User Tools

Site Tools


ulm-ma

Differences

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

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
ulm-ma [2022/02/13 02:34]
wigglefig
ulm-ma [2023/09/01 11:49] (current)
exasperatedcultist [Table]
Line 13: Line 13:
 =====National Features===== =====National Features=====
  
-^ Race                                                                           ^ Military                                                                          ^ Magic Access                                                                              ^ Priests                                                                                     ^ Buildings                                                                                                                                                                                                            +^ Race                                                                           ^ Military                                                                          ^ Magic Access                                                                              ^ Priests                                                                                                           ^ Buildings                                                                                                                                                                                                                                    
-| **Ulmite Men** \\ +2 HP vs humans \\ -1 MR vs humans \\ +1 Strength vs humans  | Gold-efficient infantry \\ \\  Crossbows & Arbalests \\ \\ Heavy Armor & Weapons  | {{path>E2}} (rare 3) \\ {{path>F1}} (rare 2) \\ {{path>A1}} (rare) \\ {{path>S1}} (rare)  | {{path>H2}} Cap-only\\ {{path>H1}} in Forts\\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor|Inquisitors]]  | {{:misc:gui:castle.png?30&nolink |}} Standard [[fort|Forts]] (Castles)\\ Starts with a Citadel (3 Commander Pts.)\\ Can build Citadels with {{:abilities:mason.png?15&nolink}} [[Mason|Masons]]\\ Forts produce +25% resources {{resources}}  |+| **Ulmite Men** \\ (compared to baseline human)\\ +2 HP \\ -1 MR\\ +1 Strength  | Gold-efficient infantry \\ \\  Crossbows & Arbalests \\ \\ Heavy Armor & Weapons  | {{path>E2}} (rare 3) \\ {{path>F1}} (rare 2) \\ {{path>A1}} (rare) \\ {{path>S1}} (rare)  | {{path>H2}} Cap-only\\ {{path>H1}} in Forts\\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor|Inquisitors]]  | {{:misc:gui:castle.png?30&nolink }} Standard [[fort|Forts]] (Castles)\\ Starts with a Citadel (3 Commander Pts.)\\ Can build Citadels with {{:abilities:mason.png?15&nolink}} [[Mason|Masons]]\\ Forts produce +25% resources {{resources}}  |
  
 "Rare" is 5%, in this case; it's a much-more-generous rate than most "rare" paths, but it is by no means reliable. A 5% chances means that recruiting 20 mages gives a 65% chance of getting at least one mage with the desired random. "Rare" is 5%, in this case; it's a much-more-generous rate than most "rare" paths, but it is by no means reliable. A 5% chances means that recruiting 20 mages gives a 65% chance of getting at least one mage with the desired random.
Line 110: Line 110:
 ====Notable Generic Magic==== ====Notable Generic Magic====
  
-Ulm'incredibly narrow path focus makes their magic significantly more straightforward than most nations.+Ulm's narrow path focus makes their magic significantly more straightforward than most nations.
  
 ===Combat=== ===Combat===
  
-Ubiquitous {{path>E2}} in Ulm's mage corps makes ??Earth Meld?? a very potent early combat spell, allowing Ulmish front lines to bring their full force to bear on immobilized opponents. It also prevents enemies from attacking, which is particularly relevant for giants with their high-damage attacks. ??Maws of the Earth?? later in Alteration allows Ulm's mages to deal more direct damage and immobilize swathes of opponents at once, though at the cost of gems.+Ubiquitous {{path>E2}} in Ulm's mage corps makes ??Earth Meld?? a very potent early combat spell, reducing the defence of affected enemies by 75% and making it much easier for your infantry's attacks to land. It also prevents enemies from attacking, which is particularly relevant for giants with their high-damage attacks. ??Maws of the Earth?? later in Alteration allows Ulm's mages to deal more direct damage and immobilize swathes of opponents at once, though at the cost of gems.
  
