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| Vanarusian Berserker - a weaker version of the Chud Hirdman. If you are using Chud Hirdmen, you can recruit one or two of these guys every once in a while in situations when you can't afford to recruit one more Chud Hirdman, but can afford a Vanarusian Berserker. They trade blows with independent Tribes, Militias and Light Infantries at a roughly 2.5 to 1 rate, having the biggest edge against unarmored Tribes and a disadvantage against ranged attackers. This means you need roughly 75% as many Vanarusian Berserkers as there are enemies in order to come out of the fight with minimal losses.\\ | Vanarusian Berserker - a weaker version of the Chud Hirdman. If you are using Chud Hirdmen, you can recruit one or two of these guys every once in a while in situations when you can't afford to recruit one more Chud Hirdman, but can afford a Vanarusian Berserker. They trade blows with independent Tribes, Militias and Light Infantries at a roughly 2.5 to 1 rate, having the biggest edge against unarmored Tribes and a disadvantage against ranged attackers. This means you need roughly 75% as many Vanarusian Berserkers as there are enemies in order to come out of the fight with minimal losses.\\ | ||
| - | Oath-Bound - sacred defensive troops with a balanced cost. Unless you are using a heavy bless, there is no reason to recruit them as anything but bodyguards against nations with recruitable assassins. If you do use them as troops, be aware of their low combat speed and short weapons. The low combat speed makes them likely to take a hit first before they can attack and also makes them especially vulnerable to tramplers, such as Minotaurs or Elephants, while short weapons make them extremely vulnerable to a Fire Shield bless. Even without a bless, they trade blows with independents extremely well due to their high survivability, | + | Oath-Bound - sacred defensive troops with a balanced cost. Unless you are using a heavy bless, there is no reason to recruit them as anything but bodyguards |
| __Chud Hirdmen__ - strong troops with two attacks which require more resources than other normal troops. Well-suited for dealing with hordes of weak troops or with tough giants due to their good armor, berserking ability and dual-wielded slashing weapons. They trade blows with independent Tribes, Militias and Light Infantries at a roughly 3.5 to 1 rate, having the biggest edge against Wolf Tribe and ranged attackers, who can do almost no damage through their armor. This means you need roughly 35% as many Chud Hirdmen as there are enemies in order to come out of the fight with minimal losses. Chud Hirdmen are worse at dealing with Heavy Cavalry than Chud Skinshifters and often die to a lance charge before they can instantly kill the enemy with their own attacks. You can use Huskarls and archers from your starting army, summoned animals, Chud Skinshifters and other means to absorb lance charges in order to not pointlessly lose troops. Another danger for Chud Hirdmen are Barbarians, who present a similar problem to Heavy Cavalries - getting killed in one hit before you are able to kill the enemy in one hit - with a similar solution.\\ | __Chud Hirdmen__ - strong troops with two attacks which require more resources than other normal troops. Well-suited for dealing with hordes of weak troops or with tough giants due to their good armor, berserking ability and dual-wielded slashing weapons. They trade blows with independent Tribes, Militias and Light Infantries at a roughly 3.5 to 1 rate, having the biggest edge against Wolf Tribe and ranged attackers, who can do almost no damage through their armor. This means you need roughly 35% as many Chud Hirdmen as there are enemies in order to come out of the fight with minimal losses. Chud Hirdmen are worse at dealing with Heavy Cavalry than Chud Skinshifters and often die to a lance charge before they can instantly kill the enemy with their own attacks. You can use Huskarls and archers from your starting army, summoned animals, Chud Skinshifters and other means to absorb lance charges in order to not pointlessly lose troops. Another danger for Chud Hirdmen are Barbarians, who present a similar problem to Heavy Cavalries - getting killed in one hit before you are able to kill the enemy in one hit - with a similar solution.\\ | ||
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| Old Bear Thunder the Last Perkunu - too frail and too valuable to be used as a combat mage. Pray that he doesn' | Old Bear Thunder the Last Perkunu - too frail and too valuable to be used as a combat mage. Pray that he doesn' | ||
