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vanarus-guide [2026/08/01 04:42]
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vanarus-guide [2026/08/02 11:02] (current)
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 **Items**\\  **Items**\\ 
-Construction 6 is the most important research priority for Vanarus due to the necessity of forging magic boosters. Otherwise, most mages do not have deep enough magic paths to cast powerful spells and rituals. Fire1 Vanabogs can forge a Skull of Fire, which can be used on an Empowered Fire2 Vyedun to forge Flame Helmet (or he can summon a Flame Spirit for the job). Old Bear Thunder can forge a __Winged Helmet__ and put it on to forge a __Bag of Winds__. Vyedmas can forge Water Bracelets and Water2 ones can put them on to forge a Robe of the Sea. An Earth/Blood Vanarusian Sage can Empower in Earth (1->2) to forge Earth Boots, then equip a Blood Thorn, Empower in Blood and forge a Blood Stone, which in turn opens up the ability to forge an __Iron Face__ for your Vanabog warrior-mages. Old Bear Thunder can Empower in Astral to forge a Starshine Skullcap. Baba Yaga can forge a Skull Staff and equip it to forge a Skullface. Old Bear Thunder, Baba Yaga and uncommon forest mages can forge a Thistle Mace, while Old Bear Thunder in particular can also forge a Moonvine Bracelet and put both of these on to forge a Treelord's Staff. A rare Blood3 Vanabog or an Empowered Blood2 one can forge a __Blood Thorn__, and it should not be too expensive to Empower in Blood again to forge an Armor of Souls and a Brazen Vessel if you need.__ Sanguine Dowsing Rods__ should be forged by any Blood mage to improve your blood hunting. With a Sanguine Dowsing Rod and a Blood Thorn equipped, a Blood1 Vanarusian Sage can replace a Vanabog, so the elf can make himself useful elsewhere. __Owl Quills, Skull Mentors and Lightless Lanterns__ are all easily available and are key for securing a research lead.\\ +Construction 6 is the most important research priority for Vanarus due to the necessity of forging magic boosters. Otherwise, most mages do not have deep enough magic paths to cast powerful spells and rituals. Fire1 Vanabogs can forge a Skull of Fire, which can be used on an Empowered Fire2 Vyedun to forge Flame Helmet (or he can summon a Flame Spirit for the job). Old Bear Thunder can forge a __Winged Helmet__ and put it on to forge a __Bag of Winds__. Vyedmas can forge Water Bracelets and Water2 ones can put them on to forge a Robe of the Sea. An Earth/Blood Vanarusian Sage can Empower in Earth (12) to forge Earth Boots, then equip a Blood Thorn, Empower in Blood and forge a Blood Stone, which in turn opens up the ability to forge an __Iron Face__ for your Vanabog warrior-mages. Old Bear Thunder can Empower in Astral to forge a Starshine Skullcap. Baba Yaga can forge a Skull Staff and equip it to forge a Skullface. Old Bear Thunder, Baba Yaga and uncommon forest mages can forge a Thistle Mace, while Old Bear Thunder in particular can also forge a Moonvine Bracelet and put both of these on to forge a Treelord's Staff. A rare Blood3 Vanabog or an Empowered Blood2 one can forge a __Blood Thorn__, and it should not be too expensive to Empower in Blood again to forge an Armor of Souls and a Brazen Vessel if you need.__ Sanguine Dowsing Rods__ should be forged by any Blood mage to improve your blood hunting. With a Sanguine Dowsing Rod and a Blood Thorn equipped, a Blood1 Vanarusian Sage can replace a Vanabog, so the elf can make himself useful elsewhere. __Owl Quills, Skull Mentors and Lightless Lanterns__ are all easily available and are key for securing a research lead.\\ 
  
 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/Handful of Acorns/Water Bottle for guaranteed retinue in assasination battles, and so on.\\  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/Handful of Acorns/Water Bottle for guaranteed retinue in assasination battles, and so on.\\ 
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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, production of magic boosters and early arrival of national heroes in order to realise its magic potential. However, taking these scales almost completely removes their ability to field regular troops, making them rely on magic items and summons. A more balanced  approach would be Order 3 + Luck 3 + Magic 3.\\ +  * Vanarus could benefit greatly from Turmoil 3 + Luck 3 + Magic 3 scales due to requiring several 12 Empowerments, production of magic boosters and early arrival of national heroes in order to realise its magic potential. However, taking these scales would almost completely remove their ability to field regular troops, making them rely on a powerful pretendere, magic items and summons. A more balanced  approach would be Order 3 + Luck 3 + Magic 3.\\ 
   * 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 because usually you will run out of recruitment points sooner than you will run out of resources. 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 resource/recruitment 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 usually you will run out of recruitment points sooner than you will run out of resources. 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 resource/recruitment cost.\\ 
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   * 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.\\ 
 +  *  Your three types of stealthy mages can make taking your forts extremely difficult by summoning creatures during turns and casting spells from the backline during battles. If they are faced with an overwhelming opposition, they can safely sneak away to make the next fort very difficult to take as well. In order to produce a large amount of stealthy mages and have them cast many spells, much gold and many gems are required, which requires strong scales like Order 3, Growth 3 and Luck 3.\\ 
 +  *  If your opponent is using a combatant Pretender, but doesn't have recuperation in their bless, has little to no Nature national paths and has no recruitable healers, you can kill their god with a Lady Midday. All she needs is land one hit to make her target diseased, and the enemy is doomed.\\ 
   * 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 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 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't have recuperation in their bless, has little to no Nature national paths and has no recruitable healers, you can kill their god with a Lady Midday. All she needs is land one hit to make her target diseased, and the enemy is doomed.\\  +  * 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, Wailing Winds and Blood Rain is also powerful, and Dark Skies is also 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. Picking a pretender who can cast Riches from Beneath will also greatly boost your ability to field large amounts of mages and troops, but such option is a lot less attractive when there are strong Earth nations like Ulm, Agartha or Vanheim 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 pearls, 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 Transformation is not an option, you may aim for eventually casting Carrion Reanimation instead of Revive King in order to get mindless commanders to get Soul Contracts.\\   
-  * 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, Wailing Winds and Blood Rain is also powerful, and Dark Skies is also 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. Picking a pretender who can cast Riches from Beneath will also greatly boost your ability to field large amounts of mages and troops, but such option is a lot less attractive when there are strong Earth nations like Ulm, Agartha or Vanheim 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 Transformation is not an option, you may aim for eventually casting Carrion Reanimation instead of Revive King in order to get mindless commanders to get Soul Contracts.\\  +  * If you get a Madman or a commander version of a Lumber Construct in an event, give them a Soul Contract. Since they are mindless, horrors will never come for them. If you get a Vampire commander in an event, give it gear and use it as an immportal raider.\\ 
-  * If you get a Madman or a commander version of a Lumber Construct in an event, give them 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 Ancient Temple 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 Ancient Temple 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's economy and force them to divert resources from something important.\\    * 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's economy and force them to divert resources from something important.\\ 
 +
 +**What magic to research**\\ 
 +
 +**What does each mage do**\\ 
  
 ==== Awake Dragon (WIP) ==== ==== Awake Dragon (WIP) ====
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 //Research order//\\  //Research order//\\ 