 With ??Summon Earthpower??, Ulm's Master Smiths and Priest Smiths become {{path>E3}} and are able to cast the vast majority of earth buffs without spending additional gems. Very early in the game, ??Strength of Giants?? makes the Ulmish frontline grinder even more powerful than it already is while ??Legions of Steel?? provides a minor protection buff. Ulm has a major power spike when it researches Alteration 7 for ??Marble Warriors??, which brings their full Blacksteel infantry up to an eye-watering 29 protection (31 with Legions of Steel) that even giants will struggle to deal damage through. Construction 7 for ??Weapons of Sharpness?? completes the suite of earth buffs that makes midgame MA Ulm an absolute monster in straight-up fights. With ??Summon Earthpower??, Ulm's Master Smiths and Priest Smiths become {{path>E3}} and are able to cast the vast majority of earth buffs without spending additional gems. Very early in the game, ??Strength of Giants?? makes the Ulmish frontline grinder even more powerful than it already is while ??Legions of Steel?? provides a minor protection buff. Ulm has a major power spike when it researches Alteration 7 for ??Marble Warriors??, which brings their full Blacksteel infantry up to an eye-watering 29 protection (31 with Legions of Steel) that even giants will struggle to deal damage through. Construction 7 for ??Weapons of Sharpness?? completes the suite of earth buffs that makes midgame MA Ulm an absolute monster in straight-up fights.
Line 124: Line 124:
 Ulm's narrow and shallow paths means that most rituals will require the help of a Pretender to cast. However, Ulm benefits greatly from being able to cast a few key rituals. Ulm's narrow and shallow paths means that most rituals will require the help of a Pretender to cast. However, Ulm benefits greatly from being able to cast a few key rituals.
  
-??Riches from Beneath?? has obvious synergy with Ulm's resource-intensive lineup, allowing Ulm to mass even more of its high-quality infantry as well as providing a nice income boost. ??Eternal Pyre?? is also a useful global to control, as it allows Ulm to produce huge quantities of ??Lightless Lantern??s. Having a healthy treasury of fire gems also enables more gem-hungry moves such as summoning ??Flame Spirit??s for better depth in fire magic.+??Riches from Beneath?? synergizes with Ulm's resource-intensive lineup, allowing Ulm to more quickly mass its infantry as well as providing a nice income boost. However, it does not stack on the resource bonuses provided by Ulm's Master Smiths, making it less effective than it may seem at first. ??Eternal Pyre?? is also a useful global to control, as it allows Ulm to produce huge quantities of ??Lightless Lantern??s. Having a healthy treasury of fire gems also enables more gem-hungry moves such as summoning ??Flame Spirit??s for better depth in fire magic.
  
-??Earth Blood Deep Well?? is fantastic for Ulm as almost all of Ulm's more powerful combat magic (??Maws of the Earth??, ??Marble Warriors??, ??Earthquake?? etc.) consumes earth gems. A strong earth income makes Ulm much more resilient against gem-baiting tactics and more tenacious on prolonged campaigns.+??Earth Blood Deep Well?? is fantastic for Ulm as almost all of Ulm's more powerful combat magic (??Maws of the Earth??, ??Marble Warriors??, ??Earthquake?? etc.) consumes earth gems. A strong earth income makes Ulm much more resilient against gem-baiting tactics and more tenacious on prolonged campaigns. However, given Ulm's voracious appetite for earth gems, it may be difficult to save up the 80 gems required to actually cast EBDW.
  
 ====Magic Items==== ====Magic Items====
Line 195: Line 195:
 <WRAP box> <WRAP box>
 <WRAP column twothirds centeralign> <WRAP column twothirds centeralign>
-{{:pretenders:master_alchemist.png |}}**Not-Lola's Global-Caster** \\ Essentially Not-Lola's global caster from [[https://www.youtube.com/watch?v=15jW-2P_kHk&t=197s|this guide]] on a cheaper chassis. Allows MA Ulm to cast ??Eternal Pyre?? and ??Riches from Beneath?? by the end of the second year, assuming the gems are available. It may be difficult to cast Eternal Pyre if there are no fire nations or they are not willing to trade their fire gems. Also provides a safety net from ??Foul Vapors?? by forging ??Thistle Mace??s for indie nature mages.\\ \\ Alternatively, swap {{scales>M3}} for {{scales>D3}} and use the points to buy {{scales>O3}} and {{scales>L3}}.</WRAP>+{{:pretenders:master_alchemist.png |}}**Not-Lola's Global Caster** \\ Essentially Not-Lola's global caster from [[https://www.youtube.com/watch?v=15jW-2P_kHk&t=197s|this guide]] on a cheaper chassis. Allows MA Ulm to cast ??Eternal Pyre?? and ??Riches from Beneath?? by the end of the second year, provided the gems are available. It may be difficult to cast Eternal Pyre if there are no fire nations or they are not willing to trade their fire gems. Also provides a safety net from ??Foul Vapors?? by forging ??Thistle Mace??s for indie nature mages.\\ \\ Alternatively, swap {{scales>M3}} for {{scales>D3}} and use the points to buy {{scales>O3}} and {{scales>L3}}.</WRAP>
 <WRAP column third> <WRAP column third>
 **Chassis:** Dormant ??Master Alchemist?? \\ **Chassis:** Dormant ??Master Alchemist?? \\
ulm-ma.1644719654.txt.gz · Last modified: 2022/02/13 02:34 by wigglefig