {{path>B3}} (rare 4) \\ {{path>W3}}* \\ {{path>E2}} (rare 3)\\ {{path>S1}}*  | {{path>H2}} Capital-only\\ {{path>H1}} in Forts\\ {{path>H3}} Summons\\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]?\\ [[Blood Sacrifice]]?\\ [[dominion#nation-specific-dominion-effects| Dying Dominion]]? | {{:misc:gui:castle.png?30&nolink |}} Maximum [[fort | Fort]] level\\ Cheaper/more expensive labs/temples?  |
 *Coastal-reliant *Coastal-reliant
  
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 ==== Commanders ==== ==== Commanders ====
-//Keep descriptions to the point! Discussion of what to use certain magic paths for, thug equipment, etc. quickly becomes redundant over several nation pages, so describe the unit'function and leave it at that. Elaborate only if it is exceptional and/or a particular strength of the roster. Combine entries if the units are very similar.// +//Keep descriptions to the point! Discussion of what to use certain magic paths for, thug equipment, etc. quickly becomes redundant over several nation pages, so describe the unit'abilities briefly and leave it at that. Combine entries if the units are very similar.// 
  
 //The following example roster has been shortened for brevity.// //The following example roster has been shortened for brevity.//
 ^ Sprite                                                  ^ Unit Name                                                                                             ^ Special Attributes                                                                                                                                                                                ^ Comments  ^ ^ Sprite                                                  ^ Unit Name                                                                                             ^ Special Attributes                                                                                                                                                                                ^ Comments  ^
-| {{:nations:ea:berytos:berytian_scout.png?nolink}}    | **??Berytian Scout??**\\ {{gold}} 25\\ {{resources}} 3 \\ {{recpoints}} 1                             | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (55)\\ {{:abilities:mountainsurvival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]  | Slightly more stealthy than a generic scout.                                                                                                                                                                                                                                                                                                      | +| {{:nations:ea:berytos:berytian_scout.png?nolink}}    | **??Berytian Scout??**\\ {{gold}} 25\\ {{resources}} 3 \\ {{recpoints}} 1                             | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (55)\\ {{:abilities:mountainsurvival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]  | Slightly more stealthy than a generic scout.                                                                                                                                                                                                                                                                                                      | 
-| {{:nations:ea:berytos:storm_caller.png?nolink}}      | **??Storm Caller??**\\ {{gold}} 205\\ {{resources}} 2\\ {{recpoints}} 4\\ Coastal fort recruitment only    | {{path>A2W2,100%FAWS}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2)  | 40 leadership sailing mage, [[turn order sequence | magic phase]]-capable with ??Cloud Trapeze??. Usually [[old-age | old]] when recruited. Strong {{:misc:magic:water.png?14&nolink}}water and especially strong {{:misc:magic:air.png?14&nolink}}air paths provide great combat utility. 25% are {{:misc:magic:astral.png?14&nolink}}astral randoms who can join sabbaths.                                                    |+| {{:nations:ea:berytos:storm_caller.png?nolink}}      | **??Storm Caller??**\\ {{gold}} 205\\ {{resources}} 2\\ {{recpoints}} 4\\ Coastal fort recruitment only    | {{path>A2W2,100%FAWS}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2)  | 40 leadership sailing mage, [[turn order sequence | magic phase]]-capable with ??Cloud Trapeze??. Usually [[old-age | old]] when recruited. Strong {{:misc:magic:water.png?14&nolink}}water and especially strong {{:misc:magic:air.png?14&nolink}}air paths provide great combat utility, but their recruitment point cost makes them difficult to mass. 25% are {{:misc:magic:astral.png?14&nolink}}astral randoms who can join sabbaths.                                                    |
 | {{:nations:ea:berytos:berytian_priest.png?nolink}}   | **??Berytian Priest??**\\ {{gold}} 140\\ {{resources}} 2\\ {{recpoints}} 2                            | {{path>B1H1,100%FAEB}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2)\\ {{:abilities:sacred.png?15&nolink}} Sacred                       | Moderately expensive blood hunter, ??Sabbath Slave?? and ??Sabbath Master??. Minor priest with 10 leadership.                                                                                                                                                                                                                                                                                                                                                 | | {{:nations:ea:berytos:berytian_priest.png?nolink}}   | **??Berytian Priest??**\\ {{gold}} 140\\ {{resources}} 2\\ {{recpoints}} 2                            | {{path>B1H1,100%FAEB}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2)\\ {{:abilities:sacred.png?15&nolink}} Sacred                       | Moderately expensive blood hunter, ??Sabbath Slave?? and ??Sabbath Master??. Minor priest with 10 leadership.                                                                                                                                                                                                                                                                                                                                                 |
 | {{:nations:ea:berytos:bride-in-waiting.png?nolink}}  | **??Bride-in-Waiting??**\\ {{gold}} 415\\ {{resources}} 8\\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only                           | {{path>F2A2E1B2H2,100%FAEB,10%FAEB}}{{:misc:gui:research.png?15&nolink}} 21\\ {{:abilities:sacred.png?15&nolink}} Sacred\\ [[Female]]  | 90 leadership mage, multiple moderate-to-high paths. [[turn order sequence | Magic phase]]-capable with ??Cloud Trapeze??. A flexible but expensive combat mage, capable of evocations/buffs/elemental summoning. Provides some useful forging crosspaths.  | | {{:nations:ea:berytos:bride-in-waiting.png?nolink}}  | **??Bride-in-Waiting??**\\ {{gold}} 415\\ {{resources}} 8\\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only                           | {{path>F2A2E1B2H2,100%FAEB,10%FAEB}}{{:misc:gui:research.png?15&nolink}} 21\\ {{:abilities:sacred.png?15&nolink}} Sacred\\ [[Female]]  | 90 leadership mage, multiple moderate-to-high paths. [[turn order sequence | Magic phase]]-capable with ??Cloud Trapeze??. A flexible but expensive combat mage, capable of evocations/buffs/elemental summoning. Provides some useful forging crosspaths.  |
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 ==== Magic Access ==== ==== Magic Access ====
  
