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rovsea-da-big-underwater [2021/04/01 19:12]
naaira
rovsea-da-big-underwater [2023/08/07 19:25] (current)
rovsea [Ys]
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 ===== Middle Age, The Thunderdome ===== ===== Middle Age, The Thunderdome =====
-The Middle Age is filled with sharks, and every UW nation in the Middle Age is somewhat viable, both on land and under the seas. MA underwater consists of five nations again, with a single land nation having pretty potent UW fighting capacity in the form of [[xibalba-ma|MA Xibalba]]. There are also a few undead free-spawning nations such as [[sceleria-ma|Sceleria]], [[ermor-ma|Ermor]], [[asphodel-ma|Asphodel]], and even [[nazca-ma|Nazca]] who can fight UW, but to a lesser capacity than the actual UW nations there. Despite all the UW nations in MA being pretty good, some of them excel even more on land, while some others are a bit better underwater. We will go in the order they are listed in game this time.+The Middle Age is filled with sharks, and every UW nation in the Middle Age is somewhat viable, both on land and under the seas. MA underwater consists of five nations again, with a single land nation having pretty potent UW fighting capacity in the form of [[xibalba-ma|MA Xibalba]]. [[agartha-ma|MA Agartha]] can also fight underwater semi-competently. There are also a few undead free-spawning nations such as [[sceleria-ma|Sceleria]], [[ermor-ma|Ermor]], [[asphodel-ma|Asphodel]], and even [[nazca-ma|Nazca]] who can fight UW, but to a lesser capacity than the actual UW nations there. Despite all the UW nations in MA being pretty good, some of them excel even more on land, while some others are a bit better underwater. We will go in the order they are listed in game this time.
  
 ====MA Atlantis ==== ====MA Atlantis ====
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 ==== MA Pelagia ==== ==== MA Pelagia ====
-<WRAP column 64px>{{ :nations:flags:ma_pelagia.png?nolink| }}</WRAP>[[pelagia-ma|MA Pelagia]] is also much stronger. It maintains some of its stronger aquatic mage, the ??Triton King?? (albeit weaker), and the ??Pearl Mage??, but also includes some newer, potent mages, such as ??Pelagian Mystic??s (who can get {{path>A2}}, {{path>E2}}, {{path>W2}}, or the aforementioned paths plus Astral), or even ??Amber Clan Mage??s (who can cast interesting Acid spells and give Pelagia Fire access). They even have more interesting summons in ??Daktyl?? and ??Hekateride??s, giving them better access to forging and Nature magic than they would otherwise enjoy. When all is added together, they have loose access to every path but Blood, with competent access to Astral, Water, Air, Earth, and Nature magic. +<WRAP column 64px>{{ :nations:flags:ma_pelagia.png?nolink| }}</WRAP>[[pelagia-ma|MA Pelagia]] is also much stronger. It maintains some of its stronger aquatic mage, the ??Triton King?? (albeit weaker), and the ??Pearl Mage??, but also includes some newer, potent mages, such as ??Pelagian Mystic??s (who can get {{path>A2}}, {{path>E2}}, {{path>W2}}, or the aforementioned paths plus Astral), or even ??Amber Clan Mage??s (who can cast interesting Acid spells and give Pelagia Fire access). They even have more interesting summons in ??Daktyl?? and ??Hekateride??s, giving them better access to forging and Nature magic than they would otherwise enjoy. When all is added together, they have loose access to every path but Blood and Death, with competent access to Astral, Water, Air, Earth, and Nature magic. While Daktyls do provide access to Death magic, technically, they've only got a 20% chance to roll it. They're therefore not a reliable source of Death access, although if you do get the Death random their Master smith allows forging of Skull staffs right away.
  