| - | Yngvar the Varyag - his main purpose is to bring a host of Oath-Bound into your capital a turn after his arrival (although in reality the Oath-Bounds will arrive at his location at the start of the turn following his arrival). It is hard to think of any particular use for him aside from maybe carrying a Crystal Shield into battles, which is something Vanabogs can't do. Another possible use is making him into a super-stealthy Oath-Bound leading raider by equipping him with stealth boots and other stealth-boosting items, since Vanabogs cannot equip boots. Everything else, they can do better.\\ | + | Yngvar the Varyag - his main purpose is to bring a host of Oath-Bound into your capital a turn after his arrival (although in reality the Oath-Bounds will arrive at his current |
| - | Baba Yaga the Hag - same idea as the Last Perkunu, but with different paths and without being plugged into life support on arrival. She is also an extremely fast flier with built-in resistances, | + | Baba Yaga the Hag - same idea as the Last Perkunu, but with different paths and without being plugged into life support on arrival. She is also an extremely fast flier with built-in resistances, |
| ==== National spells ==== | ==== National spells ==== | ||
| Notable spells are __underscored.__ | Notable spells are __underscored.__ | ||
| - | Summon Simargl - weak non-magic flyers which you can summon one at a time. Their main purpose is patrolling, which they are very good at, second only to Nazca' | + | Summon Simargl - weak non-magic flyers which you can summon one at a time. Their main purpose is patrolling, which they are very good at, second only to Nazca' |
| - | __Summon Firebird__ - almost useless in combat, but extremely powerful economic boosters if produced in great numbers. There is one problem: you do not have a Fire/Astral crosspath in this era. Your chances at being able to summon them are the following: a) Pick an awake Deives of the Sun Pretender to empower some lizard shamans or independent Sages in Fire; b) pick Turmoil3/ | + | __Summon Firebird__ - almost useless in combat, but extremely powerful economic boosters if produced in great numbers. There is one problem: you do not have a Fire/Astral crosspath |
| Sloth of Bears - not sacred = not needed. Hypothetically you could use these regional summons for siege strength, but Cave Grubs or Black Hawks can do a better job, either because of strength or mobility. They also can serve as bait for enemy evocations thanks to their high HP, in situations when you need to go against an enemy who researched Evocation early, while you have a long way to go before you get Mist/ | Sloth of Bears - not sacred = not needed. Hypothetically you could use these regional summons for siege strength, but Cave Grubs or Black Hawks can do a better job, either because of strength or mobility. They also can serve as bait for enemy evocations thanks to their high HP, in situations when you need to go against an enemy who researched Evocation early, while you have a long way to go before you get Mist/ | ||
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| Awaken Draugar - fairly expensive and too few to be immediately useful, these regional undead summons can be a slightly better alternative to summoning generic Wights, especially underwater, thanks to having Amphibious trait, as opposed to Poor Amphibian for Wights.\\ | Awaken Draugar - fairly expensive and too few to be immediately useful, these regional undead summons can be a slightly better alternative to summoning generic Wights, especially underwater, thanks to having Amphibious trait, as opposed to Poor Amphibian for Wights.\\ | ||
| - | __Contact Alkonost__ - fast, flying and upkeep-free Holy 3 priests, who come two research levels earlier than the generic and hard to summon Bishop Fish. Normally only good for Divine Blessing and throne claiming, these ladies truly shine in the hands of MA Vanarus because of the nation' | + | __Contact Alkonost__ - fast, flying and upkeep-free Holy 3 priests who come two research levels earlier than the generic and hard to summon Bishop Fish. Normally only good for Divine Blessing and throne claiming, these ladies truly shine in the hands of MA Vanarus because of the nation' |
| - | __Summon Rusalka__ - more assassins than seducers, these undead creatures can only be reliably summoned by Baba Yaga, if you ever get her, and cost a whopping 16 Water gems, for a nation with no guaranteed Water income. This makes them more expensive for Vanarus than Alkonosts, because it takes Vanarus 2 gems to get an Astral pearl, but 4 gems to get a Water gem. On a more positive note, they can become extremely powerful assassins with Frozen Heart once Alteration 6 is researched, and they can allow your troops to breathe underwater.\\ | + | __Summon Rusalka__ - more assassins than seducers, these undead creatures can only be reliably summoned by Baba Yaga, if you ever get her, and cost a whopping 16 Water gems, for a nation with no guaranteed Water income. This makes them more expensive for Vanarus than Alkonosts, because it takes Vanarus 2 gems to alchemize |
