User Tools

Site Tools


ragha-la

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
ragha-la [2022/10/09 20:02]
fenrir
ragha-la [2023/02/28 04:11] (current)
fenrir [Commanders]
Line 65: Line 65:
 | {{:nations:la:ragha:Dastur.png?nolink}}            | **??Dastur??**\\ {{:misc:gui:gold.png?15&nolink}} 215\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ [[Heat recruitment]](1)                                                                  | {{path>F1D1B1H2,100%FADB}} {{:misc:gui:research.png?15&nolink}} 13 \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\  {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]                                                                     | The **Dastur** is an upgraded Karapan, queueable only in provinces with a temperature of {{scales>H1}} or hotter; compare this to the Karapan, who is available as long as the province **isn't** {{scales>C1}} or colder. \\ What the Dastur lack in Precision and cheapness, they make up for with their guaranteed paths; {{path>B1}} makes them your spammable Blood Hunters and your Sabbath puzzle pieces, while {{path>F1D1}} makes them able to craft the ??Skull of Fire??. The {{path>A1}} Dastur can mount Sabbaths to cast ??Wailing Winds?? and ??Wind of Death??; the latter of these isn't a great idea for Dastur, though, since most of them will be old already (with a max age of 43 and an average starting age of 46). \\ {{path>F2}}'s, {{path>D2}}'s, and {{path>B2}}'s have their uses as well, even on guys who can't aim; the {{path>F2}}'s can always spend {{gems>2F}} to ??Summon Fire Elemental??s, for example, and your Temples //sweat// {{gems>F}}.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    | | {{:nations:la:ragha:Dastur.png?nolink}}            | **??Dastur??**\\ {{:misc:gui:gold.png?15&nolink}} 215\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ [[Heat recruitment]](1)                                                                  | {{path>F1D1B1H2,100%FADB}} {{:misc:gui:research.png?15&nolink}} 13 \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\  {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]                                                                     | The **Dastur** is an upgraded Karapan, queueable only in provinces with a temperature of {{scales>H1}} or hotter; compare this to the Karapan, who is available as long as the province **isn't** {{scales>C1}} or colder. \\ What the Dastur lack in Precision and cheapness, they make up for with their guaranteed paths; {{path>B1}} makes them your spammable Blood Hunters and your Sabbath puzzle pieces, while {{path>F1D1}} makes them able to craft the ??Skull of Fire??. The {{path>A1}} Dastur can mount Sabbaths to cast ??Wailing Winds?? and ??Wind of Death??; the latter of these isn't a great idea for Dastur, though, since most of them will be old already (with a max age of 43 and an average starting age of 46). \\ {{path>F2}}'s, {{path>D2}}'s, and {{path>B2}}'s have their uses as well, even on guys who can't aim; the {{path>F2}}'s can always spend {{gems>2F}} to ??Summon Fire Elemental??s, for example, and your Temples //sweat// {{gems>F}}.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |
 | {{:nations:la:ragha:airya_Seraph.png?nolink}}      | **??Airya Seraph#2604??**\\ {{:misc:gui:gold.png?15&nolink}} 225\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ [[cold recruitment]](1)                                                       | {{path>A3W1S1,100%FWS,10%DB}} {{:misc:gui:research.png?15&nolink}} 17 \\ {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:resist_shock.png?20&nolink}}[[Resist Shock]] (5)\\  {{:abilities:flying.png?15&nolink}} [[flying]]\\ {{:abilities:old_age.png?20&nolink}}[[old age]](60/50)\\ [[Supply Size]] (2)                                                                  | The **Airya Seraph** holds to the ancient Airyan ways, or at least those from [[caelum-ma|the Middle Ages]]. He is your only mage who starts with {{path>S1}}, and therefore your only mage who //might// have {{path>S2}}, which becomes {{path>S3}} with the ??Starshine Skullcap?? and higher with [[Astral]] combat tricks. \\ Keep an eye out for those {{path>S2}}'s; they can ??Call Ahurani??s, summoning {{path>W2}} [[Disease Healer|Disease Healers]]. The **??Ahurani??s** aren't ideal to have around in battles with your Fire mages or your flyers, since they always make it ??Rain?? (though Rain becomes Snow in Cold scales, which is somehow better for Fire mages), but they're crucial for keeping your //very// old geezers around; your Seraphs will typically start 33% past their [[Old Age]] date, and that makes [[Disease]] a looming threat every winter. \\ As for the other paths, {{path>A3}} is super good. It provides free ??Thunder Strike??s, standard-priced ??Air Elemental??s, and double-priced ??Storm??s. The 10% random doesn't add much that you lack (if you're not {{scales>C3}}), but you can always surprise your foes with ??Wrath of Pazuzu?? or ??Nether Darts??                                                                                                                                                                                                                                                                                                                                                                                                                     | | {{:nations:la:ragha:airya_Seraph.png?nolink}}      | **??Airya Seraph#2604??