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| 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, such as when playing 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, such as when playing 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, | ||
| - | __Chud Hirdmen__ - strong troops with two attacks which require more resources than other normal units. 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. | + | __Chud Hirdmen__ - strong troops with two attacks which require more resources than other normal units. 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. |
| - | __Chud Skinshifters__ - strong and gold-expensive troops which require a lot of recruitment points, but almost no resources. Minimal resource cost means that you can use them to set up aggressive borders instead of clearing provinces around your capital during first turns of the game. Chud Skinshifters are your elite shock troops, best suited for running into enemy' | + | __Chud Skinshifters__ - strong and gold-expensive troops which require a lot of recruitment points, but almost no resources. Minimal resource cost means that you can use them to set up aggressive borders instead of clearing provinces around your capital during first turns of the game. Chud Skinshifters are your elite shock troops, best suited for running into enemy' |
| **National heroes**\\ | **National heroes**\\ | ||
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| //" | //" | ||
| - | //" | + | //" |
| - | //" | + | //" |
| - | //" | + | //" |
| - | //" | + | //" |
| - | //"A monster has emerged from its pit to wreak havoc!"// | + | //"A monster has emerged from its pit to wreak havoc!"// |
| //"One of your commanders has been lured to the river by a woman of the water" | //"One of your commanders has been lured to the river by a woman of the water" | ||
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| **Summons**\\ | **Summons**\\ | ||
| - | __Black Servants__ are available early and can be equipped with blacksteel and repel items to attack and raid provinces, including underwater ones. Call of the Winds can be easily cast by any Vanabog for instant siege strength/ | + | __Black Servants__ are available early and can be equipped with blacksteel and repel items to attack and raid provinces, including underwater ones. Call of the Winds can be easily cast by any Vanabog for instant siege strength/ |
| **Province enchantments**\\ | **Province enchantments**\\ | ||
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| **Mobility spells**\\ | **Mobility spells**\\ | ||
| - | __Cloud Trapeze__ can be used by any Vanabog to attack enemies during magic phase of the turn. This is extremely useful for raiding unprotected provinces, wiping out small armies, storming forts with normal-moving Great Eagles or any kind of siege chaff like Corpse Constructs, and for wiping out large armies with Wind of Death spell + Ring of Returning item. Baba Yaga with one booster or a rare Death3 Vanabog with two can use Stygian Paths to transport entire armies, preferably stealthy ones. Old Bear Thunder with one booster or a Nature2 forest mage with two can cast Faery Trod to transport armies between forests. Gateway is also within reach, but requires some Empowering or luck with getting the Crystal Coin booster. | + | __Cloud Trapeze__ can be used by any Vanabog to attack enemies during |
| **Example Strategies**\\ | **Example Strategies**\\ | ||
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| * 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 | + | * Productivity |
| * Due to having a very wide magic access, Vanarus can find most sites early in the game, which boosts their gem income compared to most other nations and makes Empowerment a more viable option. The ability to search for most sites with a Vanabog, a Vyedma and a Vyedun also means that a " | * Due to having a very wide magic access, Vanarus can find most sites early in the game, which boosts their gem income compared to most other nations and makes Empowerment a more viable option. The ability to search for most sites with a Vanabog, a Vyedma and a Vyedun also means that a " | ||
| * Minimal resource cost of Chud Skinshifters means that you can use them to set up aggressive borders instead of clearing provinces around your capital during first turns of the game.\\ | * Minimal resource cost of Chud Skinshifters means that you can use them to set up aggressive borders instead of clearing provinces around your capital during first turns of the game.\\ | ||
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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 + Blood Sacrificing Alkonosts 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 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, or Fiends of Darkness, or Gelatinous Cubes for mages), a Spirit Helmet (for precise ranged attacks against ethereal) and a Sceptre of Authority (for keeping Mound Kings in place instead of rushing forward, as well as for damage that cannot be reflected with Float Cats' Damage Reversal), also Mirror Armor and a Lead Shield to resist magical attacks and Damage Reversal.\\ |
| * 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.\\ | ||
| * Blood slaves won't drown in underwater provinces with Pills of Water Breathing equipped on your Alkonosts.\\ | * Blood slaves won't drown in underwater provinces with Pills of Water Breathing equipped on your Alkonosts.\\ | ||
| - | * If you are using Soul Contracts, keep in mind that new Devils won't appear if the commander with the contract is using Stealth. | + | * If you are using Soul Contracts, keep in mind that new Devils won't appear if the commander with the contract is using Stealth.\\ |
| + | * If you find a Knightly Order site, you may try to start producing Knight Commanders and giving them inexpensive items like the Barkskin Amulet to attack enemy provinces. It's a cheap way to hit your opponent' | ||
| ==== Awake Dragon (WIP) ==== | ==== Awake Dragon (WIP) ==== | ||
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| // | // | ||
| - | The Dragon can fly across many provinces on the map, is immune to lance charges and Earthquakes, | + | The Dragon can fly across many provinces on the map, is immune to lance charges and Earthquakes, |
| // | // | ||
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| 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.\\ | ||
| - | 15) If you get Astral-Fire mages, cast Summon Firebird in capital forever, at a rate of 5 casts per turn or more depending on your Fire income. This will eventually give you virtually infinite gold and gem income which is not reflected on scoregraphs, and may even drastically improve resources and supplies in your capital.\\ | + | 15) If you get Astral-Fire mages, cast Summon Firebird in capital forever, at a rate of 5 casts per turn or more depending on your Fire income. This will eventually give you virtually infinite gold and gem income which is not reflected on score graphs, and may even drastically improve resources and supplies in your capital.\\ |
| 16) Cast Globals like Vengeful Water and The Wrath of God. Vengeful Water can be cast by your Pretender with path-boosting items, but if you expect the Dragon to fight and die, this global requires some Empowerment and can be cast by a Vodyanoy, if you are able to bring him to land, or by a Naiad if you are not. The Wrath of God can be cast by Old Bear Thunder with some gear and very cheap Empowering, or by an Adept of the Golden/ | 16) Cast Globals like Vengeful Water and The Wrath of God. Vengeful Water can be cast by your Pretender with path-boosting items, but if you expect the Dragon to fight and die, this global requires some Empowerment and can be cast by a Vodyanoy, if you are able to bring him to land, or by a Naiad if you are not. The Wrath of God can be cast by Old Bear Thunder with some gear and very cheap Empowering, or by an Adept of the Golden/ | ||
| 17) Conquer enough provinces to have dominion strength 10 or higher from temples and use Alkonosts with globals to eliminate opponents. If you have enough Firebirds, you should be able to re-cast and maintain your global enchantments against your opponents' | 17) Conquer enough provinces to have dominion strength 10 or higher from temples and use Alkonosts with globals to eliminate opponents. If you have enough Firebirds, you should be able to re-cast and maintain your global enchantments against your opponents' | ||
| //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, |
| // | // | ||
| - | * You might consider hiring around 10 Scouts or Chud Jarls and equipping them with Winged Boots, Gate Cleavers, Wall Shakers and filling the rest of their slots with morale-boosting items. This stealthy and mobile fort-busting force can help the Dragon and Vanabog magic knights to bring down forts when other armies are not available. Set them to retreat in combat, so they will avoid confrontation with armies trying to attack the Dragon. High morale and flight should ensure that they do not get lost when retreating, even in hostile dominion. This is a more expensive, yet more reliable version of the Draconian Chief + Great Eagles sieging force and is easier to recover if your siege assistants happen to get scattered or killed by an enemy army.\\ | + | * You might consider hiring around 10 Scouts or Chud Jarls and equipping them with Winged Boots, Gate Cleavers, Wall Shakers and filling the rest of their slots with morale-boosting items. This stealthy and mobile fort-busting force can help the Dragon and Vanabog magic knights to bring down forts when other armies are not available. Set them to retreat in combat, so they will avoid confrontation with armies trying to attack the Dragon. High morale and flight should ensure that they do not get lost when retreating, even in hostile dominion. This is a more expensive, yet more reliable version of the flying commander |
| * Depending on your opposing nations, you might need to protect your Pretender from Vengeance of the Dead as their kill count rises. Drain 3 of your dominion and magic resistance gear should provide sufficient protection. This will also help against Soul Slay and will often help when someone tries to Mind Hunt your mages and priests, which otherwise is hard to deal with as a nation with almost no Astral magic.\\ | * Depending on your opposing nations, you might need to protect your Pretender from Vengeance of the Dead as their kill count rises. Drain 3 of your dominion and magic resistance gear should provide sufficient protection. This will also help against Soul Slay and will often help when someone tries to Mind Hunt your mages and priests, which otherwise is hard to deal with as a nation with almost no Astral magic.\\ | ||
| * There is an uncommon bad event which has your Dragon eat several blood slaves in a labbed province. This is yet another reason to avoid Misfortune scales or stacking Likhos in your lands as Vanarus. But on the other hand, there is an uncommon good event which has your Dragon' | * There is an uncommon bad event which has your Dragon eat several blood slaves in a labbed province. This is yet another reason to avoid Misfortune scales or stacking Likhos in your lands as Vanarus. But on the other hand, there is an uncommon good event which has your Dragon' | ||
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| ==== Awake Deives of the Sun (WIP) ==== | ==== Awake Deives of the Sun (WIP) ==== | ||
| - | **Deives of the Sun F4N1B3 Dom10Ord3Slo3Hea1Gro1Luc3Dra3 Awake** | ||
| - | Bless: Superior Morale, Major Fire Resistance | + | **Deives of the Sun**\\ |
| + | Magic: Fire 4, Nature 1, Blood 3\\ | ||
| + | Scales: Dominion 10, Order 3, Sloth 3, Heat 1, Growth 1, Luck 3, Drain 3\\ | ||
| + | Awake\\ | ||
| - | (Domkill | + | //Bless//\\ |
| + | Superior Morale, Major Fire Resistance\\ | ||
| + | |||
| + | // | ||
| + | Chud Skinshifter start, followed by Chud Hirdmen, early blood hunting and domkill rush, Soul Contracts.\\ | ||
| + | |||
| + | //Pros//\\ | ||
| + | The Pretender' | ||
| + | //Cons//\\ | ||
| + | Pretender is weak in combat until powerful items and Phoenix Pyre become available. At that point, she is very vulnerable to Curse, Stolen Strength, Mind Burn, Soul Slay, mind blasts. First turns of expansion are difficult unless you research rush for early Fire Evocation spells, which would be hard to do with Drain 3. High Order scales reduce the chance of getting much needed national heroes and frequently cause your provinces to rebel.\\ | ||
| + | |||
| + | // | ||
| + | Deives of the Sun is smaller and weaker than combatant pretenders such as Father of Winters, and does not have any weapons, armor or combat-oriented abilities. What she does have is two passive abilities which improve your economy, by giving you two Fire gems per turn and by reducing unrest in her current province by 10 per turn at no population cost, which in turn translates into extra Blood Slave income. So, she gives you more Fire gems and Blood slaves, and saves a bit of gold. With Blood 3, she can blood hunt effectively even without items. With her Fire income and Fire4 path, she can cast Distill Gold to offset economic effects of having Heat 1 and Sloth 3 scales. With her Fire and Blood crosspath, she can easily forge Soul Contracts. The main feature of this build is not the bless but the synergy between the scales, the pretender and the nation. The bless on this build is just there to spend remaining design points on something, and Fire4 is not intended to do anything other than allowing you to cast more powerful Distill Gold with Fire4 early in the game. You still can lead your Pretender and Vanabogs into battle if you need, since you will be capable of healing injuries with Blood Feast, so the lack of Recuperation in the bless is not a deal-breaker. Dominion 10 coupled with an awake blood-hunter Pretender and national blood sacrifice ability allows for domkill rush strategies, especially on small maps. Order 3 coupled with Dominion 10 greatly reduces unrest from blood hunting, at no population cost. Sloth 3 gives a lot of design points at little cost for Vanarus, because they don't have resource-hungry units and Chud Skinshifters can be recruited at almost no resource cost. Heat 1 is not economically beneficial either, but gives a lot of design points and may keep rivers around your lands unfrozen, stalling or outright preventing enemy invasions, which is good because your military strength won't be great until you start mass-producing Devils with Soul Contracts. Growth 1 is all you can afford, which is why this scale is not higher, but the Pretender' | ||
| + | |||
| + | // | ||
| + | Expand with Chud Skinshifters at first and take provinces around the capital, gradually add Chud Hirdmen as your capital gets more resources. Prioritize research and site searching | ||
| + | |||
| + | //Build order//\\ | ||
| + | 1) On the first turn, make your Scout into a Prophet. This will add some ranged damage to your expansion party at no price, making the first few turns a little less difficult, while also making any potential Throne claims quicker. The first commanders you hire should be a Vanarusian Gode and a Scout if you can afford one. Recruit as many Chud Skinshifters as you are able, even if this means not recruiting a Scout. The Pretender should blood hunt.\\ | ||
| + | 2) On the second turn, you may use the Pretender to assist in the first battle if you feel the need for her Fire Flies castings and a morale boost for troops under her command. Careful consideration is required to determine whether or not her assistance will actually change the outcome of the battle. Sometimes you just need to wait for one more turn to build up your Chud Skinshifters. Since you don't have a powerful monster or a titan as a Pretender, and your weak economic scales do not allow you to quickly rebuild an army, it is always better to err on the side of caution instead of risking losing your troops, which are your only source of military strength at this point. Set your Skinshifters to flank enemies, hold and attack rear. Your starting troops need to be sufficiently forward positioned to distract enemy troops, allowing Chud Skinshifters to run to the back unimpeded. The prophet should be set to Cast Spells at a distance that's close enough to hit enemy melee fighters, but not close enough to be hit by enemy arrows (one step closer to the enemy from the middle of the field is enough). If Deives of the Sun is on the battlefield, | ||
| + | 3) On the next few turns, secure a full circle of provinces around your capital (unless there is a strong defense somewhere), followed by a forest province, if it is not too far away. As your capital gains resources, you should start prioritizing Chud Hirdman recruitment. Eventually, you will be able to recruit 4-5 Chud Hirdmen and 4-5 Chud Skinshifters every turn. This is because your scales give you a lot of recruitment points, but not as many resources, so you should try to expend both your recruitment points and your resources by balancing between Hirdmen and Skinshifters. For example, you can recruit Hirdmen until you have around 20 resources left, and then recruit 4 Skinshifters with the remaining resources and recruitment points. By doing so, you will be able to recruit 8-10 elite fighters instead of just 5 Chud Hirdmen every turn. A party of around 35 Chuds can take most neutral provinces even with strength of independents set to 9. Just keep in mind that Chud Skinshifters are fairly expensive in upkeep and just because you can recruit so many, does not mean you should. Recruit commanders: four Godes, multiple Vanarusian Sages, a Vanabog. Scouts are not particularly necessary, since your strong dominion will provide information about nearby provinces and enemy players. Enemy army composition can still be checked with a retreating Gode. After a few battles, you should bring your prophet scout back to capital to preach and then to do blood sacrifice. Use Godes for bringing reinforcements and building structures. The Vanabog will become a site searcher.\\ | ||
| + | 4) Identify neighboring nations. Even though Chud Hirdmen and Chud Skinshifters are strong, you won't have many of them with the scales you are using. Use rivers, summoned Longdead, Crocodiles, Horned Serpents and even Fiery Imps if you are desperate to secure borders. An undead nation such as MA Ermor would require producing many more Godes than you would usually make at the start, and little to no Chud Skinshifters, | ||
| + | 5) With your first Vanabog, build a lab in a forest province, preferably not next to your capital. Recruit a Vyedma in the lab. Vyedmas have a chance to get a Fire path, which means that you won't need to buy and maintain a Vyedun if you get lucky. If the Vanabog has a Fire path, then that's just as well. While the Vyedma and the Vyedun are being recruited for 2-4 turns, the first Vanabog can site search and then blood hunt in the same province. The two (three) of them can do light site-searching in all paths except Astral.\\ | ||
| + | 6) Once you eventually have gold to spare thanks to random events and Distill Gold, use one of your Godes to build a fortress in the labbed forest. Start hiring sages there. Try to get at least 30 researching sages in total throughout the whole game, but watch your gold balance. Once Owl Quills become available, use all your sages to forge a quill for each in one turn, then dedicate one Vyedun or sage to forging 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 multiple blood hunters in one province, so you can have a Vyedun or Yngvar summon around 15 of them initially. Although this build has Order 3 + Dominion 10 and can afford to spread its blood hunting.\\ | ||
| + | 7) Do not attack anyone if you can before you have hordes of Devils from Soul Contracts, or at least large summoned armies. Do not look for fights, and avoid pitched battles with a possibility for big losses. Your path to victory lies in the late game, so you are already winning as long as you continue to develop undisturbed. This doesn' | ||
| + | 8) Do not recruit a lot of Godes unless you need to defeat undead armies. However, you still should gradually increase the amount of Godes you have for several reasons, the earliest being as a form of defense against strong population-killing dominions. Later on, if you decide to use the Pretender as a combatant, increase the number of Godes to around 55 in total for instantaneous effect of Call God. Do not keep your 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: " | ||
| + | 9) 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. Your Pretender can make Blood Thorns without items, and she can give a Blood Thorn to a Blood2 Vanabog to do the same. Try to get 20 blood hunters or more, depending on your needs and the size of the game. Dominion 10 and Order 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.\\ | ||
| + | 10) 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, a common Holy site with Astral income.\\ | ||
| + | 11) Use your blood income and Alkonosts to start eliminating enemy dominion from the map. But at first, a higher priority is probably demon production to ensure survival. You may choose what to do: forge Soul Contracts to auto-summon fiery Devils, cast Bind Storm Demon repeatedly or cast Bind Fiend repeatedly. Bind Storm Demon can be cast by some Vanabogs naturally, but a better idea is to find Vanarusian Sages with Air2+Blood1 crosspath and give them a Blood Thorn. Same thing with Fiends of Darkness. While Fiends can do well in caves, underwater or in darkness together with undead, and also make good bodyguards, and Storm Demons can stand under Wrathful Skies without any problem, and can be a backup plan in case someone casts Perpetual Storm, rendering your Devils much weaker, Devils are the most attractive because of your Drain3+Luck3 scales. Just the auto-summoning element of Soul Contracts is enough to consider them. 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). Do not start mass-producing Alkonosts for blood sacrificing until you have a comfortable amount of Soul Contract holders for your map size. Devils under Fog Warriors will become your main force later on and eclipse the Chud Hirdmen. Use Banes to command Devils, later Bane Lords. You can equip them with Winged Shoes, Ring of Fire, Rod of the Leper King, Crown of Bones. A Fog Warriors caster should be an Air 3 or 4 Vanabog with Winged Helmet, Bag of Winds, Flying Carpet, Golden Hoplon. Afterwards, start applying intense dominion pressure through blood sacrifice with Alkonosts to domkill enemies and to enhance your casting of Vengeful Water.\\ | ||
| + | 12) If you have Astral-Fire mages, cast Summon Firebird in the capital forever, at a rate of 5 casts per turn or more, depending on your Fire income. This will eventually give you virtually infinite gold and gem income which is not reflected on score graphs. Even if you do not have such mages, you can make them by empowering an Astral mage in Fire or a Fire mage in Astral, depending on your situation and gem income. Given time, even one such mage will pay for itself many times over.\\ | ||
| + | 13) Once you have access to Awaken Sleeper, you may start using your magic being armies offensively. Terracotta Soldiers or Fire Snakes from Fire gems, Wyverns and Draconians from Air gems, stealthy Gelatinous Cubes or numerous Kydnids from Water gems, resistent Mechanical Men or tough Living Statues or mighty Trolls from Earth gems, stealthy Ghosts or powerful Wights or storm-flying Zizes from Death gems, regenerating Lamias or mighty Forest Trolls from Nature gems, Devils or Storm demons from blood slaves, as well as all of the Corpse Constructs, Claymen, Longdead, Horned Serpents, stealthy Fire Ants and stealthy Killer Mantises that you amassed up to this point can now pour onto enemy lands. With Faery Trod and Stygian Paths becoming available later, you will become able to transport your summoned hordes to the front line instantaneously. When choosing a target to attack early, try to pick a someone who doesn' | ||
