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: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.
: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===
====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).
;Dormant Great Mother, E9 N6: 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.
: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.


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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|}}
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