Hero · Wizard
Miko
巫女
Holy maidens of Nippon's mountain shrines, banishing demons with kagura and sacred chants. When their bells ring, the Divine Envoy answers.
Identity
- Rank
- Hero (generic, can be recruited any number of times)
- Role
- Wizard: Lore of the Miko
- Recruited from
- The Miko tab of the hero recruitment panel, opened up by shrine buildings
- Unlocked by
- Available from the start to the Jade Sea Fleet and the Sanyo and Okumoto Clans; other Cathay factions must first take the Great Shrine and complete "The Rites of Nippon". Any one of these buildings lets you recruit her: the Inari Kagura Hall or higher (tier 2 of the Inari Shrine chain, settlement level 3), the Shipboard Kagura Hall or higher (row III of the flagship's Shipboard Inari Shrine chain) or the Great Shrine Inner Sanctuary or higher (tier 2 of the Great Shrine landmark, settlement level 2)
- Limit
- No overall cap; how many can serve at once depends on buildings. Each shore Inari Shrine chain (Inari Kagura Hall, Inari Grand Shrine, Divine Beast Sanctuary), flagship Shipboard Inari Shrine (Shipboard Kagura Hall, Shipboard Inari Main Shrine, Kirin Roost Sanctuary) and Great Shrine landmark (Great Shrine Inner Sanctuary, Great Shrine Messenger Hall) gives +1. Upgrading the same building adds nothing more; different buildings stack
- Cost / upkeep
- Recruitment 1000, upkeep 250
Background
In Nippon, the miko are older than the crests of the daimyo. The histories tell of a queen who served the gods through the ways of spirits and commanded the clans by oracle, and of the consecrated princesses who served the gods for life in the rites of the court of the Holy Sun. When power passed to the samurai lords, the miko withdrew from the halls of state, back to the mountain shrines and villages, keeping one torii and one kagura bell to live by. The kagura dance was born of the thunder of the stamping tub before the Heavenly Rock Cave: whirled to its utmost, the dancer's own body becomes the yorishiro, and the god descends upon it; that is the most ancient of the miko's arts. Now the age of strife is come: shrine halls burn, and monsters and evil spirits run wild in the disorder. Some hold their shrine ground and yield not an inch; others go out as wandering miko over all the provinces, purifying with the rites, sealing demons, and putting evil spirits down along the way.
Stats
| On foot (only form) | |
|---|---|
| Armour | 25 |
| Melee attack | 44 |
| Melee defence | 50 |
| Weapon strength (base / AP) | 180/160 |
| Charge bonus | 10 |
| Health | 4208 |
| Leadership | 70 |
| Speed | 45 |
Magical attacks; casts spells from the Lore of the Miko.
Weapons
Sacred Implements · 180 / 160 · magical
Gohei, purification wand or kagura bell – any of them serves as a weapon, and every blow carries spiritual power
Unit traits
Spellcaster
Her only form
Abilities
KamigakariPassive · from the Yorishiro skill
Herself only: magic resistance +15%, leadership +10
Divine DomainPassive · from the Shimenawa skill
Permanent aura: allies within 40 m gain leadership +10 and magic resistance +10%
Demon WardingLore passive · skill tree
Whenever she casts a spell from this lore, enemies within 55 m of her suffer leadership −5, melee attack −8 and speed ×0.9 for 15 seconds
HamayaSpell · lesser
A shaft of purifying light that pierces through several enemy units in a line: 150 base / 350 armour-piercing damage, range 200 m; cost 6, cooldown 43 seconds. She knows the base spell from rank 1. Overcast: 300 / 700 damage, cost 10
Summon Divine Envoy: Spirit FoxSpell · lesser
Summons a full unit of 48 Inari Fox Emissaries, who fade back to the shrine after 120 seconds; 3 casts per battle, cost 8, cooldown 60 seconds. Overcast: one more cast per battle and range 50 → 150 m, cost 11
SenbonzakuraSpell · lesser
A 12 m field of falling blade-petals that deals 3 base / 4 armour-piercing per tick for 10 seconds; range 150 m, cost 8, cooldown 45 seconds. Overcast: 15 m, 5 / 6 per tick for 12 seconds, cost 13
Sealing OfudaSpell · lesser
Pins one enemy unit in place: it cannot move at all and suffers melee attack −8 for 16 seconds; range 100 m, cost 9, cooldown 38 seconds. Overcast hits a group: every enemy within 32 m of the target point is rooted, with melee attack and melee defence −10, cost 18
MisogiSpell · greater
All allies within 45 m heal 0.8% and recover 1% fatigue per second for 20 seconds, and fallen models can be revived; cost 12, cooldown 45 seconds. Overcast: 55 m for 26 seconds, cost 18
Spirited AwaySpell · greater
Inside a 35 m barrier, each enemy unit loses one model every second for 8 seconds; cost 17, cooldown 54 seconds. Overcast: 16 seconds, cost 26
Unit attributes
Encourage
Leadership aura
Hide (forest)
Stays hidden in forests until enemies come close
Mastery of Elemental Winds
When several units in the army share it, their spells grow stronger
Traits
Each one recruited gets one of these 17 at random, under Traits on the character panel.
Show all 17