| + | 14) Mass produce Alkonosts to blood sacrifice in every province and cast Vengeful Water to eliminate all opposition.\\ | ||
| + | |||
| + | //Research Order//\\ | ||
| + | |||
| + | Alteration 1 (Distill Gold) → Enchantment 1 (Reanimation) → Blood Magic 1 (Bind Fiery Imps) → Enchantment 2 (Revive King) → Conjuration 2 (Summon Crocodiles, Summon Horned Serpents, Summon Simargl, Summon Killer Mantis, Summon Fire Ants) → Construction 2 (Corpse Man Construction, | ||
| + | |||
| + | // | ||
| + | |||
| + | * On small maps, feel free to replace Growth 1 and Luck 3 with anything else, like a higher Fire path or a better Productivity scale, or a better Magic scale. Although Luck 3 still might be more useful for income depending on random events. A higher Fire path will give you more gold with Distill Gold and better combat magic on the Pretender.\\ | ||
| + | * On large maps, instead of Deives of the Sun, you may consider choosing an imprisoned Fountain of Blood pretender with the following settings: magic - Fire 4, Astral 3, Blood 5, scales - Dominion 10, Order 3, Productivity 3, Heat 1, Growth 3, Luck 3, Drain 3, bless - Superior Morale, Major Fire Resistance, Strong Vitae, Blood Surge. This will allow using the same strategy as described above, but will also give you enough recruitable troops to be reasonably dangerous from the start of the game, discouraging early aggression and allowing you to develop your Devil factory. However, Fountain of Blood is not as versatile in combat, and you will not be able to start blood hunting from the first turns of the game, and will have no choice but to use your capital to blood hunt with the Pretender until Teleport ritual is researched. Pretender' | ||
| ==== Awake Ghost King (WIP) ==== | ==== Awake Ghost King (WIP) ==== | ||
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| //Build order// | //Build order// | ||
| 1) On the first turn, make your Vanarusian Herse into a Prophet. This will add some ranged damage to your expansion party at no price, making the first few turns a little less difficult. The scout can go explore nearby valuable provinces such as farmlands and thrones. The first commanders you hire should be a Vanarusian Jarl and a scout. The troops are all Chud Skinshifters.\\ | 1) On the first turn, make your Vanarusian Herse into a Prophet. This will add some ranged damage to your expansion party at no price, making the first few turns a little less difficult. The scout can go explore nearby valuable provinces such as farmlands and thrones. The first commanders you hire should be a Vanarusian Jarl and a scout. The troops are all Chud Skinshifters.\\ | ||
| - | 2) On the next few turns, secure a full circle of provinces around your capital (unless there is a strong defense somewhere), followed by a forest province, if it is not too far away. Set your Skinshifters to flank enemies, hold and attack rear. Your starting troops need to be sufficiently forward positioned to distract enemy troops, allowing Chud Skinshifters to run to the back unimpeded. As your capital gains resources, you should start prioritizing Chud Hirdmen | + | 2) On the next few turns, secure a full circle of provinces around your capital (unless there is a strong defense somewhere), followed by a forest province, if it is not too far away. Set your Skinshifters to flank enemies, hold and attack rear. Your starting troops need to be sufficiently forward positioned to distract enemy troops, allowing Chud Skinshifters to run to the back unimpeded. As your capital gains resources, you should start prioritizing Chud Hirdman |
| 3) Identify neighboring nations. Even though Chud Hirdmen are strong enough to simply beat many enemies outright, you still have to worry about outliers. For example, an undead nation such as MA Ermor would require producing many more Godes than you would usually make at the start, and little to no Chud Skinshifters, | 3) Identify neighboring nations. Even though Chud Hirdmen are strong enough to simply beat many enemies outright, you still have to worry about outliers. For example, an undead nation such as MA Ermor would require producing many more Godes than you would usually make at the start, and little to no Chud Skinshifters, | ||
