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ragha-la

LA Ragha, Dual Kingdom

Lore

Ragha is a dual kingdom of fire and ice, rage and serenity. Half of the population are Abysian descendants from the isolated colony of Tur, and half the population are Airyan refugees from Caelum. Tur was a distant and prosperous Abysian colony founded after a successful military campaign against the giants of Ashdod. But the war with Ashdod had been taxing and the colony was cut off from the kingdom by a Arcoscephalean campaign through the fertile lands previously conquered from the giants. For centuries Tur was left alone and an independent kingdom formed. Then came the Caelians. A great host of iceclad warriors descended upon the Turan armies on the plain of Ragha in the mid of winter. The Turan Shah realized that Tur could not stand up to the Caelians for long. Tur was on the brink of destruction when the attacks suddenly stopped. Civil war had broken out in Caelum and the campaign was aborted. Instead Caelian refugees and deserters settled on the plain of Ragha. Airyan Seraphs approached the Turan Shah and peace was negotiated. When the Harab Seraphs of Caelum attacked, the Airyas were saved by the gryphon riders of Tur. This sealed the truce and a strange alliance was formed. Ragha is now a society of two peoples united out of necessity. During winter the Airyas reign and during summer the Turans reign. Even faith has evolved to mimic the legacy of the two peoples. Two different groups of beings are adored and worshipped. But this is starting to change. The One True God has arisen. The peoples of Ragha suffer less from hot or cold climates than other nations. - Illwinter

General Overview

Still Needed.

As a common trend of Powerful nations, they are Dangrous Early on with A powerful expanders to coust you through the early game, Then Transition to Strong magic late game.
Getting powerful sacred Griphs and have summons to break them into all magic paths.

National Features

Ragha consists of two races, the Turians from Abysia and the Airyans from Caelum. This gives them a mixed roster of heat and cold units. All of their Airyan troops and the Turian sacreds are flying.

Special Race Attributes Military Magic Access Priests Buildings
Airyans:
Cold Resistant
Flying
Ice Weaposn and armor

Turians:
Fire Resistant(10) (some 15)
Wasteland Survival
Mountain Survival
Dependent on Temperature Scales
Flying Airyan infantry
Turian Griffon Riders, infantry,
cavalry and elephants
fire 33
air 33
water 22
death 22
astral 22
blood 22

National summons
air 33astral 22 (Require astral 33)

for these higher paths require High Astral or Death.
fire 55, air 44, water 44 earth 44,
nature 55, death 55, astral 44, blood 33
Medium Priests(holy 22, Summon 4) Standard Forts (fortress)
Temples cost 800 (Generates Fire firegem Gems)

Capital Special Sites

Mountain of the Everburning Caverns Mountain of the Everburning Caverns
* Enables recruitment of:
* Zhayedan Spahbed
* Zhayedan
*1firegem
* Enable recruitment of :
* Iceclad Zhayedan
*1airgem1watergem1astralpearl

Notable Units

Your national troops are divided by the Fire loving and mounted Turins and the Ice clad and flying Airya. You get a default roster of basic troops from both sides but your better troops are locked between Heat scales heat and Cold scales cold scales.

Although Illwinter intended the nation to alternate recruitment depending on the yearly seasons, it's actually a better strategy to focus one temperature scale for your main recruitment while finding/making pockets of the opposite later in the game for later game diversity.

The Turans, decedents of Abyssa, are traditionally armored for the late age with a strong near immunity against fire and favor armored calvery. Favoring them grants you access to the powerful Zhayedans one of the strongest sacred troops in-game.

The Airya have wings and troops are armed with Magic ice gear which grows tougher in the cold but Melts in the heat. Their troop lineup is not as good as the Turans but the ability to fly grants lots of map and battlefield utility.

Commanders

Sprite Unit Name Special Attributes Comments
Airya Scout
25
13
1
Stealthy (55)
Resist Cold (15)
Ice Protection (1)
flying
Supply Size (2)
Flying scout with ice gear.
Qucikly gathers recon.
Paighan-Salar
35
18
1
Resist fire (10)
mountain survival
wasteland survival
Ground bound basic commander and he is cheap.
Airya Spahbed
50
38
1
Resist Cold (15)
Ice Protection (2)
flying
Supply Size (2)
your flying commander to qucily lead flying squads for renforcments and raids.
Turan Spahbed
95
44
1
Resist fire (15)
mountain survival
wasteland survival
mounted
your 80ld commander so you can use Formations. he is also a mounted knight so also fairly durable.
Airya Shah
130
32
1
cold recruitment(1)
holy 11 Sacred
Resist Cold (15)
Ice Protection (2)
flying
Supply Size (2)
your flying armored priest. Could be a cheaper alterative to a Zhayedan Spahbed if your non-cap fort is has cold scails. He can lead and bless a detachmetns of Zhayedans, Also Depending on bless he can also be a back attacking thug with feet slots.
Turan Shah
165
39
1
Heat recruitment(1)
holy 11 Sacred
Resist fire (15)
mountain survival
wasteland survival
mounted
Turan Spahbed turned priest. Gains more thug potential as a weaker Zhayedan Spahbed that can self bless.
Zhayedan Spahbed
195
60
1
Capital Only
Heat recruitment(1)
Sacred
Resist fire (15)
mountain survival
wasteland survival
flying
mounted
Dying shape(Turan Gryphon)
What if you made a Zhayedan cost only 1 Comander rec point and let him use magic items.
YOu get a additional Griphon.
Dose Well for a single Raider, though Zhayedan lead by a Airya can raid just fine.
Karapan
100
1
2
Heat recruitment(0)
fire 11holy 11random1100% 9
Sacred
Resist fire (15)
mountain survival
wasteland survival
Efficient Researcher but not much else remarkable usability.
Recruitable in Neutral Temperatures.
Athravan
100
2
2
cold recruitment(0)
fire 11holy 11random1100% 9
Sacred
Resist Cold (15)
flying
Supply Size (2)
Flying mages that's recruitable in neutral Temperature.
Ok for flying magic raids but You would be more efficient to find a better cold spot for Mobile Mages.
Zaotar
210
2
2
cold recruitment(1)
fire 11air 11water 11holy 22random1100% 13
Sacred
Resist Cold (15)
flying
Supply Size (2)
The flying mage.
Has Good lineup of spell from Air, Sulphur Haze, and Acid spells.
THey do require expensive infentructure and have to find ways to keep the recruitment center Cold while being supjectied your Hot scale Dominon your temple is producing.
Dastur
215
1
2
Heat recruitment(1)
fire 11death 11blood 11holy 22random1100% 13
Sacred
Resist fire (15)
mountain survival
wasteland survival
Your common mage, not as powerful as Turan Sorcerer, but cheaper, Faster to make, and more efficient for Reaserching.
Are Blood hunters, intermediate battle mages, and Sabboth slaves.
Airya Seraph
225
2
4
cold recruitment(1)
air 33water 11astral 11random1100%+10% 17
Resist Cold (15)
Resist Shock (5)
flying
old age(60/50)
Supply Size (2)
Your Eldery Master of Air and astral 22
Slow but easyer to produce as they don't need temples and mess with scales too much.
Main donwside is You they are qucik to die as old men with limited nature resorse lock away further down in the game. Will die quickly when they catch a disease.
Turan Sorcerer
225
1
4
Heat recruitment(1)
fire 33death 11blood 11random1100%+10% 13
Resist fire (15)
heat Aura (6)
old age(46/32)
mountain survival
wasteland survival
Upgrade on the Dastur as a powerful Fire mage with Crosspaths in Death and Blood.
Some even dabble in Water and Astral for more potential crosspaths.
Despite his advanced age, unlike his Seraph Counterpart, Blood, Air, and Death grant him a period of ways to avoid doing and losing his investment.
He also Summons your Daevas If you climb Consjuraction to grant greater magic diversity.
On paper, they look like they should be cap only but they are not… have fun.
They do have a heat aura… which can cause Blood Slaves to catch on fire. Best to practice how to uses a Slave Moule a a safe destence so the Sorcerer can reach for a blood slave but not too close to waste resources..

