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ur-ea [2023/01/05 01:50]
ajr [Combat Magic] general cleanup
ur-ea [2023/01/05 13:57] (current)
joste update formate
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   *Enchantment 3: ??Strength of Giants??, ??Gift of Flight??, ??Cloud Trapeze?? (at Ench4)   *Enchantment 3: ??Strength of Giants??, ??Gift of Flight??, ??Cloud Trapeze?? (at Ench4)
   *Conj 5:   *Conj 5:
-==== National spells and Summons====+ 
 +====Magic Access==== 
 + 
 +Ur has a wide array of mages with a variety of requirements - capital-only, fort required, foreign-only, swamp-only, and underwater only.  Much of their highest-level path access is limited to some subset of these mages. 
 + 
 +** Elemental ** 
 +  * No {{misc:magic:fire.png?14&nolink}} at all. 
 +  * {{path>A2}} in forts on ??Gudu?? Ur has no native way to reach {{path>A3}} other than ??Faerie Court??, but if you can get a single {{path>A3}} mage somehow ??Summon Ugallu?? can provide more. 
 +  * {{path>W3}} underwater on ??Kulullu Sage??, {{path>W2}} in forts on ??Ishib?? and cap-only ??Ensi?? Easily boostable to {{path>W4}} with a ??Water Bracelet?? and ??Robe of the Sea?? or {{path>W5}} underwater, and with water summons {{path>W7}} is achievable.  ??U'an - Apkallu?? provides {{path>W4}} on a hero. 
 +  * {{path>E3}} outside of forts (rare {{path>E4}}) on ??Enkidu Shaman?? and on cap-only ??Entu?? Easily boostable to {{path>E4}} with ??Earth Boots??; at Construction 8 Ur can forge ??The Tome of Gaia?? to reach {{path>E5}} 
 +** Sorceries ** 
 +  * {{path>S1}} only underwater on ??Kulullu Sage?? and ??Kuliltu Queen?? {{path>S3}} is available on the hero ??EnHedu'anna - Entu of the Moon??, who can wear ??Earth Boots?? to forge a ??Crystal Coin?? and ??Starshine Skullcap?? to reach {{path>S5}} for ??Call Apkallu??, which provides a {{path>A3}}{{path>W3}}{{path>E2}}{{path>S4}}{{path>N2}}{{path>H2}} mage. 
 +  * {{path>D2}} only in swamps on ??Enkidu Bone Reader?? Easily boostable to {{path>D3}} with a ??Skull Staff??. 
 +  * {{path>N4}} (rare {{path>N5}}) on ??Enkidu Shaman?? Easily boostable to {{path>N6}} by using a ??Thistle Mace?? to forge a ??Treelord's Staff??, and ??Awaken Treelord?? can provide a native {{path>N5}} mage. 
 +  * No {{misc:magic:blood.png?14&nolink}} at all. 
 +** Notable cross-paths ** 
 +  * {{path>N3}}{{path>W1}} for ??Foul Vapors?? on ??Enkidu Shaman??, who helpfully also has [[Poison Resistance]](5). 
 +  *  
 +==== National spells====
   ***??Herd of Buffaloes??:** {{path>N2}} Conj 3 for 10{{:misc:magic:naturegem.png?nolink}} (summon 5+ {{:nations:ea:ur:buffalo.png?nolink}} ??Buffalo??es). Animal tramplers, not the best thing to spend your nature gems on, but sometimes you need more bodies when being rushed. Also evocation magnets. Work well at countering a siege if you properly time when they reach the gates.   ***??Herd of Buffaloes??:** {{path>N2}} Conj 3 for 10{{:misc:magic:naturegem.png?nolink}} (summon 5+ {{:nations:ea:ur:buffalo.png?nolink}} ??Buffalo??es). Animal tramplers, not the best thing to spend your nature gems on, but sometimes you need more bodies when being rushed. Also evocation magnets. Work well at countering a siege if you properly time when they reach the gates.
  
