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uruk-ma [2022/04/30 21:01]
fenrir [National Features]
uruk-ma [2022/09/13 03:27] (current)
fenrir
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 +{{ :nations:flags:ma_uruk.png?nolink|}}
 ====== MA Uruk, City States ====== ====== MA Uruk, City States ======
- 
 ===== Lore ===== ===== Lore =====
  
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 Uruk is a warm plain inhabited by Enkidus, large, hairy wild men with horns and unkempt hair. Since the founding of Eridu, the First City, civilization has spread and the kingdom expanded. Other cities were founded in the image of Eridu, each with its own character. Administrators from the City of Scribes aided local rulers, while traders and merchants from the City of Trade improved the economic infrastructure of the kingdom. But the Ensi of Eridu lost power and petty kings of the new cities rose to power and claimed the Ensi title. Strife and turmoil tore the kingdom apart. One of the new cities, the City of Gods was blessed by the Awakening God and saw the first Entu of the Moon erect a great temple in the city. It soon replaced the First City as religious center and the Entu priestesses of the First City moved to the City of Gods, no longer bound in marriage to the ruling Ensi. With the coming of the Awakening God, the city states have set their differences aside and joined a common cause. In the plains of Uruk the First City still stands as a symbol of civilization, although its temporal and religious power has diminished. Now each city has its own Ensi ruler. The wild men are no longer wild, and the shamans and Bone Readers of old have been replaced by the priests and mages of the cities. Uruk is a warm plain inhabited by Enkidus, large, hairy wild men with horns and unkempt hair. Since the founding of Eridu, the First City, civilization has spread and the kingdom expanded. Other cities were founded in the image of Eridu, each with its own character. Administrators from the City of Scribes aided local rulers, while traders and merchants from the City of Trade improved the economic infrastructure of the kingdom. But the Ensi of Eridu lost power and petty kings of the new cities rose to power and claimed the Ensi title. Strife and turmoil tore the kingdom apart. One of the new cities, the City of Gods was blessed by the Awakening God and saw the first Entu of the Moon erect a great temple in the city. It soon replaced the First City as religious center and the Entu priestesses of the First City moved to the City of Gods, no longer bound in marriage to the ruling Ensi. With the coming of the Awakening God, the city states have set their differences aside and joined a common cause. In the plains of Uruk the First City still stands as a symbol of civilization, although its temporal and religious power has diminished. Now each city has its own Ensi ruler. The wild men are no longer wild, and the shamans and Bone Readers of old have been replaced by the priests and mages of the cities.
 +
 +The origin of the Moon Cult seems based on the story of [[https://en.wikipedia.org/wiki/Ennigaldi-Nanna|Ennigaldi-Nanna]], Nebuchadnezzar's daughter, with parallels to Sargon of Akkad's daughter [[https://en.wikipedia.org/wiki/Enheduanna|EnHedu'anna]].
 +
 ===== General Overview ===== ===== General Overview =====
  
-Uruk is Ur transition to the MA, shoring up many of the troop weaknesses of the past. They trade their raw paths to be a communion nation of half-giants which is actually a boon for combat magic. They also fixed their arrow problem by making helmets to accommodate for their horns.+Uruk is Ur'transition to the MA, shoring up many of the troop weaknesses of the past. They trade their raw paths to be a communion nation of half-giants which is actually a boon for combat magic. They also fixed their arrow problem by making helmets to accommodate for their horns.
  
 Although mages, troops, and infrastructure demanded a large increase in cost, they are powerful in numbers when back by Communions. Although mages, troops, and infrastructure demanded a large increase in cost, they are powerful in numbers when back by Communions.