ViolentVanilla
- Melee attack: +10
- Weapon strength: +10%
- Charge bonus: +15
Violence is always the answer, even when it's not.

Sure-FootedVanilla
- Passive ability: "Rabble Rouse"
- Attribute: Immune to Psychology
- Leadership: +10
- Leadership: +2 (all units in army)
There's nothing wrong with being aware of one's capabilities - particularly when one is capable of so much.

CraftyVanilla
- Ambush success chance: +25% (armies in local owned region)
- Enables poison attacks
- Melee defence: +10
Deception is frowned upon, but only if you're found out.

DrivenVanilla
- Character experience gain: +30%
- Attribute: Immune to Psychology
- Hit points: +10%
- Leadership: +15
In a battle of wills, one must not falter.

TrainedVanilla
- Melee attack: +8
- Melee defence: +8
- Leadership: +2 (all units in army)
- Melee attack: +2 (all units in army)
Even Slaanesh would be unable to break this one's self control.

Fleet of FootVanilla
- Speed: +20%
- Passive ability: "Wayfarer"
No being can kill what it cannot catch.

WiseVanilla
- Spell intensity: +10% (If Spellcaster)
- Character experience gain: +50%
- Hero self-defence: +5% chance of wounding aggressors
- Ambush defence chance: +10%
Discerning judgement begets prudent action.

LetteredVanilla
- Character experience gain: +75%
- Magic item drop chance from battle: +15%
If knowledge is power, then this one is powerful indeed.

StrategistVanilla
- Campaign movement range: +5%
- Ability: "Tacticians, Stand Your Ground!"
- Attribute: Vanguard Deployment
"The trick is to think two steps ahead… and then think one step ahead of that."

SolidVanilla
- Armour: +15
- Melee attack: +10
- Weapon strength: +10%
This one could challenge an Ogre to an arm-wrestling match.

TacticianVanilla
- Reinforcements supporting this army can have their arrival point adjusted by +500 metres without incurring any time penalty
- Character's aura leadership effect: +4
- Leadership aura size: +50%
- Passive ability: "Tactician"
If there is anything left to learn about military planning, this one has yet to come across it.

EnuredVanilla
- Hit points: +10%
- Armour: +25
- Melee defence: +8
Hardy and resilient, this being stands firm in the face of all challenges.

Weapons SpecialistVanilla
- Melee attack: +8
- Armour-piercing weapon damage: +65
- Missile strength: +10%
- Reload time reduction: +10%
No arms have yet been forged that this warrior has been unable to master.

Martial ArtistVanilla
- Melee defence: +6
- Physical resistance: 5%
When the arrows are spent and the blades are all blunted, this perfect warrior can rely on their well-trained body to keep death from their door.

HarmoniserVanilla
- Leadership aura size: +30% when defending
- Leadership: +6 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (all units in army)
A place for everything and everything in its place. Live by this motto and Chaos will stand out like the proverbial sore thumb.

BureaucratVanilla
- Control: +3 (local province)
- Construction cost: -10% for all buildings (local province)
Some may consider administration a tiresome process, but this servant of the Celestial Emperor knows that a tidy society makes for an efficient, effective one.