Troops

Sprite Unit Name Special Attributes Comments
Paighan
8
9
3
Resist fire (10)
mountain survival
wasteland survival
Would make good siege chaff but Airya is more efficient and mobile being cheap flyers.
Can be situationally used if facing lots of fire attack rather than cold, and do have more base prot then Airya Light Infantry when in heat.
Turan Infantry
11
19
8
Resist fire (10)
mountain survival
wasteland survival
Decent line holder and has a javalin that can be buffed.
Turan Heavy Infantry
13
22
10
Resist fire (10)
mountain survival
wasteland survival
Has better armor for not that much more resources, preferable if using Javalin buffing Shinanagins.
Airya Archer
10
7
9
Resist Cold (15)
flying
Supply Size (2)
Flying Composite bow. Ok for mobility, but not the best when in a archer fight in the late age.
Airya Light Infantry
10
11
9
Resist Cold (15)
Ice Protection (1)
flying
Supply Size (2)
Great troops that will see use all game.
Flyers with Magic weapons will always have their uses as back-row attackers and light raiders.
The downside is that they lose prot in heat but only affect your casualties rates, not your Commander killing rates.
Airya Infantry
10
16
9
Resist Cold (15)
Ice Protection (1)
flying
Supply Size (2)
Turan Horse Archer
22
12
24
Resist fire (10)
mountain survival
wasteland survival
mounted
Ragha has Good Archer Calvery / knights. They have composite bows that's more something is can do before they charging the enemy.

Horse Archers are Horse Archers, Not as cheap as Aira Archer but can be used as the light attacker.

Turan Cavalry is Medium Cavalry and is better-armored Horse Archers, able to take archer attacks and then charger with its two attacks.

Savaran is your heavy knights, with Cataphract are easier to produce and the Guards have the best prot and do well to protect your wizards from Assasins.
Turan Cavalry
27
30
33
Resist fire (10)
mountain survival
wasteland survival
mounted
Savaran Cataphract
35
43
46
Resist fire (15)
mountain survival
wasteland survival
mounted
Savaran Guard
40
47
46
Resist fire (15)
bodyguard (2)
mountain survival
wasteland survival
mounted
Turan War Elephant
100
62
33
animal
trample
If your not expanding with Zhayedan, trampling Elephant can make quick work against indies.
Not effective against players understand how to make Elephants fee over your own dudes.
Iceclad Zhayedan
19
40
21
Capital Only
Cold recruitment(1)
Sacred
Resist Cold (15)
Ice Protection (2)
flying
Supply Size (2)
opposed to the Heat recruitable Zhayedan. They are sacred Airya infantry with a lot of prot when it's cold.
Definitely don't have the same shock and awe of a Griffon.
Zhayedan
145
60
46
Capital Only
Heat recruitment(1)
Sacred
Resist fire (15)
mountain survival
wasteland survival
flying
mounted
Dying shape(Turan Gryphon)
One of the most Powerful Recruitable Sacreds in-game.
Flying Knights with high strength Griffin mount with two attacks, with a Griffin Dying shape so the enemy has to carve through a bigger HP pool before a Zhayan is down for the count.
The reason you would Rarely see anyone not tank Heat scales on Ragha.
Word to the wise: good Idea of don't put all your Griffons in one Basket.

Heroes

Sprite Unit Name Special Attributes Comments
Zahak - Fatherslayer blood 33holy 11 11
Sacred
Resist fire (15)
Resist Poison (15)
regeneration (10%)
Gluttony (5)
Blood Searcher (1)
Kills Population (20 per month)
unsurroundable (2)
mountain survival
wasteland survival
a master of blood that will eat people. not as bad as hinnom were they recruit Canibles on mass, but they were true giants.
His best use is gathering blood slaves, and empower him to cast big blood rituals.

Magic

Magic Priotrity
  • Evocation: Thunder Strike, Storm, Falling Fires

National Spells

FIXME

Animal Summons

Requires finding a nature mage and boosting them to nature 22 or trying to find the right Yazad. both are a long process and you probably move on to Easer to make Longdead or later summon to fill your chaff.

  • Ambush of Tigers: nature 22 Conj 3 for 10naturegem (summon Tigerx10+[lv]). Fast moving chaff with a Claw and bit attack.
  • Herd of Buffaloes: nature 22 Conj 3 for 10naturegem (summon Buffalox5+[lv/2]). a Tempting Magic sponge to draw fire off your troops. Also can be dangrous melee potental being two attacks Beserker Tramplers.
  • Herd of Elephants: nature 22 Conj 3 for 25naturegem (summon Elephantx5+[lv/2]). summon Pressous nature gems for War Elephant then more plentiful gold (how some things are so inverted in the late age).
Daevas Summons

Ragha is well suited at summoning these demons.