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 ^  Special Race Attributes              ^  Military                                  Magic Access                                                                                                                                                                                  ^  Priests                                                                                      Buildings                                                                          ^ ^  Special Race Attributes              ^  Military                                  Magic Access                                                                                                                                                                                  ^  Priests                                                                                      Buildings                                                                          ^
-| Prefer {{heat}} +1\\ **Enkidu half-giants**  | Half-giant Medium Infantry\\ ??Mushussu chariot?? \\ Underwater half giant Kulullu | {{path>S3}} (Uncommon 4)\\  {{path>W2}} (Uncommon 3)\\ {{path>N2}} \\ {{path>E1}} (Rare 2)\\ {{path>A1}} (Uncommon, Rare 2)\\ \\ Summons {{path>A3}}*{{path>S4}}*\\ *can't be summoned Natively  | Strong ({{path>H3}})\\ All have [[Magic]] \\ {{:abilities:elegist.png?15&nolink}} Cheap Recallers  | {{:misc:gui:fortress.png?30&nolink}} Fortified Cities\\ Temples cost {{:misc:gui:gold.png?14&nolink}}600 \\ Can build [[Underwater]] Forts  |+| Prefer {{heat}} +1\\ **Enkidu** \\ [[Size]] 3 \\ Natural [[Protection]] 2 \\ +14 [[HP]] vs. Humans \\ +5 [[strength|STR]] vs. Humans \\ +1 [[magic resistance|MR]] vs. Humans \\ -1 [[defence skill|DEF]] vs. Humans \\ **Kulullu** \\ [[Aquatic]] Enkidu \\ Natural Protection 4 \\ +4 HP vs. Enkidu \\ +1 MR vs. Enkidu  | Half-giant Medium Infantry\\ ??Mushussu chariot?? \\ Underwater half giant Kulullu | {{path>S3}} (Uncommon 4)\\  {{path>W2}} (Uncommon 3)\\ {{path>N2}} \\ {{path>E1}} (Rare 2)\\ {{path>A1}} (Uncommon, Rare 2)\\ **Heroes:** \\ {{path>N3}} (one) \\ {{path>W4E3N2}} (one) \\ **With {{path>S5}} & {{gems>60S}}:** \\ {{path>A3W3E2S4N2}}  | Strong ({{path>H3}})\\ All have [[Magic]] \\ {{:abilities:elegist.png?15&nolink}} Cheap Recallers  | {{:misc:gui:castle.png?30&nolink}} Fortified Cities\\ Temples cost {{:misc:gui:gold.png?14&nolink}}600 \\ Can build [[Underwater]] Forts  | 
 + 
 +Uncommon is 1-in-4 for {{path>S4}} & {{path>W3}}, but 1-in-2 for {{path>A1}}. Rare is 1-in-160.
  
   * Your [[Pretender]] doesn't lose any [[Magic]] or [[Dominion]] when Recalled, even when [[soul slay|Soul-Slayed]].   * Your [[Pretender]] doesn't lose any [[Magic]] or [[Dominion]] when Recalled, even when [[soul slay|Soul-Slayed]].
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 The fact that Uruk's city mages are all priests means they all benefit from a bless and have low sacred upkeep, making it a nation whose mage corps scales well as the game progresses. However, Uruk can't recruit any of its national mages in a land fort without an expensive (600 gold) temple. As a result, you need 1850 gold of infrastructure to start recruiting 70 gold ??Naditu??. The foreign recruit ??Enkidu Shaman?? provide a critical way to recruit mages without making that investment. The fact that Uruk's city mages are all priests means they all benefit from a bless and have low sacred upkeep, making it a nation whose mage corps scales well as the game progresses. However, Uruk can't recruit any of its national mages in a land fort without an expensive (600 gold) temple. As a result, you need 1850 gold of infrastructure to start recruiting 70 gold ??Naditu??. The foreign recruit ??Enkidu Shaman?? provide a critical way to recruit mages without making that investment.
  
- Img                                               ^ Unit Name                                                                                                                                                                                                  ^ Abilities                                                                                                                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                                                                                                                                                                                        ^ +Image                                               ^ Unit Name                                                                                                                                                                                                  ^ Abilities                                                                                                                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                                                                                                                                                                                        ^ 
-|  {{:nations:ma:uruk:enkidu_scout.png?nolink}}      | **??Enkidu Scout#2934??**\\ {{:misc:gui:gold.png?15&nolink}} 30\\ {{:misc:gui:resources.png?15&nolink}} 7\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ +Rec Foreign                                 | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]](40)\\ {{:abilities:mountainsurvival.png?20&nolink}} [[Mountain Survival]]\\ {{:abilities:forestsurvival.png?20&nolink}} [[Forest Survival]]                                                                                                                                          | Giant scout. Crazy Ideas for gear it into light raider.                                                                                                                                                                                                                                                                                       | +|  {{:nations:ma:uruk:enkidu_scout.png?nolink}}      | **??Enkidu Scout#2934??**\\ {{:misc:gui:gold.png?15&nolink}} 30\\ {{:misc:gui:resources.png?15&nolink}} 7\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ + Foreign Rec                                 | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:mountainsurvival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]]                                                                                                                                          | The Enkidu Scout guarantees Uruk scout recruitment outside of forts, but is more expensive and less stealthy than the generic ??Scout??; these two issues result in Enkidu Scouts being less economical when gathering intelligence on other nations, making them squarely backup option. \\ 24 upkeep (2 gold per turn).                                                                                                                                                                                                                                                                                       | 