Fervent QuestionerVanilla
- Corruption: -2 (local province)
- Income from all buildings: +3% (local region)
An inquisitive nature is only part of the skillset required for the Dragon's questioner, tasked with ensuring harmony prevails over Celestial lands.
Skill tree
Only this mod's own skill lines are listed; the vanilla campaign-action line is left out. The Lore of the Miko is shared with Sayo; the spell numbers are in the abilities table above.
Shrine Miko
The calling every miko shares: rites, charms, divination and offerings to the divine envoys. Yorishiro opens at rank 8; the next four can be taken in any order and Shimenawa needs all four. Two of the middle skills are shared with Sayo.

Yorishiro
Unlocks at rank 8
- Unlocks the battlefield passive "Kamigakari"
- Winds of Magic power reserve capacity: +3
The Miko offers her body as a yorishiro, a vessel where the gods may briefly dwell.

Kagura Offering
Requires Yorishiro
- Control: +4 (local province)
- Growth: +8 (local province)
- Corruption: -4 (local province)
As the kagura dance begins, both land and hearts are set at ease.

Bestow Omamori
Requires Yorishiro
- Magic resistance: +15% for divine beast units (Hero's army)
- Physical resistance: +15% for divine beast units (Hero's army)
Before marching to battle, every divine beast receives an omamori from the hands of the miko.

Divination
Requires Yorishiro
- Campaign line of sight: +10%
- Ambush success chance: +15% (Hero's army)
- Ambush defence chance: +30% (Hero's army)
Scorching bone to read the omens: one who foresees is never caught off guard.

Divine Offering
Requires Yorishiro
- Upkeep: -15% for Inari Fox Emissary and Kirin units (Hero's army)
- Recruit rank: +1 for Inari Fox Emissary and Kirin units (Hero's army)
- Local recruitment capacity: +1 (local province)
- Weapon strength: +6% for Inari Fox Emissary and Kirin units (Hero's army)
Once the divine offering is prepared, the divine envoy comes of its own accord.

Shimenawa4 of 4
Requires Kagura Offering, Bestow Omamori, Divination, Divine Offering
- Enemy Hero action success chance: -15% (enemy characters in region)
- Unlocks the battlefield aura "Divine Domain"
- Enemy leadership: -6 (enemy armies in local region)
When the sacred rope is drawn and the boundary sealed – all within becomes divine domain, all beyond it the mortal world.
Lore of the Miko
Six spells and a lore passive. Each spell has three levels: the first unlocks it, the second adds the overcast and cuts the cooldown by 30%, the third cuts it by 50%, lowers the overcast's miscast chance by 15% and trims the Winds of Magic cost. Hamaya's base spell comes free at rank 1, so its node holds only the last two levels.

Hamaya
Level 1
- Overcast spell: "Hamaya Upgraded"
- Cooldown: -30% to "Hamaya"
Level 2
- Overcast spell: "Hamaya Upgraded"
- Cooldown: -50% to "Hamaya"
- Winds of Magic cost: -1 for "Hamaya"
- Winds of Magic cost: -2 for "Hamaya Upgraded"
- Miscast base chance: -15% for "Hamaya Upgraded"
The Miko draws a sacred bow from empty air and looses a bolt of purifying light with the rite of Hamaya.

Demon Warding
Requires Hamaya
- Passive ability: "Demon Warding"
Once the sacred rite begins, evil spirits retreat of their own accord.

Summon Divine Envoy: Spirit Fox
Requires Hamaya
Level 1
- Spell: "Summon Divine Envoy: Spirit Fox"
Level 2
- Overcast spell: "Summon Divine Envoy: Spirit Fox Upgraded"
- Cooldown: -30% to "Summon Divine Envoy: Spirit Fox"
- Ability number of uses: +1 for "Summon Divine Envoy: Spirit Fox"
Level 3
- Overcast spell: "Summon Divine Envoy: Spirit Fox Upgraded"
- Cooldown: -50% to "Summon Divine Envoy: Spirit Fox"
- Winds of Magic cost: -1 for "Summon Divine Envoy: Spirit Fox"
- Winds of Magic cost: -2 for "Summon Divine Envoy: Spirit Fox Upgraded"
- Miscast base chance: -15% for "Summon Divine Envoy: Spirit Fox Upgraded"
The fox pack hears the bell and comes, pouncing on the enemy line in the Miko's stead.

Senbonzakura
Requires Hamaya
Level 1
- Spell: "Senbonzakura"
Level 2
- Overcast spell: "Senbonzakura Upgraded"
- Cooldown: -30% to "Senbonzakura"
Level 3
- Overcast spell: "Senbonzakura Upgraded"
- Cