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{{stub}}
{{Header Nav|game=Dominions 3: The Awakening}}
{{Header Nav|game=Dominions 3: The Awakening}}
 
[[Image:Dom3_FirBolgChampion.jpg|thumb|Fir Bolg are the lesser descendants of the Nemedians.]]
[[File:Dom3_FirBolgChampion.jpg|thumb|Fir Bolg are the lesser descendants of the Nemedians.]]
[[Image:Dom3 TuathaSorceress.jpg|thumb|left|Tuatha Sorceress]]
[[File:Dom3 TuathaSorceress.jpg|thumb|left|Tuatha Sorceress]]
Eriu was founded when humans defeated the Tuatha in ages past. Now the Tuatha and their Sidhe descendants re-emerge from their hiding places to lead the humans. The Sidhe and Tuatha are able to weave illusions to hide their true appearance. They are skilled Air and Nature mages.
Eriu was founded when humans defeated the Tuatha in ages past. Now the Tuatha and their Sidhe descendants re-emerge from their hiding places to lead the humans. The Sidhe and Tuatha are able to weave illusions to hide their true appearance. They are skilled Air and Nature mages.


When men came to the land of the Tuatha and the Fir Bolg, there was a drawn out battle which ended with the defeat and total withdrawal of the Tuatha. The Land of the Ever Young was forever lost to this world and Avalon was taken by the witches of Man. The Sidhe, descendants of the Tuatha, retreated into strange twilight realms with entrances hidden in ancient mounds. The land of the Fir Bolg was split by the invading forces: Man and their witches, and the Milesians. The Milesians named their land Eriu. Most of the Eriu population is composed of humans of Milesian ancestry, but a few Fir Bolg still survive in remote villages. With the coming of the new God, the Daoine Sidhe have re-emerged from their magical mounds to lead the Milesians. Eriu is now a nation of humans and Fir Bolg led by the awakening Sidhe.
When men came to the land of the Tuatha and the Fir Bolg, there was a drawn out battle which ended with the defeat and total withdrawal of the Tuatha. The Land of the Ever Young was forever lost to this world and Avalon was taken by the witches of Man. The Sidhe, descendants of the Tuatha, retreated into strange twilight realms with entrances hidden in ancient mounds. The land of the Fir Bolg was split by the invading forces: Man and their witches, and the Milesians. The Milesians named their land Eriu. Most of the Eriu population is composed of humans of Milesian ancestry, but a few Fir Bolg still survive in remote villages. With the coming of the new God, the Daoine Sidhe have re-emerged from their magical mounds to lead the Milesians. Eriu is now a nation of humans and Fir Bolg led by the awakening Sidhe.


''In medieval Irish Christian pseudo-history, the Milesians (from Mil Espaine or "sons of Míl") are the final invaders to settle in Ireland. The Milesians take the world above, while the Tuath Dé take the world below, and thereafter the 'immortal people' become known as the Daoine Sidhe (people of the mounds). Ériu (modern Irish Éire), a Tuatha Dé portrayed in folklore as the lover of a Fomorian prince with whom she had a son who was later crowned king and as the mistress of the hero Lugh, is the eponymous matron goddess of Ireland. This nation was added in the Dominions 3.06 patch.''
 
''This nation was added in the Dominions 3.06 patch.''
==Overview==
==Overview==
MA-Eriu is for all intents and purposes a nerfed version of [[Dominions 3: The Awakening/Nations/Tir na n'Og, Land of the Ever Young|EA-Tir na n'Og]]; fielding a broader choice of new chaff-units yet a narrower focus of magi, while our best Fir Bolg and Sidhe troops remain woefully under-equipped with leather and spears. That said, MA-Eriu still fields the excellent Sidhe Lords and our high-end mounted Tuatha mage is a re-skinned Ri. Hence much of MA-Eriu's core strategy remains the same as in the EA, though with a narrower set of options and margin for error.
Strengths:
Strengths:
*Early access to strong Air and Nature magic, average Water and weak Earth.
*Early access to strong Air and Nature magic, average Water and weak Earth.
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*Glamoured cap-only sacred troops.
*Glamoured cap-only sacred troops.
*National spell songs turn weak indie N-magi into useful buffers.
*National spell songs turn weak indie N-magi into useful buffers.
*Skilled Fir Bolg troopers offer good value.
*Skilled Fir Bolg troopers good value.
Weaknesses:
Weaknesses:
*Half your troop types are "indie" human caliber.
*Half your troop types are "indie" human caliber.
*Weak PD till you get buffing magic.
*Weak PD till you get buffing magic.
*Without paths on your pretender, F/E/D/B/S magic remains elusive/absent.
*Without paths on your pretender, F/E/D/B/S magic remains elusive/absent.
*Without magic your troops remain under-armored and under-armed for the Age.
*Your troops are mostly under-armored and under-armed for the Age.
*Expensive magi means high-Magic and -Cash scales are necessary to remain competitive.
*Expensive magi means high-Magic scales are necessary to remain competitive.