-Backing up this strong lineup are more impressive troops, both above and below the waves. ??Knight of the Deep?? is similar to [[man-ma|MA Man's]] ??Knight of Avalon??, but is also sacred, and isjust as impressive as that implies. With 3 attacks (one magic), good stats, and being sacred for 70 gold, Knights of the Deep might be the best underwater sacred in the game for actually fighting underwater. In addition, strong line-holding troops such as ??Coral Clan Hoplite??s raise their UW fighting potential to a whole new level. On top of this, the inclusion of Earth into their MA lineup brings their point-buffing capabilities on par with [[r-lyeh-ma|R’lyeh]], and above [[atlantis-ma|Atlantis]] or [[oceania-ma|Oceania]], making them ferocious in an UW knife-fight. +Backing up this strong lineup are more impressive troops, both above and below the waves. ??Knight of the Deep?? is similar to [[man-ma|MA Man's]] ??Knight of Avalon??, but is also sacred, and is just as impressive as that implies. With 3 attacks (one magic), good stats, and being sacred for 70 gold, Knights of the Deep might be the best underwater sacred in the game for actually fighting underwater. In addition, strong line-holding troops such as ??Coral Clan Hoplite??s raise their UW fighting potential to a whole new level. On top of this, the inclusion of Earth into their MA lineup brings their point-buffing capabilities on par with [[r-lyeh-ma|R’lyeh]], and above [[atlantis-ma|Atlantis]] or [[oceania-ma|Oceania]], making them ferocious in an UW knife-fight. 
  
 They also have better access to land, able to make the reasonably armored, fairly heavy-hitting ??Wave Warrior??, who is amphibious. In addition, they have slightly better coastal recruitment selections in MA. Combined with (rusty) sacreds/commanders who can also go on land, and ??Pelagian Mystic??s who are also amphibious, MA Pelagia has much better land-fighting capabilities than its EA counterpart. They also have better access to land, able to make the reasonably armored, fairly heavy-hitting ??Wave Warrior??, who is amphibious. In addition, they have slightly better coastal recruitment selections in MA. Combined with (rusty) sacreds/commanders who can also go on land, and ??Pelagian Mystic??s who are also amphibious, MA Pelagia has much better land-fighting capabilities than its EA counterpart.
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 ==== Ys ==== ==== Ys ====
-<WRAP column 64px>{{ :nations:flags:ma_ys.png?nolink| }}</WRAP>Answering the question “What if Elves lived underwater” is [[ys-ma|Ys]]. The underwater ponyland which harbors the dreaded ??Morvarch Knight??s, Ys has plenty of powerful, but expensive, sacreds. Much like [[therodos-ea|Therodos]], Ys also has a lot of good coastal recruits, and once again it is probably the most eager to fight on land because of this. +<WRAP column 64px>{{ :nations:flags:ma_ys.png?nolink| }}</WRAP>Answering the question “What if Elves lived underwater” is [[ys-ma|Ys]]. The underwater ponyland which harbors the dreaded ??Morvarc'h Knight??s, Ys has plenty of powerful, but expensive, sacreds. Much like [[therodos-ea|Therodos]], Ys also has a lot of good coastal recruits, and once again it is probably the most eager to fight on land because of this. 
  
-In UW combat, Ys has some weaknesses, and some proficiencies. Because their overall magic access is similar to [[pelagia-ma|Pelagia]] in some ways, they have the same capacity to buff their Water Elementals. Unfortunately, they lack cheap access to {{path>W2}}, relying on either 25% randoms on ??Ysian Druid??s, or on their cap only ??Morgan Sorceress?es, who are also vital high-level Air mages. Morvarc’hs are also stronger on land than under water, because they gain a fire-breath attack that helps them clear chaff, and can utilize their sailing on land. Merrows, the principal non-sacred UW troops for Ys, are also somewhat underwhelming, with below average attack and defense stats in exchange for more hp/strength. The ??Ysian Man at Arms?? matches up quite poorly with other line-troops of UW nations. +In UW combat, Ys has some weaknesses, and some proficiencies. Because their overall magic access is similar to [[pelagia-ma|Pelagia]] in some ways, they have the same capacity to buff their Water Elementals. Unfortunately, they lack cheap access to {{path>W2}}, relying on either 25% randoms on ??Ysian Druid??s, or on their cap only ??Morgen Sorceress??es, who are also vital high-level Air mages. Morvarc’hs are also stronger on land than under water, because they gain a fire-breath attack that helps them clear chaff, and can utilize their sailing on land. Merrows, the principal non-sacred UW troops for Ys, are also somewhat underwhelming, with below average attack and defense stats in exchange for more hp/strength. The ??Ysian Man at Arms?? matches up quite poorly with other line-troops of UW nations. 
  
