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rovsea-jomon-guide [2022/05/25 18:53] rovsea Step 1 Part 3 |
rovsea-jomon-guide [2022/12/13 00:14] (current) charmide link |
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To be clear, Jomon has excellent overall magic availability. They have {{path>W3}} reliably, {{path>E3}} and {{path>N3}} semi-reliably with {{path>E2}} and {{path>N2}} reliably, as well as {{path>A2}} and {{path>F2}} once they’ve made it uw. In addition, they have reliable {{path>S2}} with the ability to boost all of their other paths as high as necessary in combat (easily up to X5 with a small communion, ??Power of the Spheres??, and whichever other boosting spell is necessary). By the mid-game, Jomon can easily cast strong spells in Conjuration, Alteration, Evocation, Construction, Enchantment, and Thaumaturgy. This wide range is extended even more by their national summons (which we’ll discuss later) and excellent forging options, which make Conjuration and Construction more attractive than perhaps they would be on other nations. | To be clear, Jomon has excellent overall magic availability. They have {{path>W3}} reliably, {{path>E3}} and {{path>N3}} semi-reliably with {{path>E2}} and {{path>N2}} reliably, as well as {{path>A2}} and {{path>F2}} once they’ve made it uw. In addition, they have reliable {{path>S2}} with the ability to boost all of their other paths as high as necessary in combat (easily up to X5 with a small communion, ??Power of the Spheres??, and whichever other boosting spell is necessary). By the mid-game, Jomon can easily cast strong spells in Conjuration, Alteration, Evocation, Construction, Enchantment, and Thaumaturgy. This wide range is extended even more by their national summons (which we’ll discuss later) and excellent forging options, which make Conjuration and Construction more attractive than perhaps they would be on other nations. |
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Jomon has one serious problem when it comes to their magic access and magi, however: scaling. Because 2 of their 3 primary mages (??Ryujin?? and ??Onmyo-ji??) are slow to recruit, and Ryujin are only available underwater, Jomon has serious issues in expanding their roster of Magi quickly, and largely have to invest more into infrastructure than many other nations in LA. This is only exacerbated by the difficulty in getting underwater in the first place, which often requires pretender intervention and sinking valuable design points into a pretender option capable of getting underwater. | |
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All of this can be more or less sorted by the mid-game, and ??Master Shugenja?? have enough versatility and use to carry the nation through the very early stages of the game, but you run into another issue as the game goes longer, again in terms of scaling. In short, Master Shugenja and Onmyo-ji fall off, largely due to increasing ease of targeting them in battle as the game goes on. While Jomon is not the only nation with vulnerable human mages in LA, they still have some of the worst, especially with their low morale, and this is compounded by the fact that Jomon’s mages are gem hungry. In an age with generally low gem availability and numerous nations that scale through blood hunting, Jomon tends to rely on Ryujin as a potent raiding and casting tool in the late-game. | |
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<tabbox Overview> | <tabbox Overview> |
</tabbox> | </tabbox> |
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| Jomon has one serious problem when it comes to their magic access and magi, however: scaling. Because 2 of their 3 primary mages (??Ryujin?? and ??Onmyo-ji??) are slow to recruit, and Ryujin are only available underwater, Jomon has serious issues in expanding their roster of Magi quickly, and largely have to invest more into infrastructure than many other nations in LA. This is only exacerbated by the difficulty in getting underwater in the first place, which often requires pretender intervention and sinking valuable design points into a pretender option capable of getting underwater. |
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<tabbox Overview> | <tabbox Overview> |
* This {{path>S2R13,100%FAWEN,100%FAWEN,10%FAWEN}} mage can be recruited in all forts. | * This {{path>S2R13,100%FAWEN,100%FAWEN,10%FAWEN}} mage can be recruited in all forts. |
* The {{path>S2}} gives Onmyo-ji a lot of flexibility with ??Power of the Spheres?? | * The {{path>S2}} gives Onmyo-ji a lot of flexibility with ??Power of the Spheres?? |
* TTheir ownly drawback is the 4 CP cost which makes it inefficient to recruit in the early game compared to ??Master Shugenja??. | * Their ownly drawback is the 4 CP cost which makes it inefficient to recruit in the early game compared to ??Master Shugenja??. |
<tabbox Detailed Analysis> | <tabbox Detailed Analysis> |
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</tabbox> | </tabbox> |
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Outside of the land recruits, all of whom are available from the start of the game, Jomon also has the ability to recruit out of underwater forts. Unfortunately, it isn’t very easy for Jomon to get underwater, at least compared to many of the other amphibious-capable Late Age nations, so access to these troops and mages will rely largely on build and diplomacy. | All of this can be more or less sorted by the mid-game, and ??Master Shugenja?? have enough versatility and use to carry the nation through the very early stages of the game, but you run into another issue as the game goes longer, again in terms of scaling. In short, Master Shugenja and Onmyo-ji fall off, largely due to increasing ease of targeting them in battle as the game goes on. While Jomon is not the only nation with vulnerable human mages in LA, they still have some of the worst, especially with their low morale, and this is compounded by the fact that Jomon’s mages are gem hungry. In an age with generally low gem availability and numerous nations that scale through blood hunting, Jomon tends to rely on Ryujin as a potent raiding and casting tool in the late-game. |
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<tabbox Overview> | <tabbox Overview> |