Eriu really needs to leverage it's magic early on before it's enemies can develope counters. Your troops will struggle vs enemy heavy-troops without magic support.
Eriu really needs to leverage Air magic early on before it's enemies can develope counters. Your troops will struggle vs enemy heavy-troops without magic support.


==National Features==
==National Features==
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===Units===
===Units===
Eriu has a somewhat bewildering array of troop types.
Eriu has a somewhat bewildering array of troop types.
====Unit Comparison====
====Unit Comparison====
{| {{prettytable|class=sortable|style=text-align:center}}
{|{{prettytable|textcenter=1|sortable=1}}
|+Eriu, Last of the Tuatha
|+Eriu, Last of the Tuatha
!Name!!Gold!!Resources!!HP!!Pro!!Mor!!MR!!Enc!!Str!!Atk!!Def!!Prc!!Mv
!Name!!Gold!!Resources!!HP!!Pro!!Mor!!MR!!Enc!!Str!!Atk!!Def!!Prc!!Mv
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|35||12||13||10||12||14||5||12||12||15||12||2/11
|35||12||13||10||12||14||5||12||12||15||12||2/11
|}
|}
====Milesians====
====Milesians====
:''The Milesians conquered the land of the Tuatha together with the men of Man. They became rulers of the Tuathan heartland and renamed it Eriu, allowing the remaining Fir Bolg warriors to live and intermarried with them. Now most Milesians have some Fir Bolg blood in their veins, thus Milesians live slightly longer than ordinary humans and are somewhat resistant to magic. With the awakening of the God, the Milesians have found themselves replaced as rulers by mighty Sidhe Lords emerging from magical mounds.''  
:''The Milesians conquered the land of the Tuatha together with the men of Man. They became rulers of the Tuathan heartland and renamed it Eriu, allowing the remaining Fir Bolg warriors to live and intermarried with them. Now most Milesians have some Fir Bolg blood in their veins, thus Milesians live slightly longer than ordinary humans and are somewhat resistant to magic. With the awakening of the God, the Milesians have found themselves replaced as rulers by mighty Sidhe Lords emerging from magical mounds.''  
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===Commanders===
===Commanders===
The Tuatha are the ancient masters of Tir na n'Og and Avalon. When men came to their lands, they retreated to the Land of the Ever Young and were lost to the world. A few of them lingered on and aided the retreat of their Sidhe descendants into strange and magical twilight lands hidden under ancient mounds. With the coming of the new God, a few of them have returned from their seclusion together with their Sidhe descendants. The Tuatha are powerful Air mages and can use glamour and illusions to hide their true appearance.
The Tuatha are the ancient masters of Tir na n'Og and Avalon. When men came to their lands, they retreated to the Land of the Ever Young and were lost to the world. A few of them lingered on and aided the retreat of their Sidhe descendants into strange and magical twilight lands hidden under ancient mounds. With the coming of the new God, a few of them have returned from their seclusion together with their Sidhe descendants. The Tuatha are powerful Air mages and can use glamour and illusions to hide their true appearance.
====Recruit Anywhere====
;Unit: Gold x, Resources y
;Milesian Scout: Gold 20, Resources 3
:Description
:An Indy scout with +1 MR.
;Milesian Monk: Gold 30, Resources 1
:An inexpensive H1 priest with horrible combat stats but great MR.
;Milesian Champion: Gold 30, Resources 22
:Cheaper than the standard leadership-40 Indy commander, with +1 MR.
;Fir Bolg Champion: Gold 45, Resources 12
:Another inexpensive leadership-40 commander, but one whose combat stats are worthy of thuggery.
;Sidhe Champion: Gold 140, Resources 19
:Eriu's bread-and-butter research mage in the MA. His combat stats are worthy and he can self-buff an impressive amount of magical protections. Deploy him with a Tuatha once you have unlocked ''Storm'' (Evoc-5) to leverage his full potential.
;Sidhe Lord: Gold 280, Resources 16
:The backbone of Eriu's aggressive posture. Great for raiding enemy PD or supporting your armies by casting evocations in battle. Once you have researched ''Storm'' (Evoc-5), they can self buff to A3 and spam-cast ''Thunderstrikes'' while your N1 indy chaff magi keep them reinvigorated with ''Spell Songs''.
====Capital-Only====
;Bean Sidhe: Gold 220, Resources 1
:A key part of Eriu's battlefield magic diversity, offering Water and Earth magic at good value. Under drain scales, she will be your best researcher, though the recruit-everywhere ''Sidhe Champion'' is a (thankfully) slightly more cost effective researcher under magic scales.
:*'''A2W1N1''': The A2 random doesn't bring (any) direct magic synergy with W or N, but she can offer the same evocations spell support of a Sidhe Lord while battling unaffected in the cold.
:*'''A1W2N1''': Out of the box, she offers easy access to ''Rain'' (Evoc), ''Winter Ward'' (Ench) ''Quickness, Numbness'' and ''Quickening'' (all Alteration school; Numbness bypasses MR), and might even get you into the sea (''Friendly Currents'') if no underwater nations are around. With water boosters (Const-6), a W4 Bean Sidhe can cast all sorts of nastiness one doesn't expect from Eriu (''Quagmire, Grip of Winter, Sailor's Death, Curse of the Dessert, Freezing Mist, Falling Frost, Encase in Ice, etc''). Give her a Thistlemace and she can add ''Bonemelter'' to the list. In the conjuration school, with boosters she can summon ''Contact Naiad'' and ''Naiad Warriors'', plus ''Shark Attack'' while underwater. With a single empowerment (45 W gems), she can even summon the elemental Water Queens or start casting globals herself.
:*'''A1W1N2''': She will be your forge smith for most of the useful N-items unlocked at Const-4. Give her a Thistlemace and she can cast all sorts of useful battle buffs (''Haste, Berserkers, Wooden Warriors, Mass Protection, Healing Mist, etc'') as well as some interesting de-buffs (''Charm, Creeping Doom, Polymorph, Stream of Life''). She will be your primary means to both employ and protect against poison magic (''Poison Ward, Poison Cloud, Breath of the Dragon, Foul Vapours, etc'').
:*'''A1W1N1E1''': Your E1-random Bean Sidhe can cast ''Armor of Achilles'' (Alt-2) from very early on, which might prove necessary should Eriu's spear-wielders need to scrap with heavy armored troops (rather likely in fact). If you can somehow gain a small income in E gems and mass-produce earth boots (ie. through Pretender magic picks or an unlikely E2 Tuatha random), Bean Sidhe can cast Rust Mist (Evoc-2) as well as introduce E3 Earth magic to the battlefield (''Summon Earthpower, Strength of Giants, Legions of Steel, Destruction, Bladewind, etc''). Furthermore, forge her a Water Bracelet (Const-6) to bring her up to A1W2N1E2 and she can cast ''Fire Ward'' (Ench-4) to buff your bark-skinned troops.
;Tuatha: Gold 390, Resources 22, ''Sacred, Stealthy, Glamour, Forest Survival, Supply Bonus, Darkvision 50''
:MA-Eriu counts upon the Tuatha to deliver its most powerful battlefield-wide enchantments and deadly evocations. ''Mist, Thunder Strike, Storm, Wrathful Skies'' (all Evoc), ''Fog Warriors'' (Alt), ''Arrow Fend, Mass Flight, Storm Warriors'' (Ench), ''Confusion'' (Thaum) all can be cast by Tuatha using boosters.
:There is a 10% chance any Tuatha might have a second random path. But rather than count on those rare few to hang a strategy on, we will simply note that there is a 1:40 chance you might get lucky and see a A5N2H2, A3N4H2 or A3N2E2H2, and each of those might unlock a side strategy. Instead let's look at the far more common paths:
:*'''A4N2H2''':
:*'''A3N3H2''':
:*'''A3N2W1H2''':
:*'''A3N2E1H2''':
 
