Okay, here's another preview. These will be independent mages from uncommon UW sites. In vanilla all independent UW mages are water mages, which are completely useless for UW nations, since all of the have good water magic already. You can probably guess which mages focus in what path.
Here are the paths & special abilites I've planned for them:
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Albatross Mage 2A1W 10% A/W/N/S, lose all water magic on land
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Drowned Captain 2D1W, big pillagebonus, stealthy, poor researcher
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Sulphur Mage 2F1W1A, aquatic, some fire & poisonresistance
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Coral Druid 1N1H 100% N/W/A, animalawe
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Ictyid Stargazer 1S1H 100% S/N, prevent bad events, slightly insane (visions of R'lyeh)
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Seasmith 1E 50% E/W/F/N pic, forgebonus 10
Expect the one on the far right. The draq troll, yeah. She'll be a cheap summon (level 3 conjuration, W2, costs 5 water gems) that can lead troop underwater like the sea troll king. Because of the coral armor, she will also be able to support in combat (poison spikes + regen + lots of hp).
Here are the sites I'm going to add. The last ones listed per each path are the uncommon ones
Fire (2 common, 2 uncommon)
-Tropical Current, 1F 1W
-Underwater Volcano, 2F
-Fountain of Sulphur 2F 1A, Sulphur Mages, unq
-The Flame that Shall Always Burn 2F 1S
Air (2 common, 2 uncommon)
-Air Bubble (2A)
-Sea Wind (1A 1W)
-Albatross Island 2A 1W, Albatross Mages, unq
-Valley of the Electric Eels (2A 1W 1N), unq
Water (1 common, 1 uncommon)
-The Greatest Current, 2W, unq
-Chaotic Current, 2W 1A
Earth (1 uncommon)
-Sea Forges, 1E 1F 1W, Seasmiths, unq
Nature (1 uncommon)
-Grove of Kelp, 2N 1W, Coral Druids, unq
Death (1 common, 1 uncommon)
-Ancient Kraken Carcass. 2D
-Bermuda, 2D 1W, Drowned Captain, unq
Astral (1 common, 1 uncommon)
-The Island of the Lost, 3S, unq
-Gorge of Visions, 2S 1N, Ichtyid Stargazer, unq