| 4) With your first Vanabog, build a lab in a forest province, preferably not next to your capital. Recruit a Vyedma in the lab. Vyedmas have a chance to get a Fire path, which means that you won't need to buy and maintain a Vyedun if you get lucky. If one of your two initial Vanabogs has a Fire path, then that's just as well. While the Vyedma and the Vyedun are being recruited for 2-4 turns, the first Vanabog can site search and then blood hunt in the same province. The two (three) of them can do light site-searching in all paths except Astral.\\ | 4) With your first Vanabog, build a lab in a forest province, preferably not next to your capital. Recruit a Vyedma in the lab. Vyedmas have a chance to get a Fire path, which means that you won't need to buy and maintain a Vyedun if you get lucky. If one of your two initial Vanabogs has a Fire path, then that's just as well. While the Vyedma and the Vyedun are being recruited for 2-4 turns, the first Vanabog can site search and then blood hunt in the same province. The two (three) of them can do light site-searching in all paths except Astral.\\ | ||
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| 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.\\ | 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, a common Holy site with Astral income.\\ | 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, a common Holy site with Astral income.\\ | ||
| - | 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' |
| 11) Use your blood income to push your dominion into enemy lands so that you can use your Pretender offensively. But a higher priority is probably demon production. You may choose what to do: forge Soul Contracts to auto-summon fiery Devils, cast Bind Storm Demon repeatedly or cast Bind Fiend repeatedly. Bind Storm Demon can be cast by some Vanabogs naturally, but a better idea is to find Vanarusian Sages with Air2+Blood1 crosspath and give them a Blood Thorn. Same thing with Fiends of Darkness. While Fiends can do well in caves, underwater or in darkness together with undead, and also make good bodyguards, and Storm Demons can support your blessed troops or stand under Wrathful Skies without any problem, Devils are the most attractive because of your Drain3+Luck2 scales. Even though their heat aura is negated by your Cold 3 scales, they still fight well in cold (it's not like they have Fire Power ability). The only downside is the fact that they will have +2 encumbrance due to severe cold, but they usually win battles before that can matter. Just the auto-summoning element of Soul Contracts is enough to consider them. 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 and eclipse the Chud Hirdmen. Use Banes to command Devils, later Bane Lords. You can equip them with Winged Shoes, Ring of Fire, Rod of the Leper King, Crown of Bones. A Fog Warriors caster should be an Air 3 or 4 Vanabog with Winged Helmet, Bag of Winds, Flying Carpet, Golden Hoplon. You may also try to use intense dominion pressure through blood sarcifice with Alkonosts to domkill enemies and to enhance your casting of Vengeful Water if you decide to use it.\\ | 11) Use your blood income to push your dominion into enemy lands so that you can use your Pretender offensively. But a higher priority is probably demon production. You may choose what to do: forge Soul Contracts to auto-summon fiery Devils, cast Bind Storm Demon repeatedly or cast Bind Fiend repeatedly. Bind Storm Demon can be cast by some Vanabogs naturally, but a better idea is to find Vanarusian Sages with Air2+Blood1 crosspath and give them a Blood Thorn. Same thing with Fiends of Darkness. While Fiends can do well in caves, underwater or in darkness together with undead, and also make good bodyguards, and Storm Demons can support your blessed troops or stand under Wrathful Skies without any problem, Devils are the most attractive because of your Drain3+Luck2 scales. Even though their heat aura is negated by your Cold 3 scales, they still fight well in cold (it's not like they have Fire Power ability). The only downside is the fact that they will have +2 encumbrance due to severe cold, but they usually win battles before that can matter. Just the auto-summoning element of Soul Contracts is enough to consider them. 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 and eclipse the Chud Hirdmen. Use Banes to command Devils, later Bane Lords. You can equip them with Winged Shoes, Ring of Fire, Rod of the Leper King, Crown of Bones. A Fog Warriors caster should be an Air 3 or 4 Vanabog with Winged Helmet, Bag of Winds, Flying Carpet, Golden Hoplon. You may also try to use intense dominion pressure through blood sarcifice with Alkonosts to domkill enemies and to enhance your casting of Vengeful Water if you decide to use it.\\ | ||