| - | Send Vodyanoy - powerful Water mages that become available earlier than generic Naiads. However, they suffer from the same price issues for Vanarus as Rusalkas, and also have to be sent into a water province, which they can't get out of on their own, unless it's a province you already own and have a lab in. You will be unlikely to own a single water province, unless it's a tiny lake near your capital.\\ | + | Send Vodyanoy - powerful |
| __Send Lady Midday__ - another specialty spell for Vanarus. This time it's an ethereal flying assassin with a diseasing weapon. Unfortunately, | __Send Lady Midday__ - another specialty spell for Vanarus. This time it's an ethereal flying assassin with a diseasing weapon. Unfortunately, | ||
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| ==== Common points ==== | ==== Common points ==== | ||
| - | * Vanarus benefits greatly from Turmoil 3 + Luck 3 + Magic 3 scales due to requiring several 1->2 Empowerments, | + | * Vanarus benefits greatly from Turmoil 3 + Luck 3 + Magic 3 scales due to requiring several 1->2 Empowerments, |
| * In most cases, Vanarus needs to have a Growth scale of at least 1 in order to offset their blood hunting, unless in a small game.\\ | * In most cases, Vanarus needs to have a Growth scale of at least 1 in order to offset their blood hunting, unless in a small game.\\ | ||
| * Production scales have little effect on national unit generation for Vanarus due to their lack of heavy cavalry and heavily armored troops. The difference between Sloth 3 and Production 3 is a difference between producing 9 Chud Hirdmen per turn and 13 Chud Hirdmen per turn. Moreover, your non-capital forts are going to produce 7 Chud Hirdmen per turn under Sloth 3 //or// Production 3. This gives you an opportunity to gain design points by lowering Production scale during Pretender creation. High Order and high Growth scales give much better benefits, because they increase resources and recruitment points at the same time, which is what you need, because Chud Hirdmen have a balanced cost.\\ | * Production scales have little effect on national unit generation for Vanarus due to their lack of heavy cavalry and heavily armored troops. The difference between Sloth 3 and Production 3 is a difference between producing 9 Chud Hirdmen per turn and 13 Chud Hirdmen per turn. Moreover, your non-capital forts are going to produce 7 Chud Hirdmen per turn under Sloth 3 //or// Production 3. This gives you an opportunity to gain design points by lowering Production scale during Pretender creation. High Order and high Growth scales give much better benefits, because they increase resources and recruitment points at the same time, which is what you need, because Chud Hirdmen have a balanced cost.\\ | ||
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| * If you happen to have a surplus of Death gems due to random sites, consider investing into Likhos. If you send several of them into an enemy province at the same time and also cast unrest-causing spells such as Wrath of Pazuzu, they become hard to detect by conventional means due to high unrest and will also cause various bad events in enemy territory, which might result in them losing the province to independents or to you (due to the Oath-Bound attack random event). If you have Vengeful Water or The Wrath of God or The Looming Hell up, or use remote attacks or assassins, Likhos will be very difficult to patrol out while they devastate structures and population with events, as long as they sneak within enemy provinces with your dominion or in border provinces where they can safely retreat.\\ | * If you happen to have a surplus of Death gems due to random sites, consider investing into Likhos. If you send several of them into an enemy province at the same time and also cast unrest-causing spells such as Wrath of Pazuzu, they become hard to detect by conventional means due to high unrest and will also cause various bad events in enemy territory, which might result in them losing the province to independents or to you (due to the Oath-Bound attack random event). If you have Vengeful Water or The Wrath of God or The Looming Hell up, or use remote attacks or assassins, Likhos will be very difficult to patrol out while they devastate structures and population with events, as long as they sneak within enemy provinces with your dominion or in border provinces where they can safely retreat.\\ | ||
| * If your opponent is using a combatant Pretender, but doesn' | * If your opponent is using a combatant Pretender, but doesn' | ||
