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| Vanarusian Jarl - average quality commanders, useful for setting up formations and generally for strategies which don't involve sacreds and blessing. Jarls themselves are sacred, but there is no reason to use them as combatants when you have Vanabogs. Even if you want to have sacred werewolves via Lychantropos' | Vanarusian Jarl - average quality commanders, useful for setting up formations and generally for strategies which don't involve sacreds and blessing. Jarls themselves are sacred, but there is no reason to use them as combatants when you have Vanabogs. Even if you want to have sacred werewolves via Lychantropos' | ||
| - | __Vanarusian Gode__ - very cheap and spammable | + | __Vanarusian Gode__ - relatively |
| Chud Jarl - a better version of human Jarls with the added ability to bless themselves. There is little reason to ever use them. They do have significantly higher morale and magic resistance than their human counterparts, | Chud Jarl - a better version of human Jarls with the added ability to bless themselves. There is little reason to ever use them. They do have significantly higher morale and magic resistance than their human counterparts, | ||
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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' | ||
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| Contact Vila (Cloud and Mountain) - more versatile versions of the generic Fairy Queens. Available at Conjuration 7 instead of 8 for Faerie Court. They also require a lower level mage to cast and come in two variants to diversify your gem usage. They are better healers (Healer instead of Disease Healer), capable of forming communions and are mediocre seducers (but great assassins). With the exception of not having Spirit Sight or normal leadership value, they can fill the same roles as the Fairy Queen, but better. However, a lot of their possible roles can be done better by cheaper alternatives. Even their relatively unique ability for Vanarus, which is their Nature communions, still could probably be done easier with Vyedmas equipped with Crystal Matrixes. Can only be cast in mountains or highlands.\\ | Contact Vila (Cloud and Mountain) - more versatile versions of the generic Fairy Queens. Available at Conjuration 7 instead of 8 for Faerie Court. They also require a lower level mage to cast and come in two variants to diversify your gem usage. They are better healers (Healer instead of Disease Healer), capable of forming communions and are mediocre seducers (but great assassins). With the exception of not having Spirit Sight or normal leadership value, they can fill the same roles as the Fairy Queen, but better. However, a lot of their possible roles can be done better by cheaper alternatives. Even their relatively unique ability for Vanarus, which is their Nature communions, still could probably be done easier with Vyedmas equipped with Crystal Matrixes. Can only be cast in mountains or highlands.\\ | ||
| - | __Contact Leshiy__ - extremely powerful stealthy warrior-mages to fight for forest provinces in large games. They aren't unique, unlike elemental royalty, which makes this spell even stronger. Can only be cast in forests.\\ | + | __Contact Leshiy__ - extremely powerful stealthy warrior-mages to fight for forest provinces in large games. They aren't unique, unlike elemental royalty, which makes this spell even stronger. Can only be cast in forests. Compared to Rus, the Nature6 requirement is pretty steep for Vanarus, so, if you are planning on using Leshiys, you will either need a Pretender with high Nature magic or Luck scales for Old Bear Thunder, who can forge boosters for himself to be able to cast this spell without Empowering.\\ |
| ==== National Events ==== | ==== National Events ==== | ||
| - | //" | + | //" |
| //"A group of Oath-Bound have returned from distant lands. They bring treasures and tales of adventure."// | //"A group of Oath-Bound have returned from distant lands. They bring treasures and tales of adventure."// | ||
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| **Items**\\ | **Items**\\ | ||
| - | Construction 6 is the most important research priority for Vanarus | + | Construction 6 is the most important research priority for Vanarus |
| As for items for combat, the possibilities are almost limitless. From __Vine Shield and Frost Brand__ for combatants, to __Flying Carpet__ and __Ring of Returning__ for Vanabog Wind of Death casters, to __Soul Contracts__ and Lifelong Protections for summoning infernal forces, to Skull Talisman/ | As for items for combat, the possibilities are almost limitless. From __Vine Shield and Frost Brand__ for combatants, to __Flying Carpet__ and __Ring of Returning__ for Vanabog Wind of Death casters, to __Soul Contracts__ and Lifelong Protections for summoning infernal forces, to Skull Talisman/ | ||
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| **Debuffs**\\ | **Debuffs**\\ | ||
| - | Maws of the Earth for dealing with high defense enemies such as Vans. Prison of Sedna and Prison of Fire to deal with elites (the latter is available sooner in most cases, but the former can be greatly enhanced with __Blood Rain__, __Wailing Winds__ and __Dark Skies__). Both __Mist__ and __Storm__ are available and will put you on equal footing with other nations, since you basically don't have archers, so neither should they, but more importantly, | + | Maws of the Earth for dealing with high defense enemies such as Vans. Prison of Sedna and Prison of Fire to deal with elites (the latter is available sooner in most cases, but the former can be greatly enhanced with __Blood Rain__, __Wailing Winds__ and __Dark Skies__). Both __Mist__ and __Storm__ are available and will put you on equal footing with other nations, since you basically don't have archers, so neither should they, but more importantly, |