-Alteration (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, Winged Helmet, Winged Shoes, Flying Carpet, Crown of Bones, Storm Spool, Sanguine Dowsing Rod, Blood Thorn, Wraith Crown, Bag of Winds, Dragon Sceptre) -> Evocation 5 (Lightning Bolt, Arcane Probing, Thunder Strike, Earthquake) -> Enchantment 5 (Foul Vapors) -> Conjuration 4 (Summon Simargl, Summon Firebird, lesser elemental summoning spells, Revive Bane, Dark Knowledge, Voice of ApsuContact Alkonost, Send Vodyanoy, elemental summoning spellsSummon Wyverns-> Blood 2 (Bowl of Blood) -> Thaumaturgy 4 (Haruspex, Augury, Auspex, Gnome Lore) -> Alteration 5 (Mother Oak) -> Conjuration 5 (Revive Bane Lord, Contact Naiad-> Thaumaturgy 7 (Dark Skies, Vengeful Water, Divine Name) -> Evocation 6 (The Wrath of God) -> Alteration 8 (Transformation, Fog Warriors, Mass Protection, Wizard's Tower) -> Thaumaturgy 8 (Black Death) -> Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Enchanted Forests, Tartarian Gate) -> Construction 9 (Juggernaut Construction) -> Enchantment 8 (domes, Riches from Beneath, Earth Blood Deep Well, Gift of Health, Dragon Master) -> Evocation 9 (Celestial Rainbow) -> Enchantment 9 (Gift of Nature's Bounty) -> Blood 9 (Three Red Seconds, The Looming Hell)+Enchantment 2 (Reanimation, Revive King, Personal Regeneration) → Alteration (Barkskin, Quicken Self, Stoneskin, Ironskin, MossbodyTemper Flesh) → Construction 6 (resistance rings, Corpse Man Construction, Lightning Rod, Soul Contract, Rod of the Leper King, Mistletoe Garland, Wooden Construstion spell, Vine Shield, Frost Brand, Ring of Regeneration, Winged Helmet, Winged Shoes, Flying Carpet, Crown of Bones, Storm Spool, Sanguine Dowsing Rod, Blood Thorn, Wraith Crown, Bag of Winds, Dragon Sceptre) → Evocation 5 (Lightning Bolt, Arcane Probing, Thunder Strike, Earthquake) → Enchantment 5 (Claymen, Terracotta Army, Cloud Trapeze, Dispel, Horde of Skeletons, Twiceborn, Foul Vapors) → Conjuration 4 (Summon Simargl, Summon Firebird, lesser elemental summoning spells, Dark Knowledge, Revive Bane, Call of the WildSummon Wyverns, Send Vodyanoy, Voice of ApsuContact Alkonost→ Blood 2 (Bowl of Blood) → Thaumaturgy 4 (Augury, Haruspex, Auspex, Gnome Lore) → Alteration 5 (Invulnerability, Mother Oak) → Conjuration 5 (elemental summoning spells, Raven Feast, Contact Sea Trolls, Contact Naiad, Naiad  Warriors, Contact Trolls, Revive Bane Lord, Contact Forest Trolls, Awaken Sleeper→ Thaumaturgy 7 (Dark Skies, Vengeful Water, Divine Name) → Evocation 6 (Storm, Wrathful Skies, The Wrath of God, Wailing Winds→ Alteration 8 (Frozen Heart, Soul Vortex, Transformation, Fog Warriors, Mass Protection, Wizard's Tower) → Thaumaturgy 8 (Black Death) → Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Enchanted Forests, Tartarian Gate, Enchanted Forests→ Construction 9 (Mechanical Men, Juggernaut Construction) → Enchantment 8 (domes, Riches from Beneath, Earth Blood Deep Well, Gift of Health, Dragon Master) → Evocation 9 (Wind of Death, Celestial Rainbow) → Enchantment 9 (Gift of Nature's Bounty) → Blood 9 (Curse of Blood, Blood Rain, Bind Arch Devil, Improved Cross Breeding, Bind Heliophagus, Three Red Seconds, The Looming Hell)
  
 //Situational Tactics://\\  //Situational Tactics://\\ 
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 The Pretender's unrest reduction ability and high Dominion greatly reduce population loss from patrolling during blood hunting. High Dominion pressure, Blood and Fire income from the start of the game. Potential for good gold income thanks to high Luck scales and powerful casts of Fire gem transmutation spells. National ability to blood sacrifice allows using the pretender offensively and greatly enhances some global enchantments, such as Vengeful Water.\\  The Pretender's unrest reduction ability and high Dominion greatly reduce population loss from patrolling during blood hunting. High Dominion pressure, Blood and Fire income from the start of the game. Potential for good gold income thanks to high Luck scales and powerful casts of Fire gem transmutation spells. National ability to blood sacrifice allows using the pretender offensively and greatly enhances some global enchantments, such as Vengeful Water.\\ 
 //Cons//\\  //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. Hellblessed giants can be dealt with, but remain a serious threat.\\ +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 scale reduces the chance of getting much needed national heroes and frequently causes your provinces to rebel. Hellblessed giants can be dealt with, but remain a serious threat.\\ 
  
 //Reasoning//\\  //Reasoning//\\ 
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 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 combatant 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, place her behind the prophet, so that the Scout dies in her stead while she runs away in case the battle is lost.\\  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 combatant 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, place her behind the prophet, so that the Scout dies in her stead while she runs away in case the battle is lost.\\ 
 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.\\  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, Ogres 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, because Godes need to preach and cast banishing spells, while Skinshifters will likely die to Ermorian javelins, and the Ermorian cavalry is not particularly numerous. Chud Hirdmen, on the other hand, have good armor and two attacks, which is perfect for destroying hordes of undead. Undead enemies also would require summoning Killer Mantises or at least Crocodiles instead of Horned Seprents. Similarly, if you fight someone like MA Shinuyama, their katanas and no-dachis will slice Skinshifters to pieces in no time, and they do not have cavalry that would justify recruiting Sknishifters in the first place. On the other hand, if you are dealing with someone who relies on elites, such as cavalry, giants, mind blasters, mages, then most of your troop production should be Skinshifters. Mind blasters and astral mages also warrant recruiting Chud Jarl commanders instead of Vanarusian Jarls. Against hellblessed giants, rush research for Evocation 2 to have your Vanarusian Sages and Vanabogs cast Lightning Bolt. Ideally, the amount of Lightning Bolt casters should be approximately 2 for each sacred giant in enemy army. Troops need to be Chud Skinshifters set to hold and attack (hold and attack rear when your army is big enough). It is very unlikely that you will meet someone who can immediately negate both the physical damage of Chud Skinshifters and the lightning damage of your mages. Even if you do, there are still options like casting Holy Word, Steal Breath to get critical hits or forging Snake Rings for your Vanarusian Herses, as well as Horned Serpents. Finding yourself next to a hellblessed giant player is tough, especially with this build which lacks firepower in the early game. You may try to simply domkill such an opponent even on a large map, since helblesses usually have low Dominion. Stealthy nations also can be a big problem, because they make early blood hunting and domkill rush more risky to attempt. They can attack your blood hunters, and even your Pretender, denying you your main advantage. When playing against these types of nations, Deives of the Sun should sit in the capital, blood hunt, research, transmute her fire gems and summon creatures, such as Fire Ants and Fiery Imps. Summon as many creatures as you can in order to quickly create defensive/patrolling forces in key locations in order to defend against and discourage sneak attacks.\\ +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, Ogres 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, because Godes need to preach and cast banishing spells, while Skinshifters will likely die to Ermorian javelins, and the Ermorian cavalry is not particularly numerous. Chud Hirdmen, on the other hand, have good armor and two attacks, which is perfect for destroying hordes of undead. Undead enemies also would require summoning Killer Mantises or at least Crocodiles instead of Horned Seprents. Similarly, if you fight someone like MA Shinuyama, their katanas and no-dachis will slice Skinshifters to pieces in no time, and they do not have cavalry that would justify recruiting Sknishifters in the first place. On the other hand, if you are dealing with someone who relies on elites, such as cavalry, giants, mind blasters, mages, then most of your troop production should be Skinshifters. Mind blasters and astral mages also warrant recruiting Chud Jarl commanders instead of Vanarusian Jarls. Against hellblessed giants, rush research for Evocation 2 to have your Vanarusian Sages and Vanabogs cast Lightning Bolt. Ideally, the amount of Lightning Bolt casters should be approximately 2 for each sacred giant in enemy army. Troops need to be Chud Skinshifters set to hold and attack (hold and attack rear when your army is big enough). It is very unlikely that you will meet someone who can immediately negate both the physical damage of Chud Skinshifters and the lightning damage of your mages. Even if you do, there are still options like casting Holy Word, Steal Breath to get critical hits or forging Snake Rings for your Vanarusian Herses, as well as Horned Serpents. Finding yourself next to a hellblessed giant player is tough, especially with this build which lacks firepower in the early game. You may try to simply domkill such an opponent even on a large map, since hellblesses usually have low Dominion. Stealthy nations also can be a big problem, because they make early blood hunting and domkill rush more risky to attempt. They can attack your blood hunters, and even your Pretender, denying you your main advantage. When playing against these types of nations, Deives of the Sun should sit in the capital, blood hunt, research, transmute her fire gems and summon creatures, such as Fire Ants and Fiery Imps. Summon as many creatures as you can in order to quickly create defensive/patrolling forces in key locations in order to defend against and discourage sneak attacks.\\ 
 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.\\  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.\\  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't mean that you should avoid picking off provinces from someone who is already losing in a war with someone. This also doesn't mean that you should avoid attacking someone who is using the same late game strategy as you, but does not have troops that can compare to Chud Hirdmen and Chud Skinshifters, as well as the variety of summons you can conjure. A few Vyeduns and Vyedmas should be forging and remote site searching together with Vanabogs (naturally, forgers and site-searchers should be different units). A few more Vyedmas and Vyeduns, alongside Vanarusian Sages and maybe Vanabogs are needed for your summons, both in terms of creating them and in terms of controlling them in battle. Mound Kings should be used to lead undead such as Longdeads and Corpse Constructs. Even though your commanders' magic leadership values are weak and rare, you still can deploy hordes of magic beings such as Killer Mantises, Fire Ants and Claymen defensively - as long as there is one commander with magic leadership in a province, the magic beings in a garrison will not disappear during battle, even though you won't be able to command them. You will not be able to use magic beings offensively until you gain access to Awaken Sleeper at Conjuration 5, which is nowhere near the top of your list of priorities.\\  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't mean that you should avoid picking off provinces from someone who is already losing in a war with someone. This also doesn't mean that you should avoid attacking someone who is using the same late game strategy as you, but does not have troops that can compare to Chud Hirdmen and Chud Skinshifters, as well as the variety of summons you can conjure. A few Vyeduns and Vyedmas should be forging and remote site searching together with Vanabogs (naturally, forgers and site-searchers should be different units). A few more Vyedmas and Vyeduns, alongside Vanarusian Sages and maybe Vanabogs are needed for your summons, both in terms of creating them and in terms of controlling them in battle. Mound Kings should be used to lead undead such as Longdeads and Corpse Constructs. Even though your commanders' magic leadership values are weak and rare, you still can deploy hordes of magic beings such as Killer Mantises, Fire Ants and Claymen defensively - as long as there is one commander with magic leadership in a province, the magic beings in a garrison will not disappear during battle, even though you won't be able to command them. You will not be able to use magic beings offensively until you gain access to Awaken Sleeper at Conjuration 5, which is nowhere near the top of your list of priorities.\\ 
-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: "People have tired of your oppresive rule!" and hands over your province to neutrals, regardless of how much Province Defense you've paid for. The only way to avoid this event is to have a non-hiding commander in every province. So, place your Godes everywhere and order them to preach, patrol or just wait.\\ +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: "People have tired of your oppressive rule!" and hands over your province to neutrals, regardless of how much Province Defense you've paid for. The only way to avoid this event is to have a non-hiding commander in every province. So, place your Godes everywhere and order them to preach, patrol or just wait.\\ 
 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.\\  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.\\ +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 and later by casting Arcane Probing. 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.\\  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.\\ 
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 //Research Order//\\ //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, Soul Contract, Lightning Rod, Rod of the Leper King) → Enchantment 3 (Claymen, Raise Skeletons) → Alteration 2 (Alchemical Transmutation) → Construction 6 (Vine Shield, Frost Brand, Ring of Regeneration, Winged Helmet, Winged Shoes, Flying Carpet, Crown of Bones, Storm Spool, Sanguine Dowsing Rod, Blood Thorn, Bag of Winds, Dragon Sceptre) → Conjuration 4 (Summon Firebird, lesser elemental summoning spells, Revive Bane, Dark Knowledge, Voice of Apsu, Contact Alkonost, Send Vodyanoy, elemental summoning spells, Summon Wyverns, Summon Likho) → Blood 2 (Bowl of Blood, Bind Fiend) → Thaumaturgy 4 (Haruspex, Augury, Auspex, Gnome Lore) → Evocation 3 (Arcane Probing, Fires from Afar) → Enchantment 4 (Terracotta Army, Vile Water, Flaming Arrows, Cloud Trapeze, Twiceborn) → Conjuration 5 (Awaken Sleeper, Revive Bane Lord, Contact Naiad) → Thaumaturgy 7 (Vengeful Water, Divine Name, Dark Skies) → Enchantment 6 (Dispel, Faery Trod, Horde of Skeletons, Foul Vapors, Trade Wind, Ziz, Enliven Statues, Heat from Helldome spells) → Blood 5 (Bind Storm Demon, Wrath of Pazuzu, Rain of Toads) → Alteration 7 (Transmute Fire, Earth Gem Alchemy, Manifest Vitriol, Transformation, Fog Warriors, Mass Protection, Phoenix Pyre) → Construction 9 (Mechanical Men, Juggernaut Construction) → Thaumaturgy 8 (Stygian Paths, Black Death) → Evocation 7 (Storm, Wrathful Skies, Wailing Winds, Fire Storm, Wind of Death) → Conjuration 9 (Enchanted Forests, Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Tartarian Gate) → Evocation 9 (Celestial Rainbow) → Alteration 8 (Wizard's Tower) → Blood 9 (Three Red Seconds, The Looming Hell)+Alteration 1 (Distill Gold) → Enchantment 1 (Reanimation) → Blood Magic 1 (Bind Fiery Imps) → Enchantment 2 (Revive King) → Conjuration 2 (Summon Crocodiles, Summon Fire Ants, Summon Simargl, Summon Ogres, Summon Horned Serpents, Summon Killer Mantis) → Construction 2 (Corpse Man Construction, Soul Contract, Lightning Rod, Rod of the Leper King) → Enchantment 3 → (Claymen, Raise Skeletons) → Alteration 2 (Alchemical Transmutation) → Construction 6 (Vine Shield, Frost Brand, Ring of Regeneration, Winged Helmet, Winged Shoes, Flying Carpet, Crown of Bones, Storm Spool, Sanguine Dowsing Rod, Blood Thorn, Bag of Winds, Dragon Sceptre) → Conjuration 4 (Summon Firebird, lesser elemental summoning spells, Revive Bane, Dark Knowledge, Summon Wyverns, Voice of Apsu, Send Vodyanoy, Contact Alkonost, Summon Likho) → Blood 2 (Bowl of Blood, Bind Fiend) → Thaumaturgy 4 (Augury, Haruspex, Auspex, Gnome Lore) → Evocation 3 (Fires from Afar, Arcane Probing) → Enchantment 4 (Terracotta Army, Cloud Trapeze, Vile Water, Flaming Arrows, Twiceborn, Foul Vapors) → Conjuration 5 (elemental summoning spells, Revive Bane Lord, Awaken Sleeper, Contact Naiad) → Thaumaturgy 7 (Dark Skies, Vengeful Water, Divine Name) → Enchantment 6 (Dispel, Horde of Skeletons, Foul Vapors, dome spells, Heat from Hell, Trade Wind, Enliven Statues, ZizFaery Trod) → Blood 5 (Bind Storm Demon, Wrath of Pazuzu, Rain of Toads) → Alteration 7 (Transmute Fire, Manifest Vitriol, Earth Gem Alchemy, Frozen Heart, Soul Vortex, Transformation, Phoenix Pyre, Fog Warriors, Mass Protection) → Construction 9 (Mechanical Men, Juggernaut Construction) → Thaumaturgy 8 (Stygian Paths, Black Death) → Evocation 7 (Storm, Wrathful Skies, Wailing Winds, Fire Storm, Wind of Death) → Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Tartarian Gate Enchanted Forests) → Evocation 9 (Celestial Rainbow) → Alteration 8 (Wizard's Tower) → Blood 9 (Curse of Blood, Blood Rain, Bind Arch Devil, Improved Cross Breeding, Bind Heliophagus, Three Red Seconds, The Looming Hell)
  
 //Situational tactics//\\  //Situational tactics//\\ 
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   * 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 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's blood hunting will also create a lot of province unrest, and you will need means to patrol it down before you attempt to blood hunt with the Fountain of Blood. Another alternative is the same Fountain of Blood build, but with Magic 3 in exchange for 0/-1 Productivity and lower magic paths.This will give you a stronger economy, but will make horror attacks on your Soul Contract and Lightless Lantern holders more dangerous and a lot more frequent, requiring either more expensive bodyguards (such as Gelatinous Cubes on Air2 Vanarusian Sages) and a more urgent production of anti-horror item kits described in Common Points section of this guide, or intense casting of Transformation to make Vyedmas into mindless commanders.\\    * 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's blood hunting will also create a lot of province unrest, and you will need means to patrol it down before you attempt to blood hunt with the Fountain of Blood. Another alternative is the same Fountain of Blood build, but with Magic 3 in exchange for 0/-1 Productivity and lower magic paths.This will give you a stronger economy, but will make horror attacks on your Soul Contract and Lightless Lantern holders more dangerous and a lot more frequent, requiring either more expensive bodyguards (such as Gelatinous Cubes on Air2 Vanarusian Sages) and a more urgent production of anti-horror item kits described in Common Points section of this guide, or intense casting of Transformation to make Vyedmas into mindless commanders.\\ 
- 
-==== Awake Ghost King (WIP) ==== 
-**Ghost King E1S6D5 Dom10Tur3Pro0Hea1Gro1Luc0Dra3 Awake** 
- 
-Bless: Twist Fate, Stygian Flesh 
- 
-(stealthy domkill rush, sacreds) 
- 
-==== Awake Great Enchantress (WIP) ==== 
-**Great Enchantress F1A1W2E2S2B3 Dom4Tur3Pro3Hea1Gro1Luc3Mag3 Awake** 
- 
-Bless: none 
- 
-(Astral access and income, conjurations, booster forging) 
  
 ==== Dormant Father of Winters (WIP) ==== ==== Dormant Father of Winters (WIP) ====
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 Pretender is very hard to beat in middle to late stages of the game. Good gold income and a large recruitable army of Chud Hirdmen. National ability to blood sacrifice allows using the pretender offensively and greatly enhances some global enchantments, such as Vengeful Water.\\  Pretender is very hard to beat in middle to late stages of the game. Good gold income and a large recruitable army of Chud Hirdmen. National ability to blood sacrifice allows using the pretender offensively and greatly enhances some global enchantments, such as Vengeful Water.\\ 
 //Cons//\\  //Cons//\\ 
-Pretender is still vulnerable to Curse, Stolen Strength, Mind Burn, Soul Slay, mind blasts. Until the Pretender awakes, early game is weaker and expansion is slower and more risky. High Order scales reduce the chance of getting much needed national heroes and frequently cause your provinces to rebel.\\ +Pretender is still vulnerable to Curse, Stolen Strength, Mind Burn, Soul Slay, mind blasts. Until the Pretender awakes, early game is weaker and expansion is slower and more risky. High Order scale reduces the chance of getting much needed national heroes and frequently causes your provinces to rebel.\\ 
  
 //Reasoning//\\  //Reasoning//\\ 
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 5) Use one of your Godes to build a fortress in the labbed forest province and a castle somewhere else, if you can afford it. Move your sages in either fort and start hiring new ones there. Try to get at least 30 researching sages in total throughout the whole game, as this time you don't need to worry about your gold as much. 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 and can afford to spread its blood hunting.\\  5) Use one of your Godes to build a fortress in the labbed forest province and a castle somewhere else, if you can afford it. Move your sages in either fort and start hiring new ones there. Try to get at least 30 researching sages in total throughout the whole game, as this time you don't need to worry about your gold as much. 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 and can afford to spread its blood hunting.\\ 
 6) Ideally, you should enter your first war with an awakened titan and have your capital produce Vanabogs, Chud Hirdmen and Chud Skinshifters, a forest fortress/castle produce Vanarusian Sages, Vyeduns, Vyedmas and Chud Hirdmen, and another castle produce Vanarusian Godes and Chud Hirdmen. The titan should have a Blacksteel Full Plate or at least a Blacksteel Plate, a Blacksteel Tower Shield, Blacksteel Helmet, Ice Sword (for extra defense stats) or an Enchanted Pike (for repelling), and Boots of Long Strides (for strategic mobility, which will be reduced by heavy armor). Getting all this gear will most likely require a lot of alchemizing, because Vanarus does not have a native Earth income. A few Vyeduns and Vyedmas should be forging and remote site searching together with Vanabogs (naturally, forgers and site-searchers should be different units). Around 7-8 Vyedmas/Vyeduns are needed to fully equip someone in one turn. A little later, Vanabogs can raid enemy provinces with a Thunder Whip and a Barkskin Amulet or something more. Black Servants can also be summoned and equipped for attacks or raids. As the game goes on, build more forts to produce more Chud Hirdmen. Just try to not starve and/or bankrupt yourself.\\  6) Ideally, you should enter your first war with an awakened titan and have your capital produce Vanabogs, Chud Hirdmen and Chud Skinshifters, a forest fortress/castle produce Vanarusian Sages, Vyeduns, Vyedmas and Chud Hirdmen, and another castle produce Vanarusian Godes and Chud Hirdmen. The titan should have a Blacksteel Full Plate or at least a Blacksteel Plate, a Blacksteel Tower Shield, Blacksteel Helmet, Ice Sword (for extra defense stats) or an Enchanted Pike (for repelling), and Boots of Long Strides (for strategic mobility, which will be reduced by heavy armor). Getting all this gear will most likely require a lot of alchemizing, because Vanarus does not have a native Earth income. A few Vyeduns and Vyedmas should be forging and remote site searching together with Vanabogs (naturally, forgers and site-searchers should be different units). Around 7-8 Vyedmas/Vyeduns are needed to fully equip someone in one turn. A little later, Vanabogs can raid enemy provinces with a Thunder Whip and a Barkskin Amulet or something more. Black Servants can also be summoned and equipped for attacks or raids. As the game goes on, build more forts to produce more Chud Hirdmen. Just try to not starve and/or bankrupt yourself.\\ 
-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: "People have tired of your oppresive rule!" and hands over your province to neutrals, regardless of how much Province Defense you've paid for. The only way to avoid this event is to have a non-hiding commander in every province. So, place your Godes everywhere and order them to preach, patrol or just wait.\\ +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: "People have tired of your oppressive rule!" and hands over your province to neutrals, regardless of how much Province Defense you've paid for. The only way to avoid this event is to have a non-hiding commander in every province. So, place your Godes everywhere and order them to preach, patrol or just wait.\\ 
 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 and later by casting Arcane Probing. 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't have Curse, Spirit Curse, Soul Slay, Stream of Life, Shrink or Enfeeble. Most other opponents can be defeated with the right equipment and troops. Your titan is surprisingly vulnerable to undead until Alteration 4, so try to not walk him into a horde of cold-resistant skeletons who wouldn't care about his Chill Aura, but would love to stab him when his fatigue reaches 100. In most cases, later in the game the Father of Winters should have a Ring of Regeneration, an Amulet of Resilience, a Blacksteel Full Plate or Armor of Knights, an Iron Face, a Vine Shield and a Frost Brand equipped, as well as Boots of the Messenger (alternatively, you may give him Boots of the Behemoth for rapid tramling and replace the Frost Brand with something more defensive like a Main Gauche of Parrying or an Enchanted Pike). Set him to stand in the back and attack rear, with a script to cast Iron Skin, Temper Flesh, Mossbody, Personal Regeneration, Quicken Self, in that order. Later on, he can cast Temper Flesh, Mossbody, Personal Regeneration, Storm, Wrathful Skies (or Storm and Grip of Winter, or just Foul Vapors, or Rain of Stones, depending on what will hurt the enemy most). You may even have some of these buff spells be cast by assisting mages, freeing up scripting space for several battlefield enchantments at once. The titan can complement an army of Chud Hirdmen nicely by casting Storm, Mist, Grip of Winter, Fog Warrios, Mass Protection or any combination of these spells. Although you do not really need him for that, since empowered and boosted mages can do the same, but at the cost of more research and gems. Use your giant Pretender's mobility to pick off unforted provinces which are away from the main enemy force, while pushing your dominion into enemy lands with blood sacrifice or hidden Vanabog preachers. As the game progresses, the combat effectiveness of the Father of Winters will increasingly depend on the properties of his equipment, such as magic resistance and other protections. Your Chud troops will march to the frontlines by foot and thanks to your scales will be able to pick up useful local units along the way, such as heavy cavalries or heavy infantries. You may consider transmuting your Fire gems into gold if the game does not give you enough gold through events.\\  10) If you can choose a target for your wars, try to pick someone who doesn't have Curse, Spirit Curse, Soul Slay, Stream of Life, Shrink or Enfeeble. Most other opponents can be defeated with the right equipment and troops. Your titan is surprisingly vulnerable to undead until Alteration 4, so try to not walk him into a horde of cold-resistant skeletons who wouldn't care about his Chill Aura, but would love to stab him when his fatigue reaches 100. In most cases, later in the game the Father of Winters should have a Ring of Regeneration, an Amulet of Resilience, a Blacksteel Full Plate or Armor of Knights, an Iron Face, a Vine Shield and a Frost Brand equipped, as well as Boots of the Messenger (alternatively, you may give him Boots of the Behemoth for rapid tramling and replace the Frost Brand with something more defensive like a Main Gauche of Parrying or an Enchanted Pike). Set him to stand in the back and attack rear, with a script to cast Iron Skin, Temper Flesh, Mossbody, Personal Regeneration, Quicken Self, in that order. Later on, he can cast Temper Flesh, Mossbody, Personal Regeneration, Storm, Wrathful Skies (or Storm and Grip of Winter, or just Foul Vapors, or Rain of Stones, depending on what will hurt the enemy most). You may even have some of these buff spells be cast by assisting mages, freeing up scripting space for several battlefield enchantments at once. The titan can complement an army of Chud Hirdmen nicely by casting Storm, Mist, Grip of Winter, Fog Warrios, Mass Protection or any combination of these spells. Although you do not really need him for that, since empowered and boosted mages can do the same, but at the cost of more research and gems. Use your giant Pretender's mobility to pick off unforted provinces which are away from the main enemy force, while pushing your dominion into enemy lands with blood sacrifice or hidden Vanabog preachers. As the game progresses, the combat effectiveness of the Father of Winters will increasingly depend on the properties of his equipment, such as magic resistance and other protections. Your Chud troops will march to the frontlines by foot and thanks to your scales will be able to pick up useful local units along the way, such as heavy cavalries or heavy infantries. You may consider transmuting your Fire gems into gold if the game does not give you enough gold through events.\\ 
 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.\\ 
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 //Research Order//\\ //Research Order//\\
 There are several paths, depending on your situation:\\ There are several paths, depending on your situation:\\
-**Your troops are stronger than your enemy's:** Alteration 1 (Barkskin) → Construction 2 (Blacksteel Full Plate, Blacksteel Helmet, Blacksteel Tower Shield, resistance rings, Boots of Long Strides, Ranger's Boots, Weightless Tower Shield, Soul Contract, Rod of the Leper King, Thunder Whip) → Alteraion 3 (Stoneskin, Quicken Self, Mistform, Ironskin, Mossbody) → Enchantment 2 (Personal Regeneration) → Alteration 4 (Temper Flesh) → Construction 4 (Wooden Construstion spell, Ring of Regeneration, Amulet of Resilience, Boots of the Messenger, Vine Shield, Frost Brand, Crown of Bones, Winged Helmet, Winged Shoes, Flying Carpet, Storm Spool, Sanguine Dowsing Rod) → Alteration 7 (Transformation, Phoenix Pyre, Soul Vortex, Fog Warriors, Mass Protection, Marble Warriors) → Construction 6 (Blood Thorn, Iron Face, Bag of Winds, Armor of Knights, Bone Armor, Staff of Storms) → Conjuration 4 (Summon Simargl, Summon Firebird, Revive Bane, Dark Knowledge, Voice of Apsu, Contact Alkonost, Send Vodyanoy) → Evocation 3 (Arcane Probing, Mist) → Blood 2 (Bowl of Blood) → Thaumaturgy 4 (Haruspex, Augury, Auspex, Gnome Lore) → Evocation 6 (Storm, Wrathful Skies) → Conjuration 5 (Revive Bane Lord, Contact Naiad) → Thaumaturgy 7 (Vengeful Water, Divine Name) → Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Enchanted Forests) → Construction 9 (The Boots of Calius the Druid and other artefacts, Juggernaut Construction) → Enchantment 7 (domes, Gift of Health) → Evocation 9 (Celestial Rainbow) → Blood 9 (The Looming Hell)\\  +**Your troops are stronger than your enemy's:** Alteration 1 (Barkskin) → Construction 2 (Corpse Construction, Lightning Rod, Blacksteel Full Plate, Blacksteel Helmet, Blacksteel Tower Shield, resistance rings, Boots of Long Strides, Ranger's Boots, Weightless Tower Shield, Soul Contract, Rod of the Leper King, Thunder Whip) → Alteraion 3 (Quicken Self, Stoneskin, Mistform, Ironskin, Mossbody) → Enchantment 2 (Reanimation, Revive King, Personal Regeneration) → Alteration 4 (Temper Flesh) → Construction 4 (Wooden Construstion, Ring of Regeneration, Amulet of Resilience, Boots of the Messenger, Vine Shield, Frost Brand, Crown of Bones, Winged Helmet, Winged Shoes, Flying Carpet, Storm Spool, Sanguine Dowsing Rod) → Alteration 7 (Soul Vortex, Transformation, Phoenix Pyre, Fog Warriors, Mass Protection) → Construction 6 (Blood Thorn, Iron Face, Bag of Winds, Armor of Knights, Bone Armor, Staff of Storms) → Conjuration 4 (Summon Simargl, Summon Firebird, Dark Knowledge, Revive Bane, Send Vodyanoy, Voice of Apsu, Contact Alkonost) → Evocation 3 (Arcane Probing, Mist) → Blood 2 (Bowl of Blood) →  Thaumaturgy 4 (Augury, Haruspex, Auspex, Gnome Lore) → Evocation 6 (Storm, Wrathful Skies) → Conjuration 5 (Revive Bane Lord, Contact Naiad) → Thaumaturgy 7 (Dark Skies, Vengeful Water, Divine Name) → Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Enchanted Forests) → Construction 9 (Mechanical Men, The Boots of Calius the Druid and other artefacts, Juggernaut Construction) → Enchantment 7 (Dispel, domes, Gift of Health) → Evocation 9 (Celestial Rainbow) → Blood 9 (Curse of Blood, Blood Rain, Bind Arch Devil, Improved Cross Breeding, Bind Heliophagus, Three Red Seconds, The Looming Hell)\\  
-**Your troops are weaker than your enemy's:** Evocation 2 (shocking grasplightning boltshockwave) → Enchantment 2 (Personal Regeneration, Flying Shield, Breath of Winter) → Construction 2 (Blacksteel Full Plate, Blacksteel Helmet, Blacksteel Tower Shield, Bear Claw Talisman, resistance rings, Boots of Long Strides, Halberd of Might, Ranger's Boots, Weightless Tower Shield) → Alteration 4 (Barkskin, Earth Might, Stoneskin, Quicken Self, Ironskin, Mossbody, Ironskin, Temper Flesh, Shrink) → Construction 6 (Soul Contract, Rod of the Leper King, Boots of the Messenger, Ring of Regeneration, Amulet of Resilience, Winged Helmet, Winged Shoes, Wooden Construstion spell, Vine Shield, Frost Brand, Flying Carpet, Crown of Bones, Storm Spool, Sanguine Dowsing Rod, Blood Thorn, Iron Face, Bag of Winds, Spirit Helmet, Standard of the Damned, Rod of the Phoenix) → Evocation 6 (Arcane Probing, Thunder Strike, Mist, Storm, Wrathful Skies, Bane Fire, Wailing Winds) → Enchantment 6 (Foul Vapors, Grip of Winter) → Conjuration 4 (Summon Simargl, Summon Firebird, lesser elemental summoning spells, Revive Bane, Dark Knowledge, Voice of Apsu, Contact Alkonost, Send Vodyanoy, elemental summoning spells) → Blood 2 (Bowl of Blood) → Thaumaturgy 4 (Haruspex, Augury, Auspex, Gnome Lore) → Alteration 5 (Bone Melter) → Evocation 8 (The Wrath of God, Murdering Winter, Pillar of Fire) → Conjuration 5 (Revive Bane Lord, Contact Naiad) → Thaumaturgy 7 (Charm, Dark Skies, Vengeful Water, Divine Name) → Alteration 8 (Transformation, Curse of the Frog Prince, Fog Warriors, Mass Protection, Disintegrate, Polymorph, Liquify) → Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Enchanted Forests, Tartarian Gate) → Construction 9 (The Boots of Calius the Druid and other artefacts, Juggernaut Construction) → Enchantment 7 (Horde of Skeletons, domes, Gift of Health) → Evocation 9 (Celestial Rainbow) → Blood 9 (Hellbind Heart, Leech, Life for a Life, The Looming Hell)\\ +**Your troops are weaker than your enemy's:** Alteration 1 (Hand of Death, Earth Might, Barkskin) → Evocation 2 (Shocking GraspLightning BoltShockwave) → Enchantment 2 (Personal Regeneration, Flying Shield, Breath of Winter) → Construction 2 (Blacksteel Full Plate, Blacksteel Helmet, Blacksteel Tower Shield, Bear Claw Talisman, resistance rings, Boots of Long Strides, Halberd of Might, Ranger's Boots, Weightless Tower Shield) → Alteration 4 (Stoneskin, Quicken Self, Ironskin, Mossbody, Ironskin, Temper Flesh, Shrink) → Construction 6 (Soul Contract, Rod of the Leper King, Boots of the Messenger, Ring of Regeneration, Amulet of Resilience, Winged Helmet, Winged Shoes, Wooden Construstion spell, Vine Shield, Frost Brand, Flying Carpet, Crown of Bones, Storm Spool, Sanguine Dowsing Rod, Blood Thorn, Iron Face, Bag of Winds, Spirit Helmet, Standard of the Damned, Rod of the Phoenix) → Evocation 6 (Arcane Probing, Thunder Strike, Mist, Storm, Wrathful Skies, Bane Fire, Wailing Winds) → Enchantment 6 (Dispel, Foul Vapors, Grip of Winter) → Conjuration 4 (Summon Simargl, Summon Firebird, lesser elemental summoning spells, Revive Bane, Dark Knowledge, Voice of Apsu, Contact Alkonost, Send Vodyanoy) → Blood 2 (Bowl of Blood) → Thaumaturgy 4 (Augury, Haruspex, Auspex, Gnome Lore) → Alteration 5 (Incinerate, Bone Melter) → Evocation 8 (The Wrath of God, Murdering Winter, Pillar of Fire) → Conjuration 5 (elemental summoning spells, Revive Bane Lord, Contact Naiad) → Thaumaturgy 7 (Charm, Dark Skies, Vengeful Water, Divine Name) → Alteration 8 (Frozen Heart, Soul Vortex, Transformation,  Fog Warriors, Curse of the Frog Prince, Mass Protection, Liquify, Disintegrate, Polymorph) → Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Tartarian Gate, Enchanted Forests) → Construction 9 (Mechanical Men, The Boots of Calius the Druid and other artefacts, Juggernaut Construction) → Enchantment 7 (Horde of Skeletons, domes, Gift of Health) → Evocation 9 (Celestial Rainbow) → Blood 9 (Hellbind Heart, Leech, Life for a Life, Curse of Blood, Blood Rain, Bind Arch Devil, Improved Cross Breeding, Bind Heliophagus, Three Red Seconds, The Looming Hell)\\ 
-**Your enemy can attack from multiple directions thanks to freespawn and/or stealth:** Alteration 1 (Barkskin) → Construction 2 (Blacksteel Full Plate, Blacksteel Helmet, Blacksteel Tower Shield, resistance rings, Boots of Long Strides, Ranger's Boots, Weightless Tower Shield, Thunder Whip, Stone Bird, Eye Shield, Fire in a Jar, Horror Helemt, Soul Contract, Rod of the Leper King) → Conjuration 1 (Black Servant, Summon Simargl) → Alteraion 3 (Stoneskin, Quicken Self, Mistform, Ironskin, Mossbody) → Enchantment 2 (Personal Regeneration) → Alteration 4 (Temper Flesh) → Conjuration 2 (lesser elemental summoning spells) → Construction 6 (Wooden Construstion spell, Ring of Regeneration, Amulet of Resilience, Boots of the Messenger, Vine Shield, Frost Brand, Crown of Bones, Winged Helmet, Winged Shoes, Flying Carpet, Storm Spool, Sanguine Dowsing Rod, Blood Thorn, Iron Face, Bag of Winds, Armor of Knights, Bone Armor, Staff of Storms) → Conjuration 5 (Summon Firebird, Revive Bane, Dark Knowledge, Voice of Apsu, Contact Alkonost, Send Vodyanoy, elemental summoning spells, Raven Feast, Revive Bane Lord, Contact Naiad) → Evocation 3 (Arcane Probing) → Blood 2 (Bowl of Blood) → Thaumaturgy 7 (Haruspex, Augury, Auspex, Gnome Lore, Vengeful Water, Dark Skies, Divine Name) → Evocation 6 (Storm, Wrathful Skies) → Enchantment 5 (Foul Vapors) → Alteration 7 (Transformation, Phoenix Pyre, Soul Vortex, Fog Warriors) → Construction 9 (The Boots of Calius the Druid and other artefacts, Juggernaut Construction) → Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Enchanted Forests) → Blood 9 (The Looming Hell).\\+**Your enemy can attack from multiple directions thanks to freespawn and/or stealth:** Alteration 1 (Barkskin) → Construction 2 (Corpse Man Construction, Lightning Rod, Blacksteel Full Plate, Blacksteel Helmet, Blacksteel Tower Shield, resistance rings, Boots of Long Strides, Ranger's Boots, Weightless Tower Shield, Thunder Whip, Stone Bird, Eye Shield, Fire in a Jar, Horror Helemt, Soul Contract, Rod of the Leper King) → Conjuration 1 (Black Servant, Summons Crocodiles, Summon Simargl) → Alteraion 3 (Stoneskin, Quicken Self, Mistform, Ironskin, Mossbody) → Enchantment 2 (Reanimation, Revive King, Personal Regeneration) → Alteration 4 (Temper Flesh) → Conjuration 2 (lesser elemental summoning spells, Horned Serpents, Killer Mantis) → Construction 6 (Wooden Construstion, Ring of Regeneration, Amulet of Resilience, Boots of the Messenger, Vine Shield, Frost Brand, Crown of Bones, Winged Helmet, Winged Shoes, Flying Carpet, Storm Spool, Sanguine Dowsing Rod, Blood Thorn, Iron Face, Bag of Winds, Armor of Knights, Bone Armor, Staff of Storms) → Conjuration 5 (Summon Firebird, Dark Knowledge, Revive Bane, Send Vodyanoy, Voice of Apsu, Contact Alkonost, elemental summoning spells, Raven Feast, Revive Bane Lord, Contact Naiad) → Evocation 3 (Arcane Probing) → Blood 2 (Bowl of Blood) → Thaumaturgy 7 (Augury, Haruspex, Auspex, Gnome Lore, Dark Skies, Vengeful Water, Divine Name) → Evocation 6 (Storm, Wrathful Skies) → Enchantment 5 (Dispel, Foul Vapors) → Alteration 7 (Soul Vortex, Transformation, Phoenix Pyre, Fog Warriors) → Construction 9 (Mechanical Men, The Boots of Calius the Druid and other artefacts, Juggernaut Construction) → Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Tartarian Gate, Enchanted Forests) → Blood 9 (Curse of Blood, Blood Rain, Bind Arch Devil, Improved Cross Breeding, Bind Heliophagus, Three Red Seconds, The Looming Hell).\\
  
 //Situational tactics//\\ //Situational tactics//\\
  
   * As previously mentioned, this build only needs Earth2 in order to forge a Blacksteel Full Plate and to cast Earth buffs after the titan's awakening. If you are confident you can take on neutrals and early enemy armies without the full plate, then feel free to go down to Earth1 and get Water4 instead for both Cold Resistance blesses which will benefit your Vanabogs, allowing them to not only survive Frozen Heart and their own Frost Brand but also will free some equipment space for more items. Earth1 is still very useful for casting Ironskin, Temper Flesh and Iron Will, but you may also consider getting rid of that as well, if you think that Barkskin, Blacksteel Plate, Air Shield and a built-in Chill Aura are enough to kill an army. You will still be able to imitate the effects of Temper Flesh with Liquid Body, and you can give your Pretender Ironkskin by Empowering him in Earth or by putting on Iron Face. In this case, you can use the spare design points to get Luck 3, which can make a world of difference by increasing your income and allowing you to get Alchemists in shipwreck events, which in turn will allow you to summon Firebirds and to search for Astral sites.\\   * As previously mentioned, this build only needs Earth2 in order to forge a Blacksteel Full Plate and to cast Earth buffs after the titan's awakening. If you are confident you can take on neutrals and early enemy armies without the full plate, then feel free to go down to Earth1 and get Water4 instead for both Cold Resistance blesses which will benefit your Vanabogs, allowing them to not only survive Frozen Heart and their own Frost Brand but also will free some equipment space for more items. Earth1 is still very useful for casting Ironskin, Temper Flesh and Iron Will, but you may also consider getting rid of that as well, if you think that Barkskin, Blacksteel Plate, Air Shield and a built-in Chill Aura are enough to kill an army. You will still be able to imitate the effects of Temper Flesh with Liquid Body, and you can give your Pretender Ironkskin by Empowering him in Earth or by putting on Iron Face. In this case, you can use the spare design points to get Luck 3, which can make a world of difference by increasing your income and allowing you to get Alchemists in shipwreck events, which in turn will allow you to summon Firebirds and to search for Astral sites.\\
-  * Additionally, you may replace Growth 3 with better Luck and Magic scales in situations when you play on a small map.+  * On small maps, you may replace Growth 3 with better Luck and Magic scales
 + 
 +==== Imprisoned Idol of Sorcery (WIP) ==== 
 + 
 +**Idol of Sorcery**\\  
 +Magic: Astral 4, Death 5\\  
 +Scales: Dominion 10, Order 3, Productivity 0, Heat 1, Growth 3, Luck 3, Magic 3\\  
 +Imprisoned\\  
 + 
 +//Bless//\\  
 +4x Arcane Command, 5x Undead Command\\  
 + 
 +//Gameplan//\\  
 +Rapid expansion, large recruited and summoned armies, global enchantments and dominion push.\\  
 + 
 +//Pros//\\  
 +Nation becomes able to use a wide range of summons with different abilities. Pretender can be used offensively to cast powerful province attacks, army attacks, army-wiping spells or army transportation spells in late stages of the game. Death of pretender does not affect bless effects. Astral magic from pretender makes it easier to summon Alkonosts and protects the capital from Astral attacks. High Dominion and national ability to blood sacrifice greatly enhances some global enchantments, such as Vengeful Water.\\  
 +//Cons//\\  
 +High Order scale reduces the chance of getting much needed national heroes and frequently causes your provinces to rebel. High Magic scale and no national Astral mages make commanders vulnerable to remote attacks. Hellblessed giants can be dealt with, but remain a serious threat.\\  
 + 
 +//Reasoning//\\  
 +During later stages of the game, the Idol of Sorcery can be used to cast many powerful spells which are otherwise inaccessible for Vanarus. Its Innate Spellcaster and Far Caster (Sorcery, 2) traits make it good at casting army-wiping spells, remote attacks and teleportation spells. Astral 4 allows to easily cast national Astral summons, Dispel and may also protect your capital from some enemy Astral rituals in your high Magic dominion, not to mention the ability to teleport onto enemy provinces with far-cast Teleport. Later in the game, it can be used to far-cast Astral Travel, cast Divine name, Juggernaut Construction. Death 5 allows far-casting Black Death on enemy capitals and other important provinces and far-casting Stygian Paths. Upon teleporting onto enemy provinces, the idol can cast a multitude of offensive spells (Mind Burn, Soul Slay, Astral Tempest, Bone Grinding, Soul Drain, Rigor Mortis, Undead Mastery, Arcane Domination, Master Enslave). The bless (4x Arcane Command and 5x Undead Command) allows using sacred commanders to amass huge and versatile summoned armies or to attack in multiple directions simultaneously without spending gems on summoning specialized commanders and crafting leadership items. Protection from army-wiping spells in the bless is not too big of a concern because of low usefulness of Oath-Bounds, the ability to forge all kinds of resistance items for commanders and the ability to quickly research resistance buffs thanks to Vanarus' magic path access and research speed. The lack of strong sacred units can be compensated by large numbers of Chud Hirdmen and Chud Skinshifters, especially when assisted by mages. Dominion 10 protects your economy from harmful effects of enemy dominions and is useful for dominion-dependent globals such as Vengeful Water and Dark Skies, especially if you do Blood Sacrifice. Order 3 coupled with Dominion 10 greatly reduces unrest from blood hunting, at no population cost. Productivity 0 maximizes the amount of Chud Hirdmen you can get from most forts and slightly increases income compared to the usual Sloth scales in this guide, both of which are needed due to not having a strong awake or dormant combatant pretender to rely on in battle. Heat 1 is not economically beneficial, but gives lot of design points and may keep rivers around your lands unfrozen, stalling or outright preventing early enemy invasions. Heat 1 will also make your Devils and summons with Cold-Blooded or Fire Power traits more useful than they would be in the usual Cold 2. Growth 3 will give you good income both in short and long term while greatly offsetting population loss from blood hunting. Order 3, Luck 3 and Magic 3 will give you some good events, with lots of gold and gems. Higher likelihood of good events also increases your chance to get your national heroes sooner, among which Baba Yaga and Old Bear Thunder are very useful for forging and ritual casting. Magic 3 makes all your units and commanders more susceptible to attacks based on MR checks, and it also greatly increases the chance of your commanders getting attacked by Horrors after Empowering in Blood and due to carrying Tainted items (although this is alleviated somewhat by Luck 3), which in turn makes using Lightless Lanterns and Soul Contracts much less cost-efficient, but in exchange it makes your spellcasting and magic research easy, allowing you to use a greater amount of powerful spells and rituals from different schools of magic before the game ends.\\  
 + 
 +//Expansion//\\  
 +Clear out provinces around your capital with Chud Skinshifters, then switch to producing Chud Hirdmen. If the layout and defenses of surrounding provinces requirers a lot of marching back and forth, then keep using only Chud Skinshifters in order to be able to move 2 provinces per turn. Use abundant gold from scales and events to produce two or more expansion parties, to hire scouts and commanders from conquered provinces and to start building fortifications while the capital produces mages for research and building a forest lab. Try to have a large army with a reasonable amount of Skinshifters, a new fortification and at least a few Vanarusian Sages doing some Alteration or Evocation research by the time an opponent might rush you. Enemies with powerful combatant pretenders or hellblessed giants can be defeated with large amounts of Chud Skinshifters a lot of the time, but you will suffer heavy losses even if you win, unless your mages are ready to cast Lightning Bolt and Hand of Death. If you get lucky and get Old Bear Thunder or Baba Yaga early, you might use them for site searching until they get something more useful to do. Mercenaries are easily available with this build, especially if you have spare gold from events, but if you have to choose between mercenaries and recruiting more Chud Hirdmen, the latter is more preferable, unless it is something extremely valuable like Ship Wreckers, heavy cavalry or pikemen.\\  
 + 
 +//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 possible difficult battles during expansion a little safer, while also making any potential Throne claims quicker. Put all 400 of your starting gold into recruiting 10 Chud Skinshifters.\\  
 +2) On the second turn, attack a province with weak defense with your starting army and Chud Skinshifters. Sometimes you may need to wait for one more turn to build up your Chud Skinshifters. 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). Recruit more Chud Skinshifters, a Vanarusian Gode and a Scout. Prioritize recruiting the commanders over troops in this case. After one, maybe two battles, you should bring your prophet scout back to capital to preach and then to do other things such as claiming Thrones of Ascension, preaching in enemy territory and eventually doing blood sacrifice.\\  
 +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 switching to Chud Hirdman recruitment. 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 neutral commanders or Godes and four scouts (preferably neutral ones), a Vanabog, multiple Vanarusian Sages. The Vanabog will become a site searcher. Scouts should be sent to attack all nearby thrones and provinces with heavy cavalry. After this is done, use more Scouts to assess neighboring nations and to find their capitals.\\  
 +4) Identify neighboring nations and their strength. You need to choose someone to fight your first war of conquest against. Try to avoid hellblessed giants and nations with strong harmful dominion such as C'tis and Ermor. All of these threats can be defeated with Chud Skinshifters or Chud Hirdmen and mages, but the losses and risks involved are not really worth it compared to other options, especially since hellblessed giants and high dominion Ermor tend to become relatively weaker with time instead of stronger. If you find yourself close to a rusher with a strong bless, use rivers, summoned Longdead, Crocodiles, Horned Serpents, Killer Mantis, Ogres 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, because Godes need to preach and cast banishing spells, while Skinshifters will likely die to Ermorian javelins, and the Ermorian cavalry is not particularly numerous. Chud Hirdmen, on the other hand, have good armor and two attacks, which is perfect for destroying hordes of undead. Undead enemies also would require summoning Killer Mantises or at least Crocodiles instead of Horned Seprents. Similarly, if you fight someone like MA Shinuyama, their katanas and no-dachis will slice Skinshifters to pieces in no time, and they do not have cavalry that would justify recruiting Sknishifters in the first place. On the other hand, if you are dealing with someone who relies on elites, such as cavalry, giants, mind blasters, mages, then most of your troop production should be Skinshifters. Mind blasters and astral mages also warrant recruiting Chud Jarl commanders instead of Vanarusian Jarls. Against hellblessed giants, rush research for Evocation 2 to have your Vanarusian Sages and Vanabogs cast Lightning Bolt and Hand of Death. Ideally, the amount of Lightning Bolt casters should be approximately 2 for each sacred giant in enemy army. Troops need to be Chud Skinshifters set to hold and attack (hold and attack rear when your army is big enough). It is very unlikely that you will meet someone who can immediately negate both the physical damage of Chud Skinshifters and the lightning damage of your mages. Even if you do, there are still options like casting Holy Word, Steal Breath to get critical hits or forging Snake Rings for your Vanarusian Herses, as well as Horned Serpents. You may try to simply domkill such an opponent even on a large map, since hellblesses usually have low Dominion. If there is a stealthy nation nearby, summon many creatures can in order to quickly create defensive/patrolling forces in key locations in order to defend against and discourage sneak attacks.\\  
 +5) With your first Vanabog, build a lab in a forest province. 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 research 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, use one of your Godes to build a fortress in a place away from your capital. 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. Have at least one labbed forest where you can hire Vyedmas and Vyeduns constantly, until you have around 20 of them. These mages will become remote site searchers, summoners and forgers.\\  
 +7) Attack a neighbour who is the least dangerous for your Chud troops, such as a stealthy nation, a nation without strong sacred troops (except Ulm) or an undead nation with weak dominion. Preferably attacks someone who is already at war with someone else. Be wary of fort battles against many mages until you research resistance spells or at least Air Elementals. A few Vyeduns and Vyedmas should be forging and remote site searching together with Vanabogs (naturally, forgers and site-searchers should be different units). A few more Vyedmas and Vyeduns, alongside Vanarusian Sages and maybe Vanabogs are needed for casting summoning rituals. Initially, you have the following summons to choose from: with Fire gems, you can get Fire Ants (stealthy, good protection, never rout, good map movement, but expensive and rare for Vanarus), Scorpion Beasts (very strong and tough, but few and slow) and Terracotta Soldiers (amphibious, frontline meatshields, but expensive) with Air gems, you can get Corpse Constructs (amphibious, siege strength, evocation bait, frontline meatshields, but useless for killing), with Water gems, you can get Claymen (amphibious, sturdy, good damage, never rout), with Earth gems, you can get Ogres (great damage, decent survivability, but expensive), with Death gems, you can get Longdead (amphibious, patrollers, siege strength, frontline meatshields, never rout, but bad for killing) or Shades (stealthy, ethereal, good at fighting underwater or in caves, but expensive), with Nature gems, you can get Crocodiles (amphibious, good damage), Horned Seprents (good at fighting enemies with a high defense stat) or Killer Mantis (stealthy, high damage output, never rout), with Blood Slaves, you can get Fiery Imps (good in melee combat, bad against archers and expensive). If you need to deploy your summoned troops defensively, you may leave them in a templed province without a commander, since they will still be controlled by the Gode from your province defense army.\\  
 +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. Thanks to the bless, Godes are also your cheapest way of transporting magic beings and undead/demons. 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 all kinds of 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: "People have tired of your oppressive rule!" and hands over your province to neutrals, regardless of how much Province Defense you've paid for. The only way to avoid this event is to have a non-hiding commander in every province. So, place your Godes everywhere and order them to preach, patrol or just wait.\\  