| - | * The spells you research, and their order, depends heavily on what happens during the game. Vengeful Water + The Wrath of God is powerful, but contradicts other strategies. The combination of Dark Skies and The Looming Hell is also powerful and is the only thing that makes your Rusalkas any useful as seducers, but it will likely contradict the strategy of using Vengeful Water due to the high cost of upholding globals and due to the fact that Summon Rusalka has a steep cost of 16 Water gems. Overcharging your armies with buffs is also a strong strategy, but it is incompatible with other options such as casting globals due to the high cost of boosters, overcasting and Empowerment on which the buffing relies. Mother Oak is a useful and conveniently placed gem-generating spell which you should try to secure for yourself in most cases, but you probably should not waste gems or research on it if there is a Nature nation such as Pangea on the map. Similarly, if you have a lot of death gems, you might consider focusing on researching Conjuration for undead armies and heavily-geared Tartarians, but if you do not, then your Death gems will be better spent for casting Wind of Death and Soul Vortex. If you have Drain+Luck scales, then you should create 10 initial Mound Kings to carry Soul Contracts (overall, you might want to have up to 20 Soul Contracts, depending on the size of the game), but the way to maintain Devil production differs depending on the gem income you happen to have. If you mostly have Nature gems, then you should recruit Vyedmas (hopefully with Nature2, but a booster item can help if not) and have them cast Transformation. This will give you mindless insects which can carry Soul Contracts without attracting Horrors, and also some powerful size 6 warrior-mages as an added bonus (luckily, your nation is pretty versatile in terms of making good equipment). If you instead happen to have a lot of Astral gems, then Wooden Construction followed by Divine Name (conveniently located in the same school and tier as Vengeful Water) is a better option than Transformation. If you have neither Astral nor Nature as your main income, you should try to make your Mound Kings last as long as possible by giving them a Ring of Warning (for 10 Oath-Bound bodyguards), | + | * The spells you research, and their order, depends heavily on what happens during the game. Vengeful Water + The Wrath of God + Blood Sacrificing Alkonosts |
| * If you get a Madman in an event, give him a Soul Contract. Since they are mindless, horrors will never come for them.\\ | * If you get a Madman in an event, give him a Soul Contract. Since they are mindless, horrors will never come for them.\\ | ||
| * Do not overlook Holy site searching. With your first Vanabog, and later with just a Gode, you can always hope to find a couple Holy sites with Astral income, which you need badly.\\ | * Do not overlook Holy site searching. With your first Vanabog, and later with just a Gode, you can always hope to find a couple Holy sites with Astral income, which you need badly.\\ | ||
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| // | // | ||
| - | Easy and rapid expansion. Pretender is hard to beat in early stages. Can win small games quickly with throne rush. National ability to blood sacrifice allows using the pretender offensively and opens late game opportunities.\\ | + | Easy and rapid expansion. Pretender is hard to beat in early stages. Can win small games quickly with throne rush. Easier Astarl access due to random events, which leads to a stronger gem economy due to Firebirds. National ability to blood sacrifice allows using the pretender offensively and opens late game opportunities.\\ |
| // | // | ||
| - | Very vulnerable to curses, stolen strength, Mind Burn, Soul Slay, mind blasts, Pretender still can't beat elite troops alone, weak gold income and small recruitable army. | + | Very vulnerable to curses, stolen strength, Mind Burn, Soul Slay, mind blasts. Pretender still can't beat elite troops alone, weak gold income and small recruitable army. |
| // | // | ||
| - | Dragon Pretender can fly across many provinces on the map, is immune to lance charges and Earthquakes, | + | Dragon Pretender can fly across many provinces on the map, is immune to lance charges and Earthquakes, |
| // | // | ||
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| 5) Use one of your two initial Godes to build a fortress in the labbed forest province. Move your sages there and start hiring new ones. About 30 sages in total is enough for the whole game, but usually you can't afford to maintain them all until later stages of the game, so pay close attention to your gold. Once Owl Quills become available, use all your sages to forge a quill for each in one turn, then dedicate one sage to forge quills every turn. Have a random Vanabog with Death 2 forge Skull Mentors once they become available (or you can have him forge a Skull Staff and give it to a sage to forge the skulls, while the Vanabog does something more important). Depending on the situation, you might want to summon Simargls to counter stealthy attacks and assassinations on your mage base. Either way, Simargls can be useful if you intend to keep all your blood hunters in one province, so you can have a Vyedun or Old Bear Thunder summon around 15 of them.\\ | 5) Use one of your two initial Godes to build a fortress in the labbed forest province. Move your sages there and start hiring new ones. About 30 sages in total is enough for the whole game, but usually you can't afford to maintain them all until later stages of the game, so pay close attention to your gold. Once Owl Quills become available, use all your sages to forge a quill for each in one turn, then dedicate one sage to forge quills every turn. Have a random Vanabog with Death 2 forge Skull Mentors once they become available (or you can have him forge a Skull Staff and give it to a sage to forge the skulls, while the Vanabog does something more important). Depending on the situation, you might want to summon Simargls to counter stealthy attacks and assassinations on your mage base. Either way, Simargls can be useful if you intend to keep all your blood hunters in one province, so you can have a Vyedun or Old Bear Thunder summon around 15 of them.\\ | ||
| 6) At the same time, get about 20 more Godes in your capital or elsewhere. This will help you in case your Pretender dies, and also will make you more or less immune to early attacks from undead nations, as well as safeguard you from strong population-killing dominions. Later on, increase the number to around 55 Godes in total for instantaneous effect of Call God. If you find yourself short on gold, consider transmuting gems via rituals.\\ | 6) At the same time, get about 20 more Godes in your capital or elsewhere. This will help you in case your Pretender dies, and also will make you more or less immune to early attacks from undead nations, as well as safeguard you from strong population-killing dominions. Later on, increase the number to around 55 Godes in total for instantaneous effect of Call God. If you find yourself short on gold, consider transmuting gems via rituals.\\ | ||
| - | 7) Once you have the production of sages set up, start mass-producing Skinshifters and Vanabogs. Skinshifters are needed to siege forts and to fight armies which your Pretender can't handle (alone). Vanabogs are your most reliable blood hunters, item forgers, communion mages and magic knights. You can use sages for blood hunting when you get a Blood random, and will eventually be able to relegate bloodhunting to Sages after Blood Thorns and Sanguine Dowsing Rods become available, if you get lucky with random path rolls on your Sages. Blood hunt a lot, but don't destroy your province income, since you might need the gold later to hire a lot of Province Defense and buff it with Growing Fury and other spells, instead of fielding an army. If you see a sage with an Earth+Blood crosspath, keep him safe in your fort. You may need him for Earth forging. After Empowering in Earth and Blood, this rare sage will be able forge Earth Boots to forge a Blood Stone, and then put both on to forge Iron Face for your Vanabogs and Transformed warrior-mages.\\ | + | 7) Once you have the production of sages set up, start mass-producing Skinshifters and Vanabogs. Skinshifters are needed to siege forts and to fight armies which your Pretender can't handle (alone). Vanabogs are your most reliable blood hunters, item forgers, communion mages and magic knights. You can use sages for blood hunting when you get a Blood random, and will eventually be able to relegate bloodhunting to Sages after Blood Thorns and Sanguine Dowsing Rods become available, if you get lucky with random path rolls on your Sages. Blood hunt a lot, but don't destroy your province income, since you might need the gold later to hire a lot of Province Defense and buff it with Growing Fury and other spells, instead of fielding an army. If you see a sage with an Earth+Blood crosspath, keep him safe in your fort. You may need him for Earth forging. After Empowering in Earth and Blood, this rare sage will be able to forge Earth Boots in order to then forge a Blood Stone, and then put both on to forge Iron Face for your Vanabogs and Transformed warrior-mages.\\ |
| 8) Start remote site-searching as soon as you can. Try to find independent Astral mages to find Astral Pearl sites. You need all the gems you can find. You will never have an unstoppable army with this bless and scales, so entrenching yourself in forts and casting globals is your highest damage potential. If Vengeful Water + The Wrath of God does not make you confident in your defense, then multiples of Lady Middays in each fort should.\\ | 8) Start remote site-searching as soon as you can. Try to find independent Astral mages to find Astral Pearl sites. You need all the gems you can find. You will never have an unstoppable army with this bless and scales, so entrenching yourself in forts and casting globals is your highest damage potential. If Vengeful Water + The Wrath of God does not make you confident in your defense, then multiples of Lady Middays in each fort should.\\ | ||
| 9) When you have gold to spare, build temples to strengthen your dominion. Invest into province defense, if independent unit type is strong. These can beat a few unsuspecting armies, but cost no upkeep and recover to full strength for free after every battle. Later on, you might consider boosting strong province defense with casters for Growing Fury and other buffs, as well as some light combatants, such as kitted-out Black Servants.\\ | 9) When you have gold to spare, build temples to strengthen your dominion. Invest into province defense, if independent unit type is strong. These can beat a few unsuspecting armies, but cost no upkeep and recover to full strength for free after every battle. Later on, you might consider boosting strong province defense with casters for Growing Fury and other buffs, as well as some light combatants, such as kitted-out Black Servants.\\ | ||
| 10) With your Godes, build forts in every province, starting from your borders. This will increase your gold income and also will impede the progress of any invading army, forcing them to fight your powerful Pretender. Don't worry about losing resources in your capital – you barely have any in the first place, and Skinshifters can be recruited regardless, as long as you have at least some (you need 35 resources to recruit 7 Chud Skinshifters).\\ | 10) With your Godes, build forts in every province, starting from your borders. This will increase your gold income and also will impede the progress of any invading army, forcing them to fight your powerful Pretender. Don't worry about losing resources in your capital – you barely have any in the first place, and Skinshifters can be recruited regardless, as long as you have at least some (you need 35 resources to recruit 7 Chud Skinshifters).\\ | ||
| 11) For first wars, pick a target which doesn' | 11) For first wars, pick a target which doesn' | ||
| - | 12) Althogh it is not a priority, you can start mass-producing Wyverns with Summon Wyverns spell to spend all of your spare Air gems (Air items are still more important). Your Heat 1 temperature scale will negate the usual penalty for cold-blooded creatures in Cold dominion. Since you are already researching Construction 6 and Thaumathurgy 7, you can boost your Wyvern production with Dragon Sceptres | + | 12) Althogh it is not a priority, you can start mass-producing Wyverns with Summon Wyverns spell to spend all of your spare Air gems (Air items are still more important). Your Heat 1 temperature scale will negate the usual penalty for cold-blooded creatures in Cold dominion. Since you are already researching Construction 6, you can boost your Wyvern production with Dragon Sceptres.\\ |
| 13) Cast Revive King 10 times or more to get cheap commanders who cost no upkeep and equip them all with Soul Contracts as soon as you are able. This will give you 10 Devils per turn, forever (until horrors come). Devils under Fog Warriors will become your main force later on. Incidentally, | 13) Cast Revive King 10 times or more to get cheap commanders who cost no upkeep and equip them all with Soul Contracts as soon as you are able. This will give you 10 Devils per turn, forever (until horrors come). Devils under Fog Warriors will become your main force later on. Incidentally, | ||
| 14) Once you have at least 10 Soul Contracts, start casting Contact Alkonost. These creatures are largely useless in other eras, but Vanarus can blood sacrifice, so you get an upkeep-free flying Holy 3 priest who can blood sacrifice... at Conjuration 4 (as opposed to water-only Conjuration 6 Bishop Fish for other nations). Put them to work in every province you have, even underwater ones.\\ | 14) Once you have at least 10 Soul Contracts, start casting Contact Alkonost. These creatures are largely useless in other eras, but Vanarus can blood sacrifice, so you get an upkeep-free flying Holy 3 priest who can blood sacrifice... at Conjuration 4 (as opposed to water-only Conjuration 6 Bishop Fish for other nations). Put them to work in every province you have, even underwater ones.\\ | ||
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| //Research order// | //Research order// | ||
| - | Alteration 3 (Barkskin, Stoneskin, Quicken Self, Ironskin, Mossbody) -> Enchantment 2 (Personal Regeneration) -> Alteration 4 (Temper Flesh) -> Construction 6 (resistance rings, Soul Contract, Rod of the Leper King, Mistletoe Garland, Wooden Construstion spell, Vine Shield, Frost Brand, Ring of Regeneration, | + | Alteration 3 (Barkskin, Stoneskin, Quicken Self, Ironskin, Mossbody) -> Enchantment 2 (Personal Regeneration) -> Alteration 4 (Temper Flesh) -> Construction 6 (resistance rings, Soul Contract, Rod of the Leper King, Mistletoe Garland, Wooden Construstion spell, Vine Shield, Frost Brand, Ring of Regeneration, |
| // | // | ||
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| 6) Ideally, you should enter your first war with an awakened titan and have your capital produce Vanabogs, Chud Hirdmen and Chud Skinshifters, | 6) Ideally, you should enter your first war with an awakened titan and have your capital produce Vanabogs, Chud Hirdmen and Chud Skinshifters, | ||
| 7) Initially, try to get at least 20 Godes. This will help you in case your Pretender dies, and also will make you more or less immune to early attacks from undead nations, as well as safeguard you from strong population-killing dominions. Later on, increase the number to around 55 Godes in total for instantaneous effect of Call God. Do not keep these Godes stored in a castle doing nothing and instead use them to transport troops to your frontlines. Another very important use for them is... just standing in your provinces. That is because your Order 3 scale will oftentimes give you a bad event which says: " | 7) Initially, try to get at least 20 Godes. This will help you in case your Pretender dies, and also will make you more or less immune to early attacks from undead nations, as well as safeguard you from strong population-killing dominions. Later on, increase the number to around 55 Godes in total for instantaneous effect of Call God. Do not keep these Godes stored in a castle doing nothing and instead use them to transport troops to your frontlines. Another very important use for them is... just standing in your provinces. That is because your Order 3 scale will oftentimes give you a bad event which says: " | ||
| - | 8) As you mass-produce your Vanarusian Sages, look for the ones with a random path in Blood. Separate them from the rest and make them into your blood hunters. With a Blood Thorn and a Sanguine Dowsing Rod equipped, they can be quite effective. In order to start producing Blood Thorns, you will either need to get lucky with a rare Blood3 Vanabog or Empower one (preferably you should Empower one with a Fire path or at least a Blood2 one). Try to get 10 blood hunters or more, depending on your needs and the size of the game. Order 3 and Growth 3 scales allow fairly intense hunting. However, if you see a sage with an Earth+Blood crosspath, keep him safe in your fort. You may need him for Earth forging. After Empowering in Earth and Blood, this rare sage will be able forge Earth Boots to forge a Blood Stone, and then put both on to forge Iron Face for your titan and Vanabogs.\\ | + | 8) As you mass-produce your Vanarusian Sages, look for the ones with a random path in Blood. Separate them from the rest and make them into your blood hunters. With a Blood Thorn and a Sanguine Dowsing Rod equipped, they can be quite effective. In order to start producing Blood Thorns, you will either need to get lucky with a rare Blood3 Vanabog or Empower one (preferably you should Empower one with a Fire path or at least a Blood2 one). Try to get 10 blood hunters or more, depending on your needs and the size of the game. Order 3 and Growth 3 scales allow fairly intense hunting. However, if you see a sage with an Earth+Blood crosspath, keep him safe in your fort. You may need him for Earth forging. After Empowering in Earth and Blood, this rare sage will be able to forge Earth Boots in order to then forge a Blood Stone, and then put both on to forge Iron Face for your titan and Vanabogs.\\ |
| 9) Start remote site-searching as soon as you can. Be on the lookout for independent Astral mages such as lizard Shamans. They can be used to find Astral Pearl sites by manually site searching. Also use a priest to manually site search for Ancient Temple.\\ | 9) Start remote site-searching as soon as you can. Be on the lookout for independent Astral mages such as lizard Shamans. They can be used to find Astral Pearl sites by manually site searching. Also use a priest to manually site search for Ancient Temple.\\ | ||
| 10) If you can choose a target for your wars, try to pick someone who doesn' | 10) If you can choose a target for your wars, try to pick someone who doesn' | ||