| **Battle magic**\\ | **Battle magic**\\ | ||
| - | Your workhorse evocation spells are the combination of Storm and __Wrathful Skies__, as well as __Lightning Bolt__ and __Thunder Strike__. But most evocations are available to Vanarus, except for some high end ones and most of Earth. Pick and choose whichever counter your current opposition best. Cloud spells might not be the best for you generally speaking, but increase in value during fort defense. For example, Falling Frost, Poison Cloud and Foul Vapors combine well with skeleton | + | Your workhorse evocation spells are the combination of Storm and __Wrathful Skies__, as well as __Lightning Bolt__ and __Thunder Strike__. But most evocations are available to Vanarus, except for some high end ones and most of Earth. Pick and choose whichever counter your current opposition best. Cloud spells might not be the best for you generally speaking, but increase in value during fort defense. For example, Falling Frost, Poison Cloud and Foul Vapors combine well with skeleton |
| There are also numerous options for dealing with undead and demons. Cheap Godes can repel early undead invasions with support from province defense, while every Vanabog can cast Smite Demon. Vanabogs also can join Blood communions to cast very powerful Banishment against undead. Later, all Vyedmas can overcast Cleansing Water and some can overcast Demon Cleansing or Ravenous Swarm. Vanabogs also later gain the ability to cast __Dust to Dust__ to deal with elite undead, or __Wither Bones__ to destroy groups of strong undead. Alkonosts can cast Holy3 Banishment, but a better and much more expensive option which arrives later is a communion of Gamayuns for Banishment, Solar Rays, Solar Brilliance and Divine Channeling (the latter also can be cast by a Blood communion of Vanabogs and will turn your numerous Godes into Smite Demon casters and better Banishers).\\ | There are also numerous options for dealing with undead and demons. Cheap Godes can repel early undead invasions with support from province defense, while every Vanabog can cast Smite Demon. Vanabogs also can join Blood communions to cast very powerful Banishment against undead. Later, all Vyedmas can overcast Cleansing Water and some can overcast Demon Cleansing or Ravenous Swarm. Vanabogs also later gain the ability to cast __Dust to Dust__ to deal with elite undead, or __Wither Bones__ to destroy groups of strong undead. Alkonosts can cast Holy3 Banishment, but a better and much more expensive option which arrives later is a communion of Gamayuns for Banishment, Solar Rays, Solar Brilliance and Divine Channeling (the latter also can be cast by a Blood communion of Vanabogs and will turn your numerous Godes into Smite Demon casters and better Banishers).\\ | ||
| - | All four types of elemental summoning spells are available, with Living Fire and Living Earth arriving later than the rest. __Air Elementals__ can be mass-cast by Vanabogs to kill enemy commanders soon after battle starts and are especially useful for their ability to fly during Storm. Other elementals can be used to diversify your gem usage, and Water ones in particular can help Rusalkas during assassinations or raids, especially underwater. __Howl__ also becomes available at the same time as size 6 elementals and is especially useful during sieges. Coincidentally, | + | All four types of elemental summoning spells are available, with Living Fire and Living Earth arriving later than the rest. __Air Elementals__ can be mass-cast by Vanabogs to kill enemy commanders soon after battle starts and are especially useful for their ability to fly during Storm. Other elementals can be used to diversify your gem usage, and Water ones in particular can help Rusalkas during assassinations or raids, especially underwater. __Howl__ also becomes available at the same time as size 6 elementals and is especially useful during sieges. Coincidentally, |
| **Remote attacks**\\ | **Remote attacks**\\ | ||
| - | For killing units, Seeking Arrow is accessible early and can be spammed | + | For killing units, Seeking Arrow is accessible early and can be mass-cast |
| For destroying provinces, either Wolven Winter or Breath of the Desert + Hurricane are the soonest available, and all three can be cast at the same time if the intent is to harm the province. But this is just the beginning. Vanarus has the potential to completely devastate provinces, driving them to nearly zero population and creating unmanageable amounts of unrest within one turn. This is especially useful against nations which rely on capital-only units or a massive army of recruitable troops. For example, __Wrath of Pazuzu__ can be mass-cast by every Air3 Vanabog at the same province for great effect. To diversify your gem usage, other spells can also be mass-cast and stacked, such as Raging Hearts and Locust Swarms (although the latter only raises unrest and does not kill population). A Vanarusian Sage with Earth+Death random paths can put on Earth Boots to cast Blight. In long games, you can research Thaumaturgy 8 and Evocation 9 to have Baba Yaga cast Black Death on top of all of the aforementioned spells, while forest mages or summons cast Volcanic Eruption and Tidal Wave. Just these three late game spells are usually enough to reduce any province to almost nothing, and whoever is left alive might be killed by their own nation' | For destroying provinces, either Wolven Winter or Breath of the Desert + Hurricane are the soonest available, and all three can be cast at the same time if the intent is to harm