===Heroes===
===Heroes===
;Tuan the Last Partholonian:A2W1D4 Sacred, Immortal, Stealthy, Glamour, Darkvision 50.
;Tuan the Last Partholonian:A2W1D4 Sacred, Immortal, Stealthy, Glamour, Darkvision 50.
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==Strategies==
==Strategies==
===Storm===
===Strategy A===
===Poison===
====Scale Design====
===Forging===
MA-Eriu wants Order and Luck to unlock it's nice lineup of national heroes, plus with our lack-luster PD, this suppresses the likelihood of Indy invasion events too. Our only option for a recruit-anywhere researcher is the ''Sidhe Champion'', who only brings a meagre 4 research for 140 gold cost. So taking magic scales to boost our pricey research output is prudent, whereas Drain scales might prove crippling.  
With site-searching, you'll have the gems for most of your Air- and Nature-item needs. With a little luck, you'll likely even have a small income in Water, Earth or even (if your heroes Lugh or Scathatch appear) Death gems. Your Sidhe and Tuatha commanders have default magic weapons and respectable combat stats and spells, so any items are mostly to enhance this.
;*Earth: As always, a ''Dwarven Hammer'' is quite useful to save on forging-costs. But without taking some E on your Pretender it is likely going to cost 55 E-gems just to get one (empower 1E mage to 2E, forge ''Earth Boots'', then forge a Hammer). Since many of the items you want to forge cost 10-25 gems or more, getting a hammer early means big gem savings. Once you can produce them cheaply, ''Earth Boots'' for your E-random Bean Sidhe brings much needed E-magic to the fight, or alternatively empower in Blood to E2B3 and forge ''Bloodstones'' to save on precious E gems. ''Gate Cleaver'' is a useful way to enable stealthy cloud-trapezing Sidhe Lords to besiege and capture enemy fortresses without an army.
;*Air: Sidhe/Tuatha magi are expensive, so ''Owl Quills'' might offer a competitive research solution. Using gems to boost in battle, an A4 Tuatha can fulfil its primary role without any boosters (ie. cast ''Storm, Fog Warriors, Arrow Fend,'' etc). But as you strive for gem-efficiency and high-end casting, ''Staff of Storms'', ''Winged Helmet'' and ''Bag of Air'' are all useful. ''Winged Shoes'' grant lesser commanders the same strategic mobility as your Sidhe Lords/Tuatha. ''Chainmail of Displacement'' bestows a glamour to any thug/SC who doesn't already have one.
 
;*Nature: ''Vine Shield'' is great for outfitting thugs - once your high-defense mist-formed Sidhe entangle their foes in twisting vines, they become almost impossible to kill by normal means. ''Amulet of Resilience'' for casters, though spamming spell songs also fulfils this role. ''Thistle Mace'' to boost any Tuatha wanting to cast battlefield-wide N buffs.
 
;*Water: ''Frost Brand'' for thugs, ''Water Bracelets'' and ''Robe of the Sea'' for casters, ''Bottle of Living Water'' for everyone.
 
;*Death: Though it would probably be wise to save these gems for nasty globals or end-game summons, the ''Black Bow of Botulf'', ''Visions Foe'' and ''Banefire Crossbow'' are all useful AN ranged attacks. Also, ''Skull Mentors'' to keep our research competitive.
 
===Scale Design===
MA-Eriu wants Order and Luck to unlock it's nice lineup of national heroes, plus with our lack-luster PD, this suppresses the likelihood of Indy invasion events too. Our only option for a recruit-anywhere researcher is the ''Sidhe Champion'', who only brings a meagre 4 research for 140 gold cost. So taking magic scales to boost our pricey research output is prudent, whereas Drain scales might prove crippling (e.g. friendly provinces under enemy dominion could have scales more beneficial to research).
 
MA-Eriu uses primarily Nature magic to boost the quality of it's troop's armor (Barkskin, Protection, Wooden Warriors, etc). This leaves them susceptible to fire and nations that use such magic. ''Bean Sidhe'' do have the means to partially counter fire magic (Evoc-2 ''Rain''). Another possibility to consider would be to take Cold scales to suppress/discourage the use of fire. In practice, fighting in such cold provinces will also negatively affect our own units by inducing fatigue, but Nature also offers possibilities to reinvigorate troops (through Ench-6 ''Relief'', and item forging) and bestow some cold resistance (Alt-4 ''Elemental Fortitude''). Water magic also offers solutions for operating in cold provinces (Alt-1 ''Cold Resistance'', Ench-5 ''Winter Ward'', item forging). Food for thought.


Fir Bolg troops don't need much in the way of resources, and you can build Admin-50 cities to act as recruitment centers, drawing resources from surrounding lands. So Sloth is a fairly painless way to balance the scales.
Fir Bolg troops don't need much in the way of resources, and you can build Admin-50 cities to act as recruitment centers, drawing resources from surrounding lands. So Sloth is a fairly painless way to balance the scales.
;Magic Scales: ''Order 1 Sloth 3 Luck 1 Magic 1''
;Order 1 Sloth 3 Luck 1 Magic 1:The minimum balanced scales Eriu should consider. Look to add some Growth or more Magic if you have the design points to spare.
:The minimum balanced scales Eriu should consider. Look to add some Growth or more Magic if you have the design points to spare.
 
;Drain Scales: ''Order 1 Sloth 3 Growth 3 Luck 1 Drain 2''
:This configuration also represents balanced scales. For this strategy, the cap-only ''Bean Sidhe'' will be our primary researchers until we look to set up a border province where enemy dominion leaches into our own lands, thereby establishing a ''Magic'' Scale. Our researchers can then carry on there without the ''Drain'' penalty. The benefits of doing this (other than keeping balanced scales while maxing Growth) is to get the MR boost from drain in our own lands, which improves Eriu's resistance to enemy magic even further.
 
===Pretender Design===
;Dormant Great Mother, E9 N6: '''w/ Magic Scales:''' Order 1 Sloth 3 Luck 1 Magic 1, Dom 4 (or take N4 and buy Growth and/or Dom).
:'''w/ Drain Scales:''' Order 1 Sloth 3 Growth 3 Luck 1 Drain 2, Dom 4
:Great Mother's bless bestows both armor, reinvig and regeneration on our sacred Sidhe troops and combat magi. This doesn't make them elite, rather upgrades them to a much-needed 'average' armor-status commensurate of the Age while functionally having very low encumbrance. Easily reachable battle magic (''Barkskin, Protection'', etc) can further boost this armor to a respectable 20+. Nature-6 grants 'normal' troops 2 hp/round regeneration, which combos well with their high defense-skill stats. Once awake, Great Mother can spam ''Earthquakes'', and enables easy access to dwarven hammers and other Earth items otherwise much harder to reach, and the E/N Globals. You should probably look to bootstrap into Blood magic for the late/endgame.
 
;Imprisoned Crone, F4 W4 E4 D4 N4 B4
 
===Expansion===
Use Fir Bolg for expansion; warrior-axemen vs heavier troops and warrior-spearmen vs light troops. Milesians are pretty much worthless as anything other than decoys to kite enemies or draw-arrow fire while your Fir Bolg close in to do the killing. With the right bless, you CAN use Daoine Sidhe for expansion, but 1 Sidhe costs the same price as 3 Fir Bolg, and numbers mean a lot in the early game.
 
Use the cap-only Bean Sidhe to keep you apace in the early research race, as she doesn't vie for the precious resources needed to hire troops. Once you've secured the lands surrounding your capital and bumped up local available resources, you can switch over to the less-expensive but resource-hungry ''Sidhe Champion''.
 
MA-Eriu strategy is more "commander-reliant" than most nations, so you'll need lots of gold. You really need to expand early into rich farmlands for that extra gold income.


