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----PYTHIAN SECRETS----
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WHAT IS THIS?
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This is the Pythian secrets file, that tells the gameplay mechanics of the "Pythium, the Second Empire" mod in gameplay terms, so that the player doesn't have to second guess what my in-game speak on descriptions actually mean.

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IS THIS BLOOD?
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Umm.. No?

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I HOPE IT'S NOT CHRIS'S BLOOD!
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Ehh? Me too, I guess?

(if you just had no clue what the two last questions meant, don't worry, I'm still sane, you just didn't get the refence :D)

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TROOPS:
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PYROTES:

Pyrotes have a secondary attack on their "Pyro Staff" weapon called "Pyros", if you want to see what it does just see the Imperial Alchemist unit, it has the same "Pyros" attack. Basically it's 10AP fire damage on AoE 2. This means that whenever Pyrotes attack something, they have 1:9 chance of hitting themselves (and likely killing themselves due to their negative fire resistance).

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COMMANDERS:
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IMPERIAL ALCHEMIST:

Research bonus +1, 10% chance of starting with an affliction.

THEURG ARTISAN:

Research bonus -1

THEURG:
Magic Boost +1 on Fire, Water, Air (if you empower one in one of those paths, they will go straight to level 2 on that path)

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HEROES:
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Multihero 1:

ARCH THEURG:
Magic Boost +2 on Fire, Water, Air (if you empower one in one of those paths, they will go straight to level 3 on that path)
3?3S3H (?= 200% F/W/A)
Basically they either come with two of the following F,W,A or just have one of them, but on level 4. 

Multihero 2:

ANGEL OF THE HOST:
Like the unit of the name.
Comes with F2S2H2 magic (adding these magic paths is a part of this mod. All Angels of the Host are the same when GoR'd)

Hero 1:

THE GUILDMASTER:

F3W3E2 mage, heretic 3, researchbonus 7

Hero 2:

MAN FROM NORTH

Thuggable commander, secondary werewolf form.

Hero 3:

THE PATRIARCH

F2W2A2S3H4 mage

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SPELLS:
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DIVINE PROTECTION:

Grants Stoneskin + Mr boost (like the "Iron Will" spell for example) + 50% resistance to each element. (note that frost resistance will be 0, because of the reduction from stoneskin). The spell "Legions of Steel" is also casted centered on the caster, so you should place your master so that your troops can get the benefit from that. Since masters don't share buffs, you can cast this many times with different masters to get the "Legions of Steel" effect go off many times.

DIVINE POWER:
 
Grants "Phoenix Power" + "Water Power" (that works on land) + "Summon Storm Power". The Summon Storm Power effect only works if there is a storm on the battlefield. The spell "Strenght of Giants" is also casted centered on the caster, so you should place your master so that your troops can get the benefit from that. Since masters don't share buffs, you can cast this many times with different masters to get the "Strenght of Giants" effect go off many times.

CALLING OF THE SEVENTH:

Places the "Demon Cleansing" BF enchantment that causes demons to take double damage from all sources (like the water spell on evo 9) . It also summons the Seventh, the named archangel based on Michael. He is a majorly beefed up Arch Angel with a custom holy spear called "The Slayer of the Serpent" it does 7 AN holy (3x vs undead/demons) damage and attacks with an attack value over 20. It also has a secondaryeffect of "small area holy fire" for crowd control. He also can Banish people to Inferno (like the secondary effect of the Hell Sword), mr resists the effect but it has three attacks, so the opponent will have to succeed in three tests. When Michael appears, the "Divine Blessing" will be casted so that he comes as blessed.

He's extrmely badass, but not a good wish target because he has no magic and only misc slots.

DIVINE JUDGEMENT:

Works just as the effect given by the artifact "Ark". See your manual for further detail.

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SUMMONS:
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THEOSIS:

This spell works like the "Summon Amesha Spenta" for Caelum or Tllaques for Mictlan. It summons one unit from a pool of 6 named Archangels

The Angles have slightly improved stats compared to basic Archangels from the "Angelic Host" spell, except on the cases where it mentions that the angel is "Serene", which meant that its combat stats are somewhat worse

-"MAN OF THE LORD" -> Based on the Archangel "Gabriel". Divine messenger and warrior S3A3H3, stealth +25, high mapmove (7), higher combat stats than other angels, spreads dominion like a prophet. Comes pre-equipped with a Sword of Swiftness and Silver Hauberk

-"BLESSING OF THE LORD" -> Based on the Archangel "Barachiel". Leader of all Guardian Angels and holds dominance over lightning, A4F2H3, bonus lighting attacks, can summon two "angels of the host" per turn

-"LIGHT OF THE LORD" -> Based on the Archangel "Uriel".  F4A2H3, higher combat stats, fireshield, darkvision, bonus fire AoE attack, comes pre-equipped with a "Sun Sword" that does "Small area holy fire" as an secondary attack, very high precision. Has only one hand slot.  

-"GLORIFIER OF THE LORD" -> Based on the Archangel "Jegudiel". Patron Saint of all labour and arts. S3E2F1H3, reinvigoration(4), forgebonus(25), Serene angel (lower combat stats).

-"HEALING OF THE LORD" -> Based on the Archangel "Raphael". Patron saint of medicine and sciences. S3N3H3, healer 100, reserachbonus (7), recuperation, regeneration (10%), high natural prot, 50% resistance to all elements, Serene angel (lower combat stats). No hand slots (does not take up arms)

-"PRAYER OF THE LORD" -> Based on the Archangel "Selaphiel". Patron saint of praying. S4F1A1W1E1H4, very high researchbonus (20), attack value 0, no melee attack, greatly lowered combat stats, domsummons angels of the host (summon str 20), autosummons one angel of the host per turn. No hand slots (does not take up arms).