Anyway, I think it may be interesting to keep track of Moskurgian Military capabilities. I made this list for my own convenience, and I think it's pretty much complete.
If anyone remembers something, feel free to add.
I've taken the liberty to strike through the enemy weapons that I think have been rendered useless.
Sabre: Officer weapon. A single-edged blade that favours cavalry combat over infantry combat. Requires training to wield, one-handed. Expensive.
Spear: General infantry weapon. Essentially a dagger on a long stick. Very cheap, requires minimal training to use. Can be used double-handed, or single handed with a light shield. Cheap.
Halberd : Cheap anti armor weapon
Buckler: General infantry equipment. A small iron shield, held in one hand. Only protects a small area, but can be wielded alongside a shield. Moderate cost, requires training to wield properly.
Large Wooden chield: Expensive-Very Expensive Hides Wizards from fireballs.
Moskurgian Armor : Cheap, worse than plate, better than everything they had before.
Padded Armour: General infantry armour. Very cheap, just layers of cloth, but doesn't protect against much. Well ventilated in hot conditions, though. Cheap.
Scale Mail: Officer armour. Scales of steel on a leather backing. Expensive, but lighter than chain mail. Expensive.
Short Bow: General infantry weapon. A light bow composed of laminated wood and horn. Inexpensive enough to equip many troops with, but short ranged.
Compound bow : Long ranged weapon usable by cavalry.
Needle arrow : Mostly useless, Cheap??
Arabian Horse: A light riding horse, from short-lived Iberian settlers in the past. Very fast and manoevrable, but not too strong. Expensive. Cheap
Sailing Ship: Wind-propelled wooden ship. Fast, requires minimal crew, cannot carry many passengers. Very Expensive.
Ballista : Expensive. Long Range Weapon (Extra-long with spell.)
- Firebombs(Expensive?)
Divination Spellbook
Detect Ambush: Reveals non-magical ambushes prepared by enemy troops or physical traps.
Lucky Strike: Magical guidance makes a squad shoot or strike true far more often than usual. Expensive.
- Upgraded with something to allow it to snipe specific people
Detect Thoughts: Read the mind of an enemy commander to determine their tactics ahead of time. Very Expensive.
-Range upgrade?
"Distraction Spell" Very expensive?? Whatever it was that allowed their ambushes to suprise our guards.
Lightning Spell : Very expensive? [Partially Negated by Frost Tower]
Wind Spell : Cheap-Expensive?
- Protects against bugs
- Propels ships
- Protects against arrows
- Moves clouds around
- Extends ballistae range
Desert Wind Spell
- Heats up climate by 1 step Very expensive
Wand of Heroism: Makes a squad fight beyond human levels. A National Effort.
The Staves they use to do anti-magic
- Medium Range
- Dispels crystal
One very interesting thing is that a truly ludicrous amount of Moskurgian Military might relies on Wind Spells. They have 4 schools of magic :
Divination
Wind
Lightning
Anti magic
Meanwhile, we are far more redundant.
Fire
Cold
Plants
Crystals
Anti-magic
Creature conjuration.
Of course, some of those schools are barely used, but the same can be said for the Moskurgians. They have just 1 lightning spell, and most of their divination (with the exception of Lucky Strike) is already countered. The result is that they rely to an enormous amount on their wind Magic, and one specific wind spell.
Sabotage that, and their entire battle formations falls to pieces.