-|  {{:nations:ma:uruk:enkidu_commander.png?nolink}}  | **??Enkidu Commander#2942??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 23 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                                                                                                                                                                                                                                                                                                                                  cheap national commander, but never seen as you have superior mages commander                                                                                                                                                                                                                                                               +|  {{:nations:ma:uruk:enkidu_commander.png?nolink}}  | **??Enkidu Commander#2942??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 23 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                         The generic Indie ??Commander?? in an Enkidu's body. Like with the Enkidu Scout, the Enkidu Commander is more expensive than its alternative, but his meatier body gives him far more reliability (though it also makes him more of target for ranged combat).\\ 36 upkeep (3 gold per turn)                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     
-|  {{:nations:ma:uruk:gala.png?nolink}}              | **??Gala#2945??**\\ {{:misc:gui:gold.png?15&nolink}} 75\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                       | {{path>N1H1}}  {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:elegist.png?20&nolink}} [[elegist]](2)\\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]]\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)\\ [[Female]]                                 Get if you plan on being back your pretender multiple times during the game\\ Spell Singer reduces their casting fatigue in exchange for longer casting timesbut as only 1 path magecasting as many evocations as possible before the battle ends or the enemy is on you is more important. \\ Use on your own judgment               +|  {{:nations:ma:uruk:gala.png?nolink}}              | **??Gala#2945??**\\ {{:misc:gui:gold.png?15&nolink}} 75\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                       | {{path>N1H1}}  {{:misc:gui:research.png?nolink}} 7\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:elegist.png?15&nolink}} [[Elegist]] (2)\\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]]\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (10)\\ [[Female]]                                 The **Gala** are lamenters, and priests of Inanna [[https://en.wikipedia.org/wiki/Gala_(priests)|in real life]]. They even sing their spellsgiving 50% delay to their non-[[Divine Magic|Divine]] spellcasting but also 50% less fatigue. For examplethey can cast ??Swarm?? without passing out. They do have the lowest Morale in Uruk, though, so they're liable to routing early or getting stolen by ??Troubadour??s. \\ \\ Outside of battle, Gala are easily the most-efficient option for recalling your Pretender, with those matching their talent costing more than three times their price. \\ 30 upkeep (2.5 gold per turn)                 
-|  {{:nations:ma:uruk:naditu.png?nolink}}            | **??Naditu??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                           | {{path>S1H1}}  {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ [[Female]]                                                                                                                                                                                                                     Cheap giant [[Communion]] Slave, with 19 hit pointsThese can be used for turbo communions with [[Personal Regeneration]] and a regeneration or hp blessthough note the ??Ashipu?? regenerate faster and won't get take extreme fatigue from any nature spells cast by your communions (but cost much more). Naditu are unique among your mages in having 0 leadership, and so can't be given bodyguards or used to ferry troops.                                                                                                                                                                                                                 | +|  {{:nations:ma:uruk:naditu.png?nolink}}            | **??Naditu??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                           | {{path>S1H1}}  {{:misc:gui:research.png?nolink}} 7\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ [[Female]]                                                                                                                                                                                                                     The **Naditu** were Temple slaves [[https://en.wikipedia.org/wiki/Nad%C4%ABtu|in Sumer]], and are (relativelycheap Communion Slaves in DominionsIgnoring infrastructure costs, they are also Uruk's cheapest source of Research Points. They notably lack any leadership, however, and cannot have bodyguards or ferry troops. \\ 28 upkeep (2.33 gold per turn).                                                                                                                                                                                                                 | 
-|  {{:nations:ma:uruk:nin.png?nolink}}               | **??Nin??**\\ {{:misc:gui:gold.png?15&nolink}} 75\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                              | {{path>H1,100%WESN}}  {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ [[Female]]                                                                                                                                                                                                              | a 1 path mage if the other girls don't look appealing.\\ 25% are Gala without Spellsinger so faster with getting off their spells. \\ 25% are more expensive Naditu.\\ 25% can Spam ??Earth Gip?? and Fluff by ??Summon Earthpower?? with an Earth Gem. also cost-effective ??Kusarikkus?? Summoners. \\ Water randoms spam ??Frozen Heart??s.  | +|  {{:nations:ma:uruk:nin.png?nolink}}               | **??Nin??**\\ {{:misc:gui:gold.png?15&nolink}} 75\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                              | {{path>H1,100%WESN}}  {{:misc:gui:research.png?nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ [[Female]]                                                                                                                                                                                                              | The **Nin** ("Ladies" [[https://en.wikipedia.org/wiki/NIN_(cuneiform)|in Akkadian]]) are a varied lot: \\ -> 25% are Gala who don't sing or lament, \\ -> 25% are Naditu (with lower MR) who can ferry troops, \\ -> 25% are weaker Earth-Gudus who can still "fluff" and summon Bull-Men, \\ -> and 25% are less-powerful Ishibs who can still do basic Water things. \\ 30 upkeep (2.5 gold per turn).  | 
-|  {{:nations:ma:uruk:gudu.png?nolink}}              | **??Gudu#2949??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                       | {{path>H1,100%AE}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]                                                                                                                                                                                                                              | Very situation as other mages now cover for the weaken Gudu.\\ Could use as a Cheap light thug as its a giant with a single thug path of Air or Earth.\\ if you don'like the 25% earth random on Ninhe has a 50% to be a ??Kusarikkus?? Summoner                                                                                          +|  {{:nations:ma:uruk:gudu.png?nolink}}              | **??Gudu#2949??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                       | {{path>H1,100%AE}} {{:misc:gui:research.png?nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]                                                                                                                                                                                                                              | The **Gudus**, "god-servers", are a bit weaker than they used to beOn the other hand, they still serve their [[ur-ea|Ur-given]] role as your most-reliable Air access, and/or as cheap Earth; which role they serve depends on a coin flipDo you like your light thugs flyingor iron-clad\\ 32 upkeep (2.67 gold per turn)                                                                                        
-|  {{:nations:ma:uruk:ashipu.png?nolink}}            | **??Ashipu??**\\ {{:misc:gui:gold.png?15&nolink}} 130\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                         | {{path>S1N1H1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:disease_healer.png?20&nolink}} [[Disease Healer]](1)\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)                                                                                            | A disease healer and also a good nature/astral mage for your communionsBecause these have more hit points than ??Naditu?? (and thus 10% regeneration is 3/turn, not 2/turn), have a nature path, and can be given bodyguards, they can be your best [[communion]] slaves, especially when you're more limited by fort recruitment than gold. | +|  {{:nations:ma:uruk:ashipu.png?nolink}}            | **??Ashipu??**\\ {{:misc:gui:gold.png?15&nolink}} 130\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                         | {{path>S1N1H1}} {{:misc:gui:research.png?nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:disease_healer.png?20&nolink}} [[Disease Healer]](1)\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)                                                                                            | The **Ashipu**, exorcist-doctors (since the roles were the same [[https://en.wikipedia.org/wiki/A%C5%A1ipu|in Mesopotamia]]), are good general-use Mages if your budget allows themThey cure diseases, spam ??Healing Light?? in battle (if allowed), and serve as good Communion Slaves for the Mashmashu; having more than 20 HP makes ??Personal Regeneration?? heal HP per turn (compared to the Naditu'2), so they can handle quite a bit of use if given a little prep. \\ 52 upkeep (4.33 gold per turn) 
-|  {{:nations:ma:uruk:ishib.png?nolink}}             | **??Ishib#2950??**\\ {{:misc:gui:gold.png?15&nolink}} 155\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                     | {{path>W1H2,100%AWEN}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]                                                                                                                                                                                                                          | Exspensive for what they do but this is the guy you get few to fish above water {{path>W2}} for early water boosters. Non-water 2s can be used to ??Sermon of Courage?? and have more thug spells then Gudu                                                                                                                                 +|  {{:nations:ma:uruk:ishib.png?nolink}}             | **??Ishib#2950??**\\ {{:misc:gui:gold.png?15&nolink}} 155\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                     | {{path>W1H2,100%AWEN}} {{:misc:gui:research.png?nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]                                                                                                                                                                                                                          | The **Ishibs**, like the Gudus, have suffered a bit from the turning of the Ages. That being said, they're your most-reliable option for getting underwater; whether that's through crafting a ??Ring of Water Breathing?? for your Pretender, or through gearing a {{path>W2}} Ishib to do it himself. \\ 62 upkeep (5.17 gold per turn)                                                                                                                                   
-|  {{:nations:ma:uruk:ereshdingir.png?nolink}}       | **??Ereshdingir??**\\ {{:misc:gui:gold.png?15&nolink}} 190\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                     | {{path>W1S2H2}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (5%) \\ [[female]]                                                                                                                                            | Stop bad events and a massable leader of Astral magic.\\ Aready have enough paths to forge good Astral gearand can cast ??Mind Burn?? and ??Paralyze?? without boosting.                                                                                                                                                                      | +|  {{:nations:ma:uruk:ereshdingir.png?nolink}}       | **??Ereshdingir??**\\ {{:misc:gui:gold.png?15&nolink}} 190\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                     | {{path>W1S2H2}} {{:misc:gui:research.png?nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (5%) \\ [[female]]                                                                                                                                            | The **Ereshdingir**, "queens of a god" (essentially meaning "priestesses") in Akkadian, are among the best Mages your off-capital forts can provideThey have one of the few crosspaths that //doesn't// offer some sort of combat magicbut the paths on their own have uses; {{path>S2}} in particular provides ??Mind Burn?? and ??Paralyze??, while {{path>W1}} eventually provides ??Frozen Heart??. \\ 76 upkeep (6.33 gold per turn).                                                                                                                                                                      | 