the province. But this is just the beginning. Vanarus has the potential to completely devastate provinces, driving them to nearly zero population and creating unmanageable amounts of unrest within one turn. This is especially useful against nations which rely on capital-only units or a massive army of recruitable troops. For example, __Wrath of Pazuzu__ can be mass-cast by every Air3 Vanabog at the same province for great effect. To diversify your gem usage, other spells can also be mass-cast and stacked, such as Raging Hearts and Locust Swarms (although the latter only raises unrest and does not kill population). A Vanarusian Sage with Earth+Death random paths can put on Earth Boots to cast Blight. In long games, you can research Thaumaturgy 8 and Evocation 9 to have Baba Yaga cast Black Death on top of all of the aforementioned spells, while forest mages or summons cast Volcanic Eruption and Tidal Wave. Just these three late game spells are usually enough to reduce any province to almost nothing, and whoever is left alive might be killed by their own nation' | ||
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| **Province enchantments**\\ | **Province enchantments**\\ | ||
| - | Trade Wind can be cast by Old Bear Thunder to improve income in coastal provinces, which you might have several if you are playing with Luck 3 scales (due to the possibility of getting an Alchemist or an Adept of the Golden Order). All dome spells except for Dome of Corruption are within reach and can be stacked to protect provinces with Alkonosts, or even if you just want to keep your researchers safe.\\ | + | Trade Wind can be cast by Old Bear Thunder to improve income in coastal provinces, which you might have several |
| **Mobility spells**\\ | **Mobility spells**\\ | ||
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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.\\ | ||
| - | * Productivity scales have little effect on national unit generation for Vanarus due to their lack of heavy cavalry or heavily armored troops. The difference between Sloth 3 and Productivity 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// Productivity 3 due to recruitment points. This gives you an opportunity to gain design points by lowering Productivity 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.\\ | + | * Productivity scales have little effect on national unit generation for Vanarus due to their lack of heavy cavalry or heavily armored troops. The difference between Sloth 3 and Productivity 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// Productivity 3 because you will run out of recruitment points. This gives you an opportunity to gain design points by lowering Productivity 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.\\ |
| + | * If you have Turmoil+Luck3 scales, then the more coastal provinces you have, the more chance there is of getting an Adept of the Golden Order in an event. These guys can cast Summon Firebird, Contact Alkonost, Arcane Probing and later can cast The Wrath of God, if Old Bear Thunder dies from a disease soon after arriving, which can happen more often than you would like. You also can cast same rituals if you find High Temple of the Magii or an Alchemists Guild. An Alchemist is also another possible variant for a shipwreck event. If everything else fails, recruit a lizardman priest to at least cast Arcane Probing and some other spells.\\ | ||
| * 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.\\ | ||
| * If a Skinshifter becomes crippled, leave him in a province garrison for a few turns to recuperate, then bring him back into the army.\\ | * If a Skinshifter becomes crippled, leave him in a province garrison for a few turns to recuperate, then bring him back into the army.\\ | ||
| - | * If you have Turmoil+Luck3 scales, then the more coastal provinces you have, the more chance there is of getting an Adept of the Golden Order in an event. These guys can cast Summon Firebird, Contact Alkonost, Arcane Probing and later can cast The Wrath of God, if Old Bear Thunder dies from a disease soon after arriving, which can happen more often than you would like. You also can cast same rituals if you find High Temple of the Magii or an Alchemists Guild. An Alchemist is also another possible variant for a shipwreck event. If everything else fails, recruit a lizardman priest to at least cast Arcane Probing and some other spells.\\ | ||
| * 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' | ||
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| // | // | ||
| - | Rapid expansion, throne rush, defensive playstyle, heavy use of items and warrior-mages, | + | Rapid expansion, throne rush, heavy use of fortifications, heavy use of items and warrior-mages, |
| // | // | ||
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| 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, 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, | ||
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| 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.\\ | 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.\\ | 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 | + | 13) Once you have access to Awaken Sleeper, you may start using your magic being armies offensively. |
| 14) Mass produce Alkonosts to blood sacrifice in every province and cast Vengeful Water to eliminate all opposition.\\ | 14) Mass produce Alkonosts to blood sacrifice in every province and cast Vengeful Water to eliminate all opposition.\\ | ||
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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 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.\\ | 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.\\ | ||