Ryujin are important as well for forging and casting. With their insane map move they can often switch from research to front-line combat or raiding instantly, meaning that they can surprise an enemy force by jumping 3 or 4 provinces to drop, for example, ??Foul Vapors??. As well, Ryujin can easily solo province defense or, with support buffs, become difficult-to-dislodge army thugs seeded in with your other troops. In terms of combat casting Ryujin are by far your most durable option, and they can spam out all the Elementals, big nature magic like ??Howl??, ??Foul Vapors??, or ??Mass Protection??, important buffs like ??Arrow Fend??, ??Quickening??/??Quickness??, or just cast strong damage spells like ??Liquify??, ??Bone Melter??, ??Acid Storm??, or ??Freezing Mists??. They’re very versatile, very mobile, and in general just incredibly strong. | Ryujin are important as well for forging and casting. With their insane map move they can often switch from research to front-line combat or raiding instantly, meaning that they can surprise an enemy force by jumping 3 or 4 provinces to drop, for example, ??Foul Vapors??. As well, Ryujin can easily solo province defense or, with support buffs, become difficult-to-dislodge army thugs seeded in with your other troops. In terms of combat casting Ryujin are by far your most durable option, and they can spam out all the Elementals, big nature magic like ??Howl??, ??Foul Vapors??, or ??Mass Protection??, important buffs like ??Arrow Fend??, ??Quickening??/??Quickness??, or just cast strong damage spells like ??Liquify??, ??Bone Melter??, ??Acid Storm??, or ??Freezing Mists??. They’re very versatile, very mobile, and in general just incredibly strong. |
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Ryujin do come with 2 major downsides, however. First is the Dragon Pearl itself, which while useful to aid in Water magic, also blocks one of your miscellaneous slots (the item is cursed), and can be picked up by friendly commanders in the case of a Ryujin dying, in theory blocking the slots of other mages. Second is their classification as [[magic beings]], because of which Ryujin are particularly vulnerable to counter-thugs wielding ??Moon Blade??s. | Ryujin do come with 2 major downsides, however. First is the Dragon Pearl itself, which while useful to aid in Water magic, also blocks one of your miscellaneous slots (the item is cursed), and can be picked up by friendly commanders in the case of a Ryujin dying, in theory blocking the slots of other mages. Second is their classification as [[magic being]], because of which Ryujin are particularly vulnerable to counter-thugs wielding ??Moon Blade??s. |
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It’s difficult to describe in detail just how impactful Ryujin are to Jomon. At practically every stage of the game after gaining access to them, you’ll be able to find a good use to put them to, although here’s the general thought-process behind how to use each variation: | It’s difficult to describe in detail just how impactful Ryujin are to Jomon. At practically every stage of the game after gaining access to them, you’ll be able to find a good use to put them to, although here’s the general thought-process behind how to use each variation: |
* //**Alteration 5:**// Protection buffs like ??Wooden Warriors??, ??Mossbody??, and ??Iron Warriors??. Chaff generation through ??Swarm??, and a wide variety of disabling spells for Water, Earth, and Air mages. Plenty of self-buffs for thugs as well. Resistance buffs at Level 5, ??Wind Guide?? to make all your mages more accurate, and ??Maws of the Earth?? to significantly increase Earth mage combat capability. | * //**Alteration 5:**// Protection buffs like ??Wooden Warriors??, ??Mossbody??, and ??Iron Warriors??. Chaff generation through ??Swarm??, and a wide variety of disabling spells for Water, Earth, and Air mages. Plenty of self-buffs for thugs as well. Resistance buffs at Level 5, ??Wind Guide?? to make all your mages more accurate, and ??Maws of the Earth?? to significantly increase Earth mage combat capability. |
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* //**Evocation 5:**// Battlefield effects like ??Mist??, ??Rain??, ??Storm??, and (more rarely) ??Earthquake??. Ryujin can also contribute with spells like ??Freezing Mists?? or ??Acid Rain??. Disabling spells like ??Web??, ??Slime??, or ??Sleep Cloud??. In conjunction with Conjuration 3-5 Evocation is particularly powerful. ??Sulphur Haze?, ??Poison Cloud??, ?/Lightning Bolt?? (in conjunction with ??Storm??), ??Healing Mist??, ??Falling Fires?? (or ??Fireball??) become available much more readily with the path-boosting spells in Conjuration, or through help from summons in that same school. This can also be true of spells in other schools, but given that many Evocation spells need a sufficient mass of casts to be effective, it’s particularly true here. | * //**Evocation 5:**// Battlefield effects like ??Mist??, ??Rain??, ??Storm??, and (more rarely) ??Earthquake??. Ryujin can also contribute with spells like ??Freezing Mists?? or ??Acid Rain??. Disabling spells like ??Web??, ??Slime??, or ??Sleep Cloud??. In conjunction with Conjuration 3-5 Evocation is particularly powerful. ??Sulphur Haze??, ??Poison Cloud??, ??Lightning Bolt?? (in conjunction with ??Storm??), ??Healing Mist??, ??Falling Fires?? (or ??Fireball??) become available much more readily with the path-boosting spells in Conjuration, or through help from summons in that same school. This can also be true of spells in other schools, but given that many Evocation spells need a sufficient mass of casts to be effective, it’s particularly true here. |
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* //**Enchantment 5:**// ??Haste??, ??Flaming Arrows??, ??Strength of Giants??, ??Antimagic??, and ??Foul Vapors?? are all strong options here. Also includes strong thug spells like ??Personal Regeneration??, ??Breath of Winter??, and ??Fire Shield??. Another source of Resistance buffs aside from Alteration. Foul Vapors is one of the strongest spells in the game against armies without Poison Resistance, so this is a particularly useful school in that scenario. | * //**Enchantment 5:**// ??Haste??, ??Flaming Arrows??, ??Strength of Giants??, ??Antimagic??, and ??Foul Vapors?? are all strong options here. Also includes strong thug spells like ??Personal Regeneration??, ??Breath of Winter??, and ??Fire Shield??. Another source of Resistance buffs aside from Alteration. Foul Vapors is one of the strongest spells in the game against armies without Poison Resistance, so this is a particularly useful school in that scenario. |