-|  {{:nations:ma:uruk:ensi.png?nolink}}              | **??Ensi#2943??**\\ {{:misc:gui:gold.png?15&nolink}} 215\\ {{:misc:gui:resources.png?15&nolink}} 19\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                      | {{path>W1N1H2,100%WESN}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)                                                                                                                                                      | 80 Commander and mageHe will be leading many of your armies.\\ He will sit in the back and cast spells and prayersor even thugsYou should replace his armor with something less fatiguing though.                                                                                                                                         | +|  {{:nations:ma:uruk:ensi.png?nolink}}              | **??Ensi#2943??**\\ {{:misc:gui:gold.png?15&nolink}} 215\\ {{:misc:gui:resources.png?15&nolink}} 19\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                      | {{path>W1N1H2,100%WESN}} \\ {{:misc:gui:research.png?nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)                                                                                                                                                      | The **Ensi**, King of his city and not much elseis Uruk's best commander of troops. 80 leadership, take it or leave it. He can also cast ??Mossbody??, and his Water/Earth/Astral/Nature random might let him cast something equally snazzy for thuggingsuch as ??Personal Regeneration??\\ \\ If your main concern with him is spellcasting, then consider replacing his Scale Mail with something lighter. \\ 86 upkeep (7.17 gold per turn).                                                                                                                                         | 
-|  {{:nations:ma:uruk:entu.png?nolink}}              | **??Entu#2948??**\\ {{:misc:gui:gold.png?15&nolink}} 275\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>W1S2H3,100%WESN,10%WESN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[inspirational]] (2)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (10%)\\ {{:abilities:old_age.png?20&nolink}}[[Old Age]](51/50) \\ Female High Priestess, Activating the blessing on all sacreds on the battle field to free up scripting space in important battlesYour not going to see a lot of her when she is not needed since she is old                                                                                                                                        +|  {{:nations:ma:uruk:entu.png?nolink}}              | **??Entu#2948??**\\ {{:misc:gui:gold.png?15&nolink}} 275\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>W1S2H3,100%WESN,10%WESN}} \\ {{:misc:gui:research.png?nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[inspirational]] (2)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (10%)\\ {{:abilities:old_age.png?20&nolink}}[[Old Age]](51/50) \\ Female The **Entu** are the Highest Priestesses of Uruk, as in MesopotamiaHaving {{path>H3}} makes them able to bless entire armies, allowing other Priest-mages to get straight to the arcane magic (though you might need to script them for that). On the other hand, troops under an Entu's 40 Leadership fight as if she had 120 Leadership, making her serviceable for smaller bands of sacred troops. \\ \\ Magically speaking, Ereshdingir mesh best with Entu for Communions; piling up Entu can be difficult, given their high recruitment-point cost and their Old Age. Using Entu just for their magic is a bit debatable, since Mashmashu exist and have their own fitting Communion Slaves as well (the Ashipu), but sometimes you just need sky-high Water or Holy levelsFor example, a {{path>W2}} Entu needs only four Slaves to cast ??Living Water?? or the thug-ruining ??Liquify??, while a {{path>W1}} Mashmashu needs eight. \\ 110 upkeep (9.17 gold per turn).                                                                                                                                          
-|  {{:nations:ma:uruk:mashmashu.png?nolink}}         | **??Mashmashu??**\\ {{:misc:gui:gold.png?15&nolink}} 280\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only   | {{path>S3N1,100%AWES,10%AWEN}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15%)                                                                         | The cap only master of astral.\\ With Boosterhis gets to {{path>S5}} for ??Call Apkallu?? and other important spell like ??Gateway????Stellar Focus??, and ??Enslave Mind??                                                                                                                                                                 | +|  {{:nations:ma:uruk:mashmashu.png?nolink}}         | **??Mashmashu??**\\ {{:misc:gui:gold.png?15&nolink}} 280\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only   | {{path>S3N1,100%AWES,10%AWEN}} {{:misc:gui:research.png?nolink}} 15\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15%)                                                                         | The **Mashmashu** are the in-house experts for the Moon Cultthough they sell directions to the Ashipu too. Having {{path>S3}} right out of the box, all Mashmashu can ??Teleport?? wherever they need to go, and can then cast decently-big spells such as ??Soul Slay?? and ??Battle Fortune?? with minimal preparation. The {{path>S4}}'s get to do the same (since ??Gateway?? isn't conducive to surprise attacks)but with ??Enslave Mind?? and ??Doom??. With Communions, the list of possibilities only gets longer. {{path>S4}} Mashmashu can also run the full gauntlet of boosters, up to {{path>S8}} without [[Empowerment]]. \\ 112 upkeep (9.33 gold per turn).                                                                                                                                                                 | 
-| {{:nations:ma:uruk:enkidu_shaman.png?nolink}}      | **??Enkidu Shaman#2954??**\\ {{:misc:gui:gold.png?15&nolink}} 125\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ +Rec Foreign Only                          | {{path>E1N2}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:beastmaster.png?15&nolink}} [[Beastmaster]](2)\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)                                                                                                                                                     You'll recruit lot of these, as they are very infrastructure efficientThese will be your primary early game combat casters until you get a critical mass of communion mages. \\ You can also use them as thugs after they forge themselves a ??Kithaironic Lion Pelt??.\\ With a ??Thistle Mace??, and ??Earth Boots??they can cast ??Strength of Gaia?? and ??Summon Earthpower?? to be an impressive {{path>N4E3}} in combat. They can also cast both path boosting buffs without gear if you give them {{gems>1N1E}}.\\ Enkidu Shaman have notably higher morale (12and magic resistance (17) than most city Enkidu.                                                                                          |+| {{:nations:ma:uruk:enkidu_shaman.png?nolink}}      | **??Enkidu Shaman#2954??**\\ {{:misc:gui:gold.png?15&nolink}} 125\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ +Rec Foreign Only                          | {{path>E1N2}} {{:misc:gui:research.png?nolink}} 7\\ {{:abilities:beastmaster.png?15&nolink}} [[Beastmaster]](2)\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]](10)                                                                                                                                                     The **Enkidu Shaman** is a very important Mage, requiring **1350** less Gold in infrastructure to procure than everyone elseDeciding when to switch from these rustic Communion-less fellows to the urban power-pyramids is crucial; while you never want to run short on steam/cash for expanding, you certainly won't want to be out-numbered or out-Mage'd. \\ \\ The Shamans (or Shamen) themselves have better physical stats, MR, and Morale than most urban Enkiduand great Magic paths for thugging; without [[Empowerment]] or Ring-buying, these can be boosted to {{path>E3N4}} in battle \\ 100 upkeep (8.33 gold per turn).                                                                                          |