**\\ {{:misc:gui:gold.png?15&nolink}} 225\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ [[cold recruitment]](1)                                                       | {{path>A3W1S1,100%FWS,10%DB}} {{:misc:gui:research.png?15&nolink}} 17 \\ {{:abilities:resist_cold.png?20&nolink}}[[Resist Cold]] (15)\\ {{:abilities:resist_shock.png?20&nolink}}[[Resist Shock]] (5)\\  {{:abilities:flying.png?15&nolink}} [[flying]]\\ {{:abilities:old_age.png?20&nolink}}[[old age]](60/50)\\ [[Supply Size]] (2)                                                                  | The **Airya Seraph** holds to the ancient Airyan ways, or at least those from [[caelum-ma|the Middle Ages]]. He is your only mage who starts with {{path>S1}}, and therefore your only mage who //might// have {{path>S2}}, which becomes {{path>S3}} with the ??Starshine Skullcap?? and higher with [[Astral]] combat tricks. \\ Keep an eye out for those {{path>S2}}'s; they can ??Call Ahurani??s, summoning {{path>W2}} [[Disease Healer|Disease Healers]]. The **??Ahurani??s** aren't ideal to have around in battles with your Fire mages or your flyers, since they always make it ??Rain?? (though Rain becomes Snow in Cold scales, which is somehow better for Fire mages), but they're crucial for keeping your //very// old geezers around; your Seraphs will typically start 33% past their [[Old Age]] date, and that makes [[Disease]] a looming threat every winter. \\ As for the other paths, {{path>A3}} is super good. It provides free ??Thunder Strike??s, standard-priced ??Air Elemental??s, and double-priced ??Storm??s. The 10% random doesn't add much that you lack (if you're not {{scales>C3}}), but you can always surprise your foes with ??Wrath of Pazuzu?? or ??Nether Darts??                                                                                                                                                                                                                                                                                                                                                                                                                     |
-| {{:nations:la:ragha:Turan_sorcerer.png?nolink}}    | **??Turan Sorcerer??**\\ {{:misc:gui:gold.png?15&nolink}} 225\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ [[Heat recruitment]](1)                                                          | {{path>F3D1B1,100%ADB,10%WS}} {{:misc:gui:research.png?15&nolink}} 13 \\ {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (15)\\ {{:abilities:heat_aura.png?20&nolink}}[[heat Aura]] (6)\\ {{:abilities:old_age.png?20&nolink}}[[old age]](46/32)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]  | The **Turan Sorcerers** have all three of the [[abysia-la|Late Abysian]] Anathemants' magic traditions, but they're not sacred. They are pure-blooded Abysians, though, so they might want other commanders to keep their Blood Slaves at a safe distance. They're also crucial for summoning Ragha's [[caelum-line-summons|"saints"]]. \\ Turan Sorcerers, due to their random path, are actually around **52** years old. They're so old by pure-blooded standards that the math around their Old Age is a bit warped. On the bright side, they have the perfect paths for handling this problem; {{path>F3}} lets them use the ??Pyre of Catharsis?? to burn off the [[Disease|Diseases]] they'll surely get each winter, {{path>D1}} lets them use the [[Twiceborn]] Ritual to continue as ??Wight Mage??s, and {{path>B1}} lets them spam ??Rejuvenate?? to beat back the clock in an aggressive fashion; and if you let the Sorcerer get [[Afflictions|mangled]] by Disease first, then there's always ??Blood Feast?? for rectifying that, at the cost of becoming a public menace. \\ Let's not discount the randoms, either. {{path>A1}} Sorcerers can cast ??Breath of the Desert?? to apply Heat Scales anywhere they wish; if you do this on your lab, you'll have extra turns for recruiting Sorcerers! (Oh, and Dastur too, if that province has a Temple.) The 10%'s are interesting, too.  |+| {{:nations:la:ragha:Turan_sorcerer.png?nolink}}    | **??Turan Sorcerer??**\\ {{:misc:gui:gold.png?15&nolink}} 225\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ [[Heat recruitment]](1)                                                          | {{path>F3D1B1,100%ADB,10%WS}} {{:misc:gui:research.png?15&nolink}} 13 \\ {{:abilities:resist_fire.png?20&nolink}}[[Resist fire]] (30)\\ {{:abilities:heat_aura.png?20&nolink}}[[heat Aura]] (6)\\ {{:abilities:old_age.png?20&nolink}}[[old age]](46/32)\\ {{:abilities:mountain_survival.png?20&nolink}}[[mountain survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}}[[wasteland survival]]  | The **Turan Sorcerers** have all three of the [[abysia-la|Late Abysian]] Anathemants' magic traditions, but they're not sacred. They are pure-blooded Abysians, though, so they might want other commanders to keep their Blood Slaves at a safe distance. They're also crucial for summoning Ragha's [[caelum-line-summons|"saints"]]. \\ Turan Sorcerers, due to their random path, are actually around **52** years old. They're so old by pure-blooded standards that the math around their Old Age is a bit warped. On the bright side, they have the perfect paths for handling this problem; {{path>F3}} lets them use the ??Pyre of Catharsis?? to burn off the [[Disease|Diseases]] they'll surely get each winter, {{path>D1}} lets them use the [[Twiceborn]] Ritual to continue as ??Wight Mage??s, and {{path>B1}} lets them spam ??Rejuvenate?? to beat back the clock in an aggressive fashion; and if you let the Sorcerer get [[Afflictions|mangled]] by Disease first, then there's always ??Blood Feast?? for rectifying that, at the cost of becoming a public menace. \\ Let's not discount the randoms, either. {{path>A1}} Sorcerers can cast ??Breath of the Desert?? to apply Heat Scales anywhere they wish; if you do this on your lab, you'll have extra turns for recruiting Sorcerers! (Oh, and Dastur too, if that province has a Temple.) The 10%'s are interesting, too.  |
 ==== Troops ==== ==== Troops ====
  
ragha-la.txt · Last modified: 2023/02/28 04:11 by fenrir