  • Call Daevas: death 22fire 11 Conj 5 for 15deathgem (summon Daevax6). May need some Protection fluffing, but for addtional shock troopers to your Zhayedans. Probaly only get for situations then usual summoning recruitment as saveing the gems to spam the national mages will grant you greater utility.
  • Call Jahi: death 33fire 11 Conj 5 for 15deathgem (summon Jahix1). Succubus spy with Death gems. Have better use of Death gems but you may want to gleam more info from your enemy.
  • Call Yata: death 33fire 22 Conj 6 for 40deathgem (summon Daeva of Shooting Starsx1, Daeva of Frost and Snowx1, Yatax1, or Pairikax1). Summons upkeepless Death mages. Realy good when you get the Daeva of Shooting Stars to break you into the Yazads for more magic diversity.
  • Call Greater Daeva: death 44fire 22 Conj 8 for 60deathgem. Unique summonable mages that Gets you into High death and Blood, while going into Earth.
Yazatas Summons

You don't have that good in astral like the rest of Caelum but you have national ways to climb so you often don't need a pretender with astral. Unless forming a particular army spending astral pearls on the summons are your best investment.

  • Summon Yazatas: astral 22 Conj 5 for 15astralpearl (summon Yazadx6). Your bird Shock troopers that can operate in a Thunder Strike army and are well servivable.
  • Call Ahurani: astral 22water 11 Conj 5 for 12astralpearl (summon Ahuranix1). not much use other then the fastest option you have to cure Airya Seraphs of Deasises and they can lead troops underwater for raids.
  • Call Celestial Yazad: astral 44 Conj 6 for 40astralpearl (summon Yazad of Firex1, Yazad of Justicex1, Yazad of the Starsx1, Yazad of the Skyx1, Yazad of Waterx1, Yazad of the Earthx1). mportent summons for magic diversity, in clibming Astral, Water, Earth, and Nature. the Yazad of the Earth is importnet in making Troll Kings and making nature boosters.
  • Call Fravashi: astral 33 Conj 7 for 30astralpearl (summon Ancestral Fravashix1). a upkeep-less Air mage if you have the pearls to burn.
Other
  • Parting of the Soul: death 11air 11 thaum 6. Spell some Turan can Know. an alternate Paralyze and Shadow Blast. Less range and more Fatiguing for also summoning 3 Black Hawks. Better when your Turan is solo, no gems, with his pants down than in scripted battle. (FIXME do mages cast this off-script?)

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

The main recruitable magics are your Turans with their Fire, Death, Blood, and some air while the Airya Master Air with Water, Astral, and Some fire. The Higher-ups can also dabble a little in the other's magic.

You get 3s in Fire and Air, and 2s in the rest, but You are actually very diverse because of your national summons, getting you into many different endgames.

Your Turans summon the Daeva to get Lots of death mages.

This will lead you into the Yazatas for access to Nature, Earth, and Greater Astral.

You have a pool were most of your Summons come out of soo to cut down on the randomness, here are some spells to get more wizards you need:

  • Elemental Royalty, Naiad, Kokythiad, Golem, Faery Queen, Troll King, Wraith Lord, Litch,

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?

They have two styles of casting.

Turans use fire, death, and blood with some air for crosspaths. Being very Fire resistant, Don't mind casting big AOE Fire attacks like Fire Storm, Heat from Hell, and Sulpher Haze. They can expand with Summoning Fire Elementals and Longdead. when fighting Supercombatens, Turnans can use Banefire, Shadow Bolt, and Incinerate.

Airya Use Strong Air, and Water, Astral plus some Fire. They are great Thunder Strikers, and Summon Air Elementals. By turning of most flying Storm boost your air spells. They also can cast Acid spells.

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?

If you take a Zhayedan blessing, you can so use Tartarians.

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)?

Stone Idol Expensive, but a way to remove dominion from your dedicated cold/heat spots required to unlock the other half of your nation.

National Items

  • Crown of the Shah: Const 2, fire 11air 11, 5firegem5airgem. Boost users max army size for all unit types, boost users Holy level by 1 and can cast Fanaticism well worth the 10 gems. but on a Zaotar and they will quickly snatch unprotected thrones.

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

ragha-la.txt · Last modified: 2021/03/21 13:50 by joste