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| Vanarusian Herse - low quality commanders with snow move. Somewhat slow because of their armor, so using Godes for bringing reinforcements is sometimes more efficient.\\ | Vanarusian Herse - low quality commanders with snow move. Somewhat slow because of their armor, so using Godes for bringing reinforcements is sometimes more efficient.\\ | ||
| - | Vanarusian Jarl - average quality commanders, useful for setting up formations and generally for strategies which don't involve sacreds and blessing. Jarls themselves are sacred, but there is no reason to use them as combatants when you have Vanabogs. Even if you want to have sacred werewolves via Lychantropos' | + | Vanarusian Jarl - average quality commanders, useful for setting up formations and generally for strategies which don't involve sacreds and blessing. They are cheaper than the Chud version and therefore might be preferable in cases where you need to save. Jarls themselves are sacred, but there is no reason to use them as combatants when you have Vanabogs.\\ |
| __Vanarusian Gode__ - relatively cheap and easily massable priests who can lead 10 troops and have good map movement. They are also your best commanders for building forts and temples. Once they get some experience, they become able to transport more troops, making Herses even less useful. Due to having a low buying price and costing less in upkeep than a scout, you may recruit a large amount of these early without too big of a hit to your economy, which can help with calling back combatant pretenders or fighting undead-focused enemies, or deterring harmful enemy dominion effects.\\ | __Vanarusian Gode__ - relatively cheap and easily massable priests who can lead 10 troops and have good map movement. They are also your best commanders for building forts and temples. Once they get some experience, they become able to transport more troops, making Herses even less useful. Due to having a low buying price and costing less in upkeep than a scout, you may recruit a large amount of these early without too big of a hit to your economy, which can help with calling back combatant pretenders or fighting undead-focused enemies, or deterring harmful enemy dominion effects.\\ | ||
| - | Chud Jarl - a better version of human Jarls with the added ability to bless themselves. There is little reason to ever use them. They do have significantly higher morale and magic resistance than their human counterparts, | + | Chud Jarl - a better version of human Jarls with the added ability to bless themselves. They have significantly higher morale and magic resistance than their human counterparts, |
| __Vanarusian Sage__ - some of the best researchers in the Middle Age. National magic path access and gem income for Fire, Air and Death makes it easy to equip all of your sages with Owl Quills, Skull Mentors or even Lightless Lanterns, allowing them to surpass MA C'tis in research and to potentially match MA Ermor. Random Nature and Death paths may provide with the opportunity to Transform or Twiceborn some of them at some point, while Blood randoms can help Vanabogs with blood hunting, eventually replacing them once Blood Thorns and Sanguine Dowsing Rods become available. Air2 and Air3 ones can be used as combat mages.\\ | __Vanarusian Sage__ - some of the best researchers in the Middle Age. National magic path access and gem income for Fire, Air and Death makes it easy to equip all of your sages with Owl Quills, Skull Mentors or even Lightless Lanterns, allowing them to surpass MA C'tis in research and to potentially match MA Ermor. Random Nature and Death paths may provide with the opportunity to Transform or Twiceborn some of them at some point, while Blood randoms can help Vanabogs with blood hunting, eventually replacing them once Blood Thorns and Sanguine Dowsing Rods become available. Air2 and Air3 ones can be used as combat mages.\\ | ||