===Research Order===
====Pretender Design====
Year 1 If you've taken the right bless, your Sidhe Lords and Champions might already be quite deadly from day 1. However consider also:
;Imprisoned Great Mother, E9 N6; Order-3 Sloth-3 Cold-1 Growth-3 Misfortune-2 Magic-3, Dom-5.
*'''Conj-1''' for ''Tangle Vines''. This is a very useful spell that can help turn tough Indies into easy pushovers.
*'''Alt-1''' for ''Aim / Eagle Eyes'' and ''Barkskin''. Avoids friendly fire with Tangle Vines and later evocations (Aim and Eagle Eyes do not stack).
*'''Evoc-2''' for ''Shocking Grasp'', ''Shockwave'' and ''Lightning Bolt''. Combined with ''Resist Lightning'' from Alt-1, this grants all our magi basic damage spells in an emergency.
*'''Alt-3''' for ''Mistform / Protection'', picking up ''Mirror Image'' along the way. This makes all your warrior-magi now combat-capable to self-buff, then engage in melee or hang back and cast support spells/songs.
*'''Ench-1''' for ''Flight''. Self-buffed flying Sidhe Champions and Lords... what's not to like?
Years 2-3
Situationally it is a toss-up what to go for next:
*'''Alt-5''' for ''Elemental Fortitude, Wind Guide, Wooden Warriors'' and the global ''Mother Oak''. A good reason to take a sleeping pretender with N5.
*'''Evoc-5''' for ''Mist, Thunderstrike, Orb Lightning'' and ''Storm'' (plus ''Earthquake''). If you are being seriously threatened, these spells up the killing-power of all your magi greatly, but you will need an A4 Tuatha to benefit. Earthquake of course only possible at this point if you have taken E5+ on your pretender.
*'''Ench-5''' for ''Seeking Arrow, Cloud Trapeze, Haste, Thunder Ward'' and ''Gift of Health''. Useful spells for strategic assassinations or if you are fighting another Air-magic nation, plus the "other" early Nature global.
*'''Constr-4''' unlocks ''Dwarven Hammer'' (if you have a pretender who can forge it) the ''Eye/Vine Shields, Amulet of Resilience'' and ''Frost Brand'' for thugging-out your Sidhe Lords, plus the ''Thistlemace, Earthboots, Bag of Wind'' and ''Air Helmet'' boosters.
*'''Conj-4''' for ''Cu-Sidhe, Spirits of the Wood'' and ''Spring Hawk'' summons, not to mention ''Lesser Air Elementals'' should you be needing help in battle. If you are forging boosters, you might be able to benefit from ''Summon Earthpower'' (unlocking a host of useful E-based battlefield magic in the process) and ''Strength of Gaia'' as well.


{{Footer Nav|game=Dominions 3: The Awakening|prevpage=Nations/C'tis, Miasma|nextpage=Nations/Ermor, Broken Empire}}
====Expansion====
====Research Order====
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Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ   B b   C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç   D d Ď ď Đ đ Ḍ ḍ Ð ð   E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə   F f   G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ   H h Ĥ ĥ Ħ ħ Ḥ ḥ   I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị   J j Ĵ ĵ   K k Ķ ķ   L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ   M m Ṃ ṃ   N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ   O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ   Ɔ ɔ   P p   Q q   R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ   S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß   T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ   U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ   V v   W w Ŵ ŵ   X x   Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ   Z z Ź ź Ż ż Ž ž   ß Ð ð Þ þ Ŋ ŋ Ə ə   {{Unicode|}}
Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
Cyrillic: А а Б б В в Г г   Ґ ґ Ѓ ѓ Д д Ђ ђ   Е е Ё ё Є є Ж ж   З з Ѕ ѕ И и І і   Ї ї Й й Ј ј К к   Ќ ќ Л л Љ љ М м   Н н Њ њ О о П п   Р р С с Т т Ћ ћ   У у Ў ў Ф ф Х х   Ц ц Ч ч Џ џ Ш ш   Щ щ Ъ ъ Ы ы Ь ь   Э э Ю ю Я я   ́
IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ   ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ   ɱ ɳ ɲ ŋ ɴ   ʋ ɹ ɻ ɰ   ʙ ⱱ ʀ ɾ ɽ   ɫ ɬ ɮ ɺ ɭ ʎ ʟ   ɥ ʍ ɧ   ʼ   ɓ ɗ ʄ ɠ ʛ   ʘ ǀ ǃ ǂ ǁ   ɨ ʉ ɯ   ɪ ʏ ʊ   ø ɘ ɵ ɤ   ə ɚ   ɛ œ ɜ ɝ ɞ ʌ ɔ   æ   ɐ ɶ ɑ ɒ   ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ   ˈ ˌ ː ˑ ̪   {{IPA|}}

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