 | {{:nations:ea:ur:kulullu_commander.png?nolink}}    | **??Kulullu Commander??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ +Rec Underwater Only                         | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                                                                                                                                                                                        | Basic underwater Commander.                                                                                                                                                                                                                                                      | | {{:nations:ea:ur:kulullu_commander.png?nolink}}    | **??Kulullu Commander??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ +Rec Underwater Only                         | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                                                                                                                                                                                        | Basic underwater Commander.                                                                                                                                                                                                                                                      |
-| {{:nations:ea:ur:kulullu_king.png?nolink}}         | **??Kulullu King??**\\ {{:misc:gui:gold.png?15&nolink}} 145\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ +Rec Underwater Only                             | {{path>W1H2}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                                                                                | Your best underwater leader and priest.                                                                                                                                                                                                                                                        | +| {{:nations:ea:ur:kulullu_king.png?nolink}}         | **??Kulullu King??**\\ {{:misc:gui:gold.png?15&nolink}} 145\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ +Rec Underwater Only                             | {{path>W1H2}} {{:misc:gui:research.png?nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                                                                                | Your best underwater leader and priest.                                                                                                                                                                                                                                                        | 
-| {{:nations:ea:ur:kulullu_sage.png?nolink}}         | **??Kulullu Sage??**\\ {{:misc:gui:gold.png?15&nolink}} 190\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ +Rec Underwater Only                             | {{path>W2,100%AWSN}} {{:misc:gui:research.png?15&nolink}}15\\  {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                                                                                                                         | An expensive mage with reliable {{path>W2}} access. Gives you reliable access to ??Summon Water Elemental?? for gem-powered underwater warfare.                                                                                                                                                                                                                                                                             | +| {{:nations:ea:ur:kulullu_sage.png?nolink}}         | **??Kulullu Sage??**\\ {{:misc:gui:gold.png?15&nolink}} 190\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ +Rec Underwater Only                             | {{path>W2,100%AWSN}} {{:misc:gui:research.png?nolink}} 15\\  {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                                                                                                                         | An expensive mage with reliable {{path>W2}} access. Gives you reliable access to ??Summon Water Elemental?? for gem-powered underwater warfare.                                                                                                                                                                                                                                                                             | 
-| {{:nations:ea:ur:kuliltu_queen.png?nolink}}        | **??Kuliltu Queen??**\\ {{:misc:gui:gold.png?15&nolink}} 195\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ +Rec Underwater Only                            | {{path>W1N1H2,100%AWSN}} {{:misc:gui:research.png?15&nolink}}11\\  {{:abilities:sacred.png?20&nolink}} [[sacred]] \\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]\\ Female                                                                                                                                                            | Expensive low level mage with similar paths to the ??Ensi?? except with Air instead of Earth on the random. All are useful as ??Mossbody?? point buffers, and the {{path>N2W1}} ones can cast ??Foul Vapors??, while {{path>A1W1N1}} can be light thugs with armor that boosts her morale.                                                                                                                                                                                                                                                                               |+| {{:nations:ea:ur:kuliltu_queen.png?nolink}}        | **??Kuliltu Queen??**\\ {{:misc:gui:gold.png?15&nolink}} 195\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ +Rec Underwater Only                            | {{path>W1N1H2,100%AWSN}} \\ {{:misc:gui:research.png?nolink}} 11\\  {{:abilities:sacred.png?20&nolink}} [[sacred]] \\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]\\ Female                                                                                                                                                            | Expensive low level mage with similar paths to the ??Ensi?? except with Air instead of Earth on the random. All are useful as ??Mossbody?? point buffers, and the {{path>N2W1}} ones can cast ??Foul Vapors??, while {{path>A1W1N1}} can be light thugs with armor that boosts her morale.                                                                                                                                                                                                                                                                               |
  
  