| - | 12) If you have Astral-Fire mages, cast Summon Firebird in the capital forever, at a rate of 5 casts per turn or more, depending on your Fire income. This will eventually give you virtually infinite gold and gem income which is not reflected on scoregraphs. Even if you do not have such mages, you can make them by empowering an Astral mage in Fire or a Fire mage in Astral, depending on your situation and gem income. Given time, even one such mage will pay for itself many times over.\\ | + | 12) If you have Astral-Fire mages, cast Summon Firebird in the capital forever, at a rate of 5 casts per turn or more, depending on your Fire income. This will eventually give you virtually infinite gold and gem income which is not reflected on score graphs. Even if you do not have such mages, you can make them by empowering an Astral mage in Fire or a Fire mage in Astral, depending on your situation and gem income. Given time, even one such mage will pay for itself many times over.\\ |
| 13) Your multi-buffed armies of Chud Hirdmen and Devils, as well as Soul Vortex+Mistform casting, heavily armed Vanabogs can be enough to put some enemies on the back foot, but if they are not, especially if your Pretender is somehow unable to turn the tide of a war with his battlefield enchantments (for example, he can be shrunk, completely strength drained, cursed and heavily injured or constantly Soul Slayed), then consider casting globals like Vengeful Water or Dark Skies. Vengeful Water will produce Ice Elementals in your Cold 3 scales and can be cast by your Pretender with path-boosting items and Empowering, or by a more expensively Empowered Water2 Vyedma or a Vodyanoy (if you can bring him to land) or a Naiad. Dark Skies is a powerful global debuff which greatly increases the chance to route enemy units and stacks with Wailing Winds and Blood Rain, it can be easily cast by Old Bear Thunder or your Pretender with one booster. Both of these Globals benefit greatly from intense blood sacrificing from your Holy3 Alkonost national summons. You also have the option of casting The Wrath of God, although this spell will be much weaker than it can be because of your Order 3 scales. It can be cast by Old Bear Thunder with some gear and very cheap Empowering. Mother Oak is another niche option that can be easily cast by Old Bear Thunder and is needed to offset possible Nature path losses from Pretender deaths, as well as to mass-cast Transformation later on. For Transformation, | 13) Your multi-buffed armies of Chud Hirdmen and Devils, as well as Soul Vortex+Mistform casting, heavily armed Vanabogs can be enough to put some enemies on the back foot, but if they are not, especially if your Pretender is somehow unable to turn the tide of a war with his battlefield enchantments (for example, he can be shrunk, completely strength drained, cursed and heavily injured or constantly Soul Slayed), then consider casting globals like Vengeful Water or Dark Skies. Vengeful Water will produce Ice Elementals in your Cold 3 scales and can be cast by your Pretender with path-boosting items and Empowering, or by a more expensively Empowered Water2 Vyedma or a Vodyanoy (if you can bring him to land) or a Naiad. Dark Skies is a powerful global debuff which greatly increases the chance to route enemy units and stacks with Wailing Winds and Blood Rain, it can be easily cast by Old Bear Thunder or your Pretender with one booster. Both of these Globals benefit greatly from intense blood sacrificing from your Holy3 Alkonost national summons. You also have the option of casting The Wrath of God, although this spell will be much weaker than it can be because of your Order 3 scales. It can be cast by Old Bear Thunder with some gear and very cheap Empowering. Mother Oak is another niche option that can be easily cast by Old Bear Thunder and is needed to offset possible Nature path losses from Pretender deaths, as well as to mass-cast Transformation later on. For Transformation, | ||
| 14) Use dominion pressure, globals, Cloud Trapezing warrior-mages, | 14) Use dominion pressure, globals, Cloud Trapezing warrior-mages, | ||
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| * As previously mentioned, this build only needs Earth2 in order to forge a Blacksteel Full Plate and to cast Earth buffs after the titan' | * As previously mentioned, this build only needs Earth2 in order to forge a Blacksteel Full Plate and to cast Earth buffs after the titan' | ||
| * Additionally, | * Additionally, | ||
| - | * If you find a Knightly Order site, you may try to start producing Knight Commanders and giving them inexpensive items like the Barkskin Amulet to attack enemy provinces. It's a cheap way to hit your opponent' | ||
| - | |||
| ==== Imprisoned Frost Father (WIP) ==== | ==== Imprisoned Frost Father (WIP) ==== | ||