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   ***??Call Apkallu??:** {{path>S5}} Conj 8 for 60{{:misc:magic:astralpearl.png?nolink}} (summon  {{:nations:ea:ur:umu-apkallu.png?nolink}} ??Umu-apkallu??). A powerful late game mage. An embodiment of all of Ur's magic paths. Just summoning one greatly improves your chances of reaching your other research goals. Ur can't summon natively without a god speccing into a path you don't otherwise need.   ***??Call Apkallu??:** {{path>S5}} Conj 8 for 60{{:misc:magic:astralpearl.png?nolink}} (summon  {{:nations:ea:ur:umu-apkallu.png?nolink}} ??Umu-apkallu??). A powerful late game mage. An embodiment of all of Ur's magic paths. Just summoning one greatly improves your chances of reaching your other research goals. Ur can't summon natively without a god speccing into a path you don't otherwise need.
-====Magic Access==== 
-Ur is a Nature power. Enkidu Shaman can be {{path>N5}} in combat, and go up to {{path>N6}} with ??Treelord's Staff??, {{path>N8}} if you can make ??Moonvine Bracelet?? and ??The Copper Arm?? 
- 
-Enkidu Shaman can also do Earth with a possible {{path>E5}} with a random and ??Earth Boots?? in combat. 
- 
-With a ??Skull Staff?? Bone Readers can get you {{path>D3}}. 
  
-Though situationally less useful Ur also has ways to climb water as {{path>W2}} and research into construction is enough, letting you get to Water Queens if other people let you stay in the water. +====Notable Generic Magic==== 
- +===Combat Magic===
-You have {{path>A2}} but with some finagling, Pretender design or luck you can get {{path>A3}} summons. +
-====Combat Magic====+
 Ur has a lot of high path mages both in and out of forts. Ur has a lot of high path mages both in and out of forts.
  
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 Water is more situational until late game when you get your late-game research goals. Early on you have a recruitable mage that can shut fire damage down with ??Rain??. With a booster many useful army-wide spells become available: ??Fire Resistance??, ??Freezing Mist??, ??Frost Fend??, ??Wave Warriors??, ??Falling Frost??, and even ??Grip of Winter?? and ??Quickening??. Water is more situational until late game when you get your late-game research goals. Early on you have a recruitable mage that can shut fire damage down with ??Rain??. With a booster many useful army-wide spells become available: ??Fire Resistance??, ??Freezing Mist??, ??Frost Fend??, ??Wave Warriors??, ??Falling Frost??, and even ??Grip of Winter?? and ??Quickening??.
  
-Air Gudu can thugs with ??Mistform?? and ??Mirror Image?? but they can also cast some non-self-buff spell-like ??Gift of Flight?? and ??Lighting Bolt??. Ugallu take air farther by airdropping in with ??Summon Air Elemental??s and fix the national hat problem with ??Arrow Fend??. +Air Gudu can thug with ??Mistform?? and ??Mirror Image?? but they can also cast some non-self-buff spell-like ??Gift of Flight?? and ??Lighting Bolt??. Ugallu take air farther by airdropping in with ??Summon Air Elemental??s and fix the national hat problem with ??Arrow Fend??. 
-====Ritual Magic==== +===Ritual Magic=== 
-You are a contender in EA to get ??Mother Oak??. This will fuel your Nature Expnedature, like putting up other nature globals like ??Gift of Health??.  +You are a contender in EA to get ??Mother Oak??. This will fuel your Nature expenditure, like putting up other nature globals like ??Gift of Health??.  
-Summoning ??Troll Shaman??s can be redundant but gets you that Nature/Death cross paths, like boosting up to ??Lamia Queen?? for Blood access. +Summoning ??Troll Shaman??s can be redundant but gets you Nature/Death cross paths, which allows things like boosting up to ??Lamia Queen?? for Blood access. 
  
-[[Transformation]] on Shamans is up to your luck, removing their high upkeep and my get boost but at the possible cost of losing them and some nature gems.+[[Transformation]] on Shamans is up to your luck - it can remove their high upkeep and may boost their magic paths, but at the cost of nature gems and possibly losing the Shaman.
  
-if can't get enough {{gems>A}} gems for {{path>A3}}, you can summon ??Faery Queen?? with nature to summon ??Ugallu??. ??Summon Great Eagles?? to break down walls.+If you can't get enough {{gems>A}} gems to boost to {{path>A3}}, you can summon ??Faery Queen?? with nature to summon ??Ugallu??. ??Summon Great Eagles?? to break down walls.
  
 Gudu also love to ??Cloud Trapeze??. Gudu also love to ??Cloud Trapeze??.
 ====Magic Items====  ====Magic Items==== 
-Alot of your mages have the chassis and paths to thug, not to mention having access to many of the good foring paths(Air, Water, Earth, Death, Natue). ??Kithaironic Lion Pelt?? is a cost-effective helmet/body armor combo. ??Shademail Haubergeon??and ??Shadow Brand?? are strong thug items to remember you can make.+Many of your mages have the chassis and paths to thug, and you have access to many of the good forging paths (Air, Water, Earth, Death, Nature). ??Kithaironic Lion Pelt?? is a cost-effective helmet/body armor combo. ??Shademail Haubergeon?? and ??Shadow Brand?? are strong thug items you can make.
  
  
-===National Dicount Items=== +===National Discount Items=== 
-  ***??Headdress of the Bull??** {{gems>5N}} {{path>N1}}. Grant the user +2 strength and a retinue of a ??Buffalo??. Great on a mage thug as it's a cheap item that boosts their damageand gives them a trampling animal to buy him time for buffing. Also, Buffalos are able to run over any would-be assassin.+  ***??Headdress of the Bull??** {{gems>5N}} {{path>N1}}. Grant the user +2 strength and a retinue of a ??Buffalo??. Great on a mage thug as it's a cheap item that boosts their damage and gives them a trampling animal to buy time for buffing. Also, Buffaloes are able to run over any would-be assassin.
 =====Strategy===== =====Strategy=====
 +
 +====Early Game====
 +FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure 
 +
 +Your troops are not that good against most other more numerous or elite troop types. Ur's ability to more quickly resummon their slain pretender makes an expander Pretender expander or a defensive Titan a more viable early game strategy. 
 + 
 +It will cut into your mage turns, but you should be recruiting several ??Enkidu Elder??s during expansions - not only are they great and super cheap commanders, but they will also save you gold in the long run as they passively raise the PD strength each turn for free.  They should be the guys building forts if possible.
 +
 +You can use 15-ish Ur-Guard with a well-positioned Mushussu for that Fear aura as your initial expansion expeditions. 
 +
 +When making forts you're paying an extra 150{{gold}} and one more turn to build your cities. They suck at defense for the price but you're getting that bonus commander recruitment right away (so actually faster and cheaper in the grand scheme of why you're building forts). You could also upgrade to walled cities to be just as defensive as other fortresses, but that is more money and turns than you need to spend.
 +====Power Curve====
 +//This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.//
 +
 +====Expansion Strategies====
 +//List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.//
  
 ====Pretender==== ====Pretender====
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 </WRAP></WRAP> </WRAP></WRAP>
-====Early Game==== 
-FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure  
- 
-Your troops are not that good agent most other more numerous or elite troops types. Ur's affinity to more quickly resummon their slain pretender makes an Predenter expander or a defensive Titan a more viable Early game strategy.  
-  
-will cut into your mage turns, but should be recruiting several ??Enkidu Elder??s during expansions, not only great and supper cheap commanders, but also will in the long term save you gold as they passively raise the PD strength each turn for free.  They Should be the guys building forts if possible. 
- 
-15-ish Ur-Guard with a well-positioned Mushussu for that Fear aura as your initial expansion expeditions.  
- 
-when making forts your paying an extra 150{{gold}} and one more turn to build your cities. Suck at defense for the price but your getting that bonus commander recruitment right away (so actually faster and cheaper in the grand scheme of why your building forts). You could also upgrade to walled cities to be just as defensive as other fortresses, but that is more money and turns than you need to spend. 
-====Mid Game==== 
-FIXME 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 
- 
- 
-====Late Game==== 
-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 
  
  
ur-ea.1672883437.txt.gz · Last modified: 2023/01/05 01:50 by ajr