 Ysian coastal troops are overall a bit more efficient: All the Kernou troops are relatively cheap, with ok stats. In addition, ??Kernou Druid??s are quite similar to [[marverni-ea|Marverni]] Druids from the EA, and grant adequate Earth and Astral magic, with Nature in communions.  Ysian coastal troops are overall a bit more efficient: All the Kernou troops are relatively cheap, with ok stats. In addition, ??Kernou Druid??s are quite similar to [[marverni-ea|Marverni]] Druids from the EA, and grant adequate Earth and Astral magic, with Nature in communions. 
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 ==== LA R’lyeh ==== ==== LA R’lyeh ====
-<WRAP column 64px>{{ :nations:flags:la_rlyeh.png?nolink| }}</WRAP>We will start with the only proper uw nation, [[r-lyeh-la|LA R’lyeh]]. LA R’lyeh’s dominion has two prominent features which help define the nation, and set it apart from its MA predecessor: popkill and spread insanity. The mage and troop lineup for LA R’lyeh is essentially identical to MA, making the dominion the primary difference between the two. +<WRAP column 64px>{{ :nations:flags:la_r_lyeh.png?nolink| }}</WRAP>We will start with the only proper uw nation, [[r-lyeh-la|LA R’lyeh]]. LA R’lyeh’s dominion has two prominent features which help define the nation, and set it apart from its MA predecessor: popkill and spread insanity. The mage and troop lineup for LA R’lyeh is essentially identical to MA, making the dominion the primary difference between the two. 
  
 Like all other popkill dominions in the game, LA R’lyeh’s spawns freespawn for them. Unfortunately, LA R’lyeh’s freespawn is the worst in the game, much of it requiring magic leadership, continuing to eat, costing upkeep, and being aquatic, and therefore unable to move onto land. Meanwhile, your dominion kills your population which makes it impossible to play similarly to MA R’lyeh, and your own commanders will suffer from your insanity dominion. This can sometimes result in helpful consequences, such as spawning extra prophets for you (something only LA R’lyeh can do), and there are some other helpful features of LA R’lyeh, including better access to sacreds from the void, and the Void Spectre summon, which gives extra {{path>S4}} access for just {{gems>25S}}. Despite this, LA R’lyeh is one of the least fun, and least powerful nations in the game overall. Like all other popkill dominions in the game, LA R’lyeh’s spawns freespawn for them. Unfortunately, LA R’lyeh’s freespawn is the worst in the game, much of it requiring magic leadership, continuing to eat, costing upkeep, and being aquatic, and therefore unable to move onto land. Meanwhile, your dominion kills your population which makes it impossible to play similarly to MA R’lyeh, and your own commanders will suffer from your insanity dominion. This can sometimes result in helpful consequences, such as spawning extra prophets for you (something only LA R’lyeh can do), and there are some other helpful features of LA R’lyeh, including better access to sacreds from the void, and the Void Spectre summon, which gives extra {{path>S4}} access for just {{gems>25S}}. Despite this, LA R’lyeh is one of the least fun, and least powerful nations in the game overall.
rovsea-da-big-underwater.1617304346.txt.gz · Last modified: 2021/04/01 19:12 by naaira