 +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. 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 20 blood hunters or more, depending on your needs and the size of the game. Dominion 10, Order 3 and Growth 3 scales allow 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 Vanabogs and transformed mages.\\  
 +10) Start remote site-searching as soon as you can. Because you are able to recruit a lot of mages with this build, you may choose to instead use magic booster items on mages with path depth of at least 2 in order to search for sites manually, which is less expensive in the long term. 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 and later by casting Arcane Probing. Also use a priest to manually site search for Ancient Temple, a common Holy site with Astral income.\\  
 +11) Research Construction, Conjuration, Enchantment, Blood and Alteration magic in order to create a large and versatile army. Generally speaking, the creatures you can summon can be divided into the following categories: stealthy raiders, hordes for battlefield chaff and unimportant battles, elites for important battles, combatant commanders. However, these categories are simplified abstractions, and creatures from one category can be used for different purposes. Your stealthy raiders are: Oath-Bound, Ghosts, Gelatinous Cubes (these are also good against elites and as bodyguards), Killer Mantises and Fiends of Darkness. Your battlefield chaff are: Terracotta Soldiers and Fire Snakes (fire and poison resistance, inanimate), Corpse Constructs (cold, poison and shock resistance, inanimate), Claymen (poison, slash and blunt resistance, regeneration, inanimate), Yetis (cold resistance), Mechanical Men (resistance to all elements and inanimate, just like Clockwork Soldiers and Clockwork Horrors, except Mechanical Men do not have a fatigue malus), Kydnids (amphibious, awe, good stats), Longdead (cold and poison resistance, inanimate), Shades (cold and poison resistance, good for underwater battles), Vine Men (poison, pierce and blunt resistance), Leogryphs (high damage output) Killer Mantises (poison resistance). Your elites for important battles are: Zmeys, Drakes, Fire Snakes, Wyverns or Gryphons, Green Lions, Sea Trolls (for underwater fights), Trolls, Living Statues, Behemoths, Zizes, Wights or Draugs (for underwater fights), Kithaironic Lions, Manticores, Devils (from Soul Contracts) or Storm Demons. Your combatant commanders are: Vanabogs, Troll Kings, Bane Lords, Wight Lords, Liches, Werevolves (from Call of the Wild), Troll Shamans, Leshiys, Vampire Lords, Archdevils, Heliophaguses.\\  
 +12) Research Enchantment and Alteration to level 7 to be able to protect your armies with battlefield-wide buffs. High levels in Enchantment and Evocation will also allow you to cast damage-dealing battlefield enchantments that synergize with your resistant troops. Casting most of these spells is impossible without researching Construction 6 for magic boosters first. Only national heroes can cast them immediately. You also might use Blood Sabbaths and Crystal Matrixes (if you get lucky) to have your mages form communions to cast powerful spells before boosters, but this option is much more expensive and risky. The biggest advantage from communions you can get is skipping Construction research after level 2 in order to get to Alteration 7 quicker, where your Vanabogs can use Blood Sabbath to cast Fog Warriors.\\  
 +13) Use your Idol of Sorcery Pretender to forge Starshine Skullcaps without having to empower your other Astral mages, and then use it to attack enemy provinces and armies with Black Death and Leprosy, as well as to transport troops. Old Bear Thunder will also be capable of transporting troops with Faery Trod. Baba Yaga will also be able to cast Black death and Leprosy (the former is especially useful for double-casting on the same province). The idol can forge an Arcane Lens to cast its spells even further. Avoid using your pretender for casting Astral Projection or Mind Hunt, because your inanimate pretender will never be able to recover from a Feeblemind affliction. In battle, the Idol of Sorcery should be equipped with a Storm Spool and a resistance item, or possibly with a booster like a Crystal Coin, and cast Bone Grinding or Soul Drain. Depending on the situation, you might want to first cast Resist Magic, Body Ethereal and Astral Shield. In long games, after putting on some boosters, Empowering and possibly casting Power of the Spheres and Light of the Northern Star, the pretender becomes capable of casting Astral Tempest, Unraveling, Undead Mastery, Arcane Domination and Master Enslave. In some situations, the idol can be used to assist armies by casting Antimagic, Darkness (to assist inanimates as well as units with Dark Power trait such as Shades and Fiends, Rigor Mortis (to assist inanimates), Will of the Fates and other spells. The listed death spells also can be cast by Baba Yaga.\\  
 +14) Use your blood income and Alkonosts to start eliminating enemy dominion from the map. But before this, you probably should give 10-20 Soul Contracts to cheap commanders such as Mound Kings (from Revive King ritual). Once Enchantment 7 is researched, cast Carrion Reanimation to get mindless commanders to carry Soul Contracts (depending on your gem income, you may consider other ways of keeping your Soul Contracts such as insect commanders from Transformation or anti-horror kits from the Common Points section of this guide). Afterwards, start applying intense dominion pressure through blood sacrifice with Alkonosts to domkill enemies and to enhance your casting of Vengeful Water and Strand of Arcane Power.\\  
 +15) 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.\\  
 +16) 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) → Conjuration 2 (Summon Crocodiles, Summon Fire Ants, Summon Simargl, Summon Ogres, Summon Shades, Summon Horned Serpents, Summon Killer Mantis) → Enchantment 2 (Revive King) → Construction 2 (Corpse Man Construction, Lightning Rod, Soul Contract) → Enchantment 4 (Claymen, Raise Skeletons, Astral Shield, Create Revenant, Terracotta Army, Cloud Trapeze, Vile Water, Raise Dead, Twiceborn, Behemoth) → Construction 6 (Winged Helmet, Winged Shoes, Flying Carpet, Storm Spool, Frost Brand, Vine Shield, Ring of Regeneration, Sanguine Dowsing Rod, Bag of Winds, Blood Thorn, Dragon Sceptre) → Conjuration 4 (Summon Firebird, lesser elemental summoning spells, Bind Scorpion Beast, Summon Yetis, Revive Wights, Dark Knowledge, Awaken Vine Men, Call of the Wild, Summon Fire Drake, Summon Wyvens, Summon Gryphons, Send Vodyanoy, Voice of Apsu, Summon Ice Drake, Summon Cave Drake, Contact Alkonost, Summon Likho, Awaken Draugar, Summon Leogryphs, Summon Swamp Drake, Symmon Kithaironic Lion) → Blood 2 (Bowl of Blood, Bind Fiend) → Thaumaturgy 4 (Mind Burn, Augury, Teleport, Haruspex, Auspex, Gnome Lore) → Evocation 3 (Arcane Probing) → Conjuration 6 (elemental summoning spells, Summon Zmey, Raven Feast, Contact Sea Trolls, Contact Sea Trolls, Revive Bane Lord, Contact Naiad, Summon Manticore, Howl, Contact Forest Trolls, Summon Fire Snakes, Summon Great Eagles, Sea King's Court, Troll King's Court, Summon Ghosts, Forest Troll Tribe) → Thaumaturgy 7 (Leprosy, Dark Skies, Vengeful Water, Divine Name) → Blood 5 (Blood Feast, Bind Storm Demon, Wrath of Pazuzu) → Enchantment 7 (dome spells, Trade Wind, Dispel, Horde of Skeletons, Foul Vapors, Faery Trod, Heat from Hell, Grip of Winter, Enliven Statues, Ziz, Rigor Mortis, Carrion Reanimation) → Alteration 7 (Body Ethereal, Manifest Vitriol, Frozen Heart, Soul Vortex, Darkness, Transformation, Fog Warriors, Bone Grinding, Mass Protection) → Thaumaturgy 8 (Soul Drain, Stygian Paths, Black Death) → Evocation 7 (Storm, Wrathful Skies, Wailing Winds, Wind of Death) → Conjuration 9 (Contact Cloud Vila, Contact Mountain Vila, Contact Leshiy, Tartarian Gate, Enchanted Forests) → Construction 9 (Mechanical Men, Juggernaut Construction) → Evocation 8 (Astral Tempest) → Blood 9 (Curse of Blood, Blood Rain, Bind Arch Devil, Improved Cross Breeding, Bind Heliophagus, Three Red Seconds, The Looming Hell).\\  
 + 
 +//Situational tactics//\\  
 +  * On small maps, feel free to reduce Dominion 10 and Growth 3 in exchange for a better Productivity scale or a bless.\\  
 +  * If you are playing against opponents with strong sacreds, it is recommended to rush Alteration 1 and Evocation 2 or 3 at first. Continue to research Alteration and Evocation for powerful damaging spells as long as the threat persists.\\  
 +  * If harmful enemy dominion is not a concern, you may choose to design this pretender with a lower dominion score, and in exchange increase the Idol's level of Astral magic. This will save Astral pearls on Empowerment in late game and may allow you to cast Strands of Arcane Power in the late game.
  
 ==== Imprisoned Frost Father (WIP) ==== ==== Imprisoned Frost Father (WIP) ====
Line 377: Line 418:
  
  
-==== Imprisoned Irminsul (WIP) ==== 
-**Irminsul N4 Dom7Ord3Pro3Col3Gro3Luc3Mag3 Imprisoned** 
- 
-Bless: Low Light Vision, Minor Poison Resistance, Major Poison Resistance 
- 
-(heavy scales army, fast research and flexibility) 
vanarus-guide.1785559320.txt.gz · Last modified: 2026/08/01 04:42 by reinc · Currently locked by: reinc