-//This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in [[melfice-belmont-boosting-and-access | MelficeBelmont's Boosting and Access Guide]]. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.//+//This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to with its recruitable lineup, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in [[melfice-belmont-boosting-and-access | MelficeBelmont's Boosting and Access Guide]]. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths).//
  
-Berytos gets excellent magic diversity from the coastal fort ??Storm Caller?? and cap-only ??Bride-in-Waiting??. All of the paths available to Berytos can be boosted via [[communions]], so for the purposes of combat you will be able to boost beyond these face-value paths.+Berytos gets excellent magic diversity from the coastal fort ??Storm Caller?? and cap-only ??Bride-in-Waiting??. All of the paths available to Berytos can be boosted via [[communions]] using either astral or blood.
  
 +<WRAP box center 800 px>
 +<WRAP column half>
 **Elemental** **Elemental**
   * {{path>F3}} on Brides-in-Waiting   * {{path>F3}} on Brides-in-Waiting
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   * {{path>W3}} on Storm Callers, {{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea?? and [[Elemental Royalty#Queens of Elemental Water | Queen of Elemental Water]]   * {{path>W3}} on Storm Callers, {{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea?? and [[Elemental Royalty#Queens of Elemental Water | Queen of Elemental Water]]
   * {{path>E2}} on Brides-in-Waiting, {{path>E6}} via ??Earth Boots??, a ??Blood Stone??, ??Troll King's Court?? and [[Elemental Royalty#Kings of Elemental Earth | King of Elemental Earth]]   * {{path>E2}} on Brides-in-Waiting, {{path>E6}} via ??Earth Boots??, a ??Blood Stone??, ??Troll King's Court?? and [[Elemental Royalty#Kings of Elemental Earth | King of Elemental Earth]]
 +</WRAP><WRAP column half>
 **Sorceries** **Sorceries**
   * {{path>S1}} on Storm Callers   * {{path>S1}} on Storm Callers
-  * No {{misc:magic:death.png?14&nolink}}death magic at all except for a {{path>D3}} hero +  * No {{misc:magic:death.png?14&nolink}}death magic except for a {{path>D3}} hero 
-  * No {{misc:magic:nature.png?14&nolink}}nature magic at all except for a {{path>N2}} hero +  * No {{misc:magic:nature.png?14&nolink}}nature magic except for a {{path>N2}} hero 
-  * {{path>B3}} on Brides-in-Waiting, realistically as much {{misc:magic:blood.png?14&nolink}}blood as required via [[empowering]] and boosters.+  * {{path>B3}} on Brides-in-Waiting, more with boosters and [[empowerment]]. 
 +</WRAP></WRAP> 
  