 ==== Troops ==== ==== Troops ====
-Img                                                  ^ Unit Name                                                                                                                                                                                                                                     ^ Abilities                                                                                                                                                                                                                                        ^ Comments                                                                                                                                                                                                                                       ^+Image                                                  ^ Unit Name                                                                                                                                                                                                                                     ^ Abilities                                                                                                                                                                                                                                        ^ Comments                                                                                                                                                                                                                                       ^
 | {{:nations:ma:uruk:enkidu_archer.png?nolink}}        | **??Enkidu Archer#2935??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                                |                                                                                                                                                                                                                                                  | Being half-giants, their arrows inflict significant damage at a far range but only human accuracy. ??Wind Guide?? fixes that problem.\\ Has the option for more Armor to protect themselves from projectiles.                                  | | {{:nations:ma:uruk:enkidu_archer.png?nolink}}        | **??Enkidu Archer#2935??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                                |                                                                                                                                                                                                                                                  | Being half-giants, their arrows inflict significant damage at a far range but only human accuracy. ??Wind Guide?? fixes that problem.\\ Has the option for more Armor to protect themselves from projectiles.                                  |
 | {{:nations:ma:uruk:enkidu_heavy_archer.png?nolink}}  | **??Enkidu Heavy Archer#2938??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 22 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                          |                                                                                                                                                                                                                                                  | :::                                                                                                                                                                                                                                            | | {{:nations:ma:uruk:enkidu_heavy_archer.png?nolink}}  | **??Enkidu Heavy Archer#2938??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 22 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                                          |                                                                                                                                                                                                                                                  | :::                                                                                                                                                                                                                                            |
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 | {{:nations:ma:uruk:kulullu.png?nolink}}              | **??Kulullu??**\\ {{:misc:gui:gold.png?15&nolink}} 18\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ +Rec Underwater Only                                                                      | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                                                                                                 | Uruk has a set of underwater infantry (and mages) called Kullulu, similar to their terrestrial counterparts: Lots of HP and strength, not much else. However, these troops are not strong enough to compete with any other amphibious nation.  | | {{:nations:ma:uruk:kulullu.png?nolink}}              | **??Kulullu??**\\ {{:misc:gui:gold.png?15&nolink}} 18\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ +Rec Underwater Only                                                                      | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                                                                                                 | Uruk has a set of underwater infantry (and mages) called Kullulu, similar to their terrestrial counterparts: Lots of HP and strength, not much else. However, these troops are not strong enough to compete with any other amphibious nation.  |
 | {{:nations:ma:uruk:kulullu_soldier.png?nolink}}      | **??Kulullu Soldier??**\\ {{:misc:gui:gold.png?15&nolink}} 18\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ +Rec Underwater Only                                                              | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                                                                                                 | :::                                                                                                                                                                                                                                            | | {{:nations:ma:uruk:kulullu_soldier.png?nolink}}      | **??Kulullu Soldier??**\\ {{:misc:gui:gold.png?15&nolink}} 18\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ +Rec Underwater Only                                                              | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                                                                                                 | :::                                                                                                                                                                                                                                            |
