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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
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.
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 |
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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 | 3 3 2 2 2 2 National summons 32 (Require 3) for these higher paths require High Astral or Death. 5, 4, 4 4, 5, 5, 4, 3 | Medium Priests(2, Summon 4) | Standard Forts (fortress) Temples cost 800 (Generates Fire Gems) |
Mountain of the Everburning Caverns | Mountain of the Everburning Caverns |
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* Enables recruitment of: * Zhayedan Spahbed * Zhayedan *1 | * Enable recruitment of : * Iceclad Zhayedan *111 |
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 and 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.
Sprite | Unit Name | Special Attributes | Comments |
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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. |
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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) | 1 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) | 1 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. |
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Karapan 100 1 2 Heat recruitment(0) | 111100% 9 Sacred Resist fire (15) mountain survival wasteland survival | Efficient Researcher but not much else remarkable usability. Recruitable in Neutral Temperatures. |
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Athravan 100 2 2 cold recruitment(0) | 111100% 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. |
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Zaotar 210 2 2 cold recruitment(1) | 11121100% 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. |
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Dastur 215 1 2 Heat recruitment(1) | 11121100% 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. |
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Airya Seraph 225 2 4 cold recruitment(1) | 3111100% 10% 17 Resist Cold (15) Resist Shock (5) flying old age(60/50) Supply Size (2) | Your Eldery Master of Air and 2 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. |
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Turan Sorcerer 225 1 4 Heat recruitment(1) | 3111100% 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.. |
Sprite | Unit Name | Special Attributes | Comments |
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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. |
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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. |
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Airya Infantry 10 16 9 | Resist Cold (15) Ice Protection (1) flying Supply Size (2) |
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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. |
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Turan Cavalry 27 30 33 | Resist fire (10) mountain survival wasteland survival mounted |
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Savaran Cataphract 35 43 46 | Resist fire (15) mountain survival wasteland survival mounted |
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Savaran Guard 40 47 46 | Resist fire (15) bodyguard (2) mountain survival wasteland survival mounted |
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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. |
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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. |
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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. |
Sprite | Unit Name | Special Attributes | Comments |
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Zahak - Fatherslayer | 31 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. |
Requires finding a nature mage and boosting them to 2 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.
Ragha is well suited at summoning these demons.
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.
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:
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.
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.
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.
do you have a game plan? Anything you should always be working toward? Any National weaknesses?
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?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
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
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
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