-Berytos is relatively unique in that it can natively summon a mage that opens up even more magic diversity, the ??Telkhine??. The new paths you get include: 
-  * {{path>F2}}, {{path>F3}} for forging. {{misc:magic:fire.png?14&nolink}}Fire randoms open up ??Flame Helmet??s and [[Elemental Royalty#Kings of Elemental Fire | Kings of Elemental Fire]] 
-  * {{path>A4}} for ??Winged Helmet??s and [[Elemental Royalty#Queens of Elemental Air | Queens of Elemental Air]] 
-  * {{path>D2}}, {{path>D3}} for forging. {{misc:magic:death.png?14&nolink}}Death randoms equipped with a ??Skull Staff?? open up ??Skullface??s for {{path>D5}} rituals. 
  
-They can also forge the ??Staff of Elemental Mastery?? using either the {{misc:magic:fire.png?14&nolink}}{{misc:magic:water.png?14&nolink}} or {{misc:magic:air.png?14&nolink}}{{misc:magic:earth.png?14&nolink}} crosspath. 
  
 ==== National Spells ==== ==== National Spells ====
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 //List combat and ritual spells unique to the nation. Keep descriptions brief but elaborate on any particularly useful spells.// //List combat and ritual spells unique to the nation. Keep descriptions brief but elaborate on any particularly useful spells.//
  
-Berytos mostly borrows national spells from its varied cultural influences, but also has its own unique summon courtesy of its blood cult. Wastelands for ??Se'ir??im and ??Shed??im are usually generated near Berytos's capital on [[MapNuke]] maps, but may be more difficult to find on other maps.+Berytos mostly borrows national spells from its varied cultural influences, but also has its own unique Melqart summon courtesy of its blood cult. Wastelands for ??Se'ir??im and ??Shed??im are usually generated near Berytos's capital on [[MapNuke]] maps, but may be more difficult to find on other maps.
  
 **Combat** **Combat**
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 | ::: | Summons a size 4 amphibious {{path>F2A3W3E3D2,100%FAWED}} mage with a second form. Autocasts ??Foul Vapors?? in battle, kills 5% of population in its province every turn. Human form has {{:abilities:master_smith.png?15&nolink}}[[Master Smith]], demon form has a {{:abilities:fear.png?15&nolink}}[[Fear]] aura and a **+1** pathboost to {{misc:magic:air.png?14&nolink}}air and {{misc:magic:water.png?14&nolink}}water. ||| | ::: | Summons a size 4 amphibious {{path>F2A3W3E3D2,100%FAWED}} mage with a second form. Autocasts ??Foul Vapors?? in battle, kills 5% of population in its province every turn. Human form has {{:abilities:master_smith.png?15&nolink}}[[Master Smith]], demon form has a {{:abilities:fear.png?15&nolink}}[[Fear]] aura and a **+1** pathboost to {{misc:magic:air.png?14&nolink}}air and {{misc:magic:water.png?14&nolink}}water. |||
 ^ ??Scapegoats?? | //Blood 3// | {{path>B1}} • {{gems>8B}} | ??Se'ir??×2 units | ^ ??Scapegoats?? | //Blood 3// | {{path>B1}} • {{gems>8B}} | ??Se'ir??×2 units |
-| ::: | Summons sacred, triple-attacking berserker demons. Extremely hard-hitting but low native protection. |||+| ::: | Summons sacred, triple-attacking berserker demons. Hard-hitting but low native protection. |||
 ^ ??Summon Shedim?? | //Blood 4// | {{path>B3A1}} • {{gems>28B}} | ??Shed??×3 units | ^ ??Summon Shedim?? | //Blood 4// | {{path>B3A1}} • {{gems>28B}} | ??Shed??×3 units |
 | ::: | Summons lightning-flinging, flying demons. Their lightning attack is similar to ??Lightning Bolt?? but the damage is based on strength instead, making Shedim mini evocation mages that scale with strength buffs. Much more mage turn-efficient than the generic equivalent, ??Bind Storm Demon??. ||| | ::: | Summons lightning-flinging, flying demons. Their lightning attack is similar to ??Lightning Bolt?? but the damage is based on strength instead, making Shedim mini evocation mages that scale with strength buffs. Much more mage turn-efficient than the generic equivalent, ??Bind Storm Demon??. |||
nationtemplate.1694737107.txt.gz · Last modified: 2023/09/15 00:18 by wigglefig