-==== Heros ====+ 
 +==== Heroes ====
 ^ Sprite                                             ^ Unit Name                                                            ^ Special Attributes                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                               ^ ^ Sprite                                             ^ Unit Name                                                            ^ Special Attributes                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                               ^
-| {{:nations:ea:ur:Favored_of_Enki.png?30&nolink}}   | **??Utnapishtim - Favored of Enki??**\\ Hero Turn Arrival Limite: 5  | {{path>N3H2}}{{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[inspirational]] (-1)\\  {{:abilities:immortal.png?15&nolink}}[[immortal]]\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]](5)\\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]](30)                                                                                                                                                              | Immortal nature mage. Make use of that Immortality as a thug but look out for ??Soul Slay??                                                                                          | +| {{:nations:ea:ur:Favored_of_Enki.png?nolink}}   | **??Utnapishtim - Favored of Enki??**\\ Minimum hero arrival turn: 5  | {{path>N3H2}}{{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (-1)\\  {{:abilities:immortal.png?15&nolink}} [[Immortal]]\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (5)\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (30)                                                                                                                                                              | Immortal nature mage. Make use of that immortality as a thug but look out for ??Soul Slay??                                                                                          | 
-| {{:nations:ea:ur:Apkallu.png?30&nolink}}           | **??U'an - Apkallu??**\\ Hero Turn Arrival Limite: 10                | {{path>W4E3N2H3}}{{:misc:gui:research.png?15&nolink}} 33\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\  {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](7)\\ {{:abilities:disease_healer.png?20&nolink}} [[Disease Healer]](1)\\ {{:abilities:inspiring_researcher.png?15&nolink}} [[Inspiring Researcher]] (1)\\ {{:abilities:adept_researcher.png?15&nolink}} [[adept researcher]] (10)\\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]](20)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] Power house researcher, Likly to zoom through some of your Reaserch goals when he shows up.\\ Also a powerful mage in water and earth, getting to {{path>W6E5}} spells with boosters.  |+| {{:nations:ea:ur:Apkallu.png?nolink}}           | **??U'an - Apkallu??**\\ Minimum hero arrival turn: 10                | {{path>W4E3N2H3}}{{:misc:gui:research.png?15&nolink}} 33\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\  {{:abilities:resist_cold.png?15&nolink}} [[Resist Cold]] (7)\\ {{:abilities:disease_healer.png?15&nolink}} [[Disease Healer]] (1)\\ {{:abilities:inspiring_researcher.png?15&nolink}} [[Inspiring Researcher]] (1)\\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (10)\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (20)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] powerful mage in water and earth, getting to {{path>W6E5}} spells with boosters.  |
  
 ===== Magic ===== ===== Magic =====
-==== National spells and Summons==== 
-  ***??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 
- 
-  ***??Summon Kusarikkus??:** {{path>E1}} Conj 4 for 6{{:misc:magic:earthgem.png?nolink}} (summon 2 {{:nations:ea:ur:kusarikku.png?nolink}} ??Kusarikku??s). Powerful Sacreds summon, High HP, and two Attack with one being an anti-demon weapon, They become one of your strongest units when they have a Giants bless and the fact you have many of the buffing spells using communions.  
- 
-  ***??Summon Ugallu??:** {{path>A3}} Conj 5 for 24{{:misc:magic:airgem.png?nolink}} (summon  {{:nations:ea:ur:ugallu.png?nolink}} ??Ugallu??). Need a God or spend a lot of air gems for empowerment to get. Gives you A flying {{path>A3}}, for all that important Air utility, will also get Geared to be a ??Storm?? caster for that {{path>A5}} combat magic. 
- 
-  ***??Call Anzu??:** {{path>A4}} Conj 7 for 4{{:misc:magic:airgem.png?nolink}} (summon  {{:nations:ea:ur:anzu.png?nolink}} ??Anzu??). Needs to climb higher into Air for a ??Great Eagle?? with two breath attacks. Comes too late in research but can be used in Flying Raider forces. 
- 
-  ***??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 Uruk's magic paths. Just summoning one Greatly improves your chances of reaching your other research goals. Grants greater verity in Combat, rituals, and Forging with all his Cross paths. Also a good commander of 120, so can bring a big force with ??Astral Travel?? 
 ====Magic Access==== ====Magic Access====
  
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 ??Troll Shaman??s can give you Death, and some with ??Skull Staff??s are {{path>D3}}. ??Troll Shaman??s can give you Death, and some with ??Skull Staff??s are {{path>D3}}.
 +
 +==== 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
 +
 +  ***??Summon Kusarikkus??:** {{path>E1}} Conj 4 for 6{{:misc:magic:earthgem.png?nolink}} (summon 2 {{:nations:ea:ur:kusarikku.png?nolink}} ??Kusarikku??s). Powerful Sacreds summon, High HP, and two Attack with one being an anti-demon weapon, They become one of your strongest units when they have a Giants bless and the fact you have many of the buffing spells using communions. 
 +
 +  ***??Summon Ugallu??:** {{path>A3}} Conj 5 for 24{{:misc:magic:airgem.png?nolink}} (summon  {{:nations:ea:ur:ugallu.png?nolink}} ??Ugallu??). Need a God or spend a lot of air gems for empowerment to get. Gives you A flying {{path>A3}}, for all that important Air utility, will also get Geared to be a ??Storm?? caster for that {{path>A5}} combat magic.
 +
 +  ***??Call Anzu??:** {{path>A4}} Conj 7 for 4{{:misc:magic:airgem.png?nolink}} (summon  {{:nations:ea:ur:anzu.png?nolink}} ??Anzu??). Needs to climb higher into Air for a ??Great Eagle?? with two breath attacks. Comes too late in research but can be used in Flying Raider forces.
 +
 +  ***??Call Apkallu??:** {{path>S5}} Conj 8 for 60{{:misc:magic:astralpearl.png?nolink}} (summon  {{:nations:ea:ur:umu-apkallu.png?nolink}} ??Umu-apkallu??). With {{path>W3A3E2S4N2H2}}, this guy is a quick researcher. Also a good commander of 120, so can bring a big force with ??Astral Travel??
 +
 ====Combat Magic==== ====Combat Magic====
  
uruk-ma.1651352461.txt.gz · Last modified: 2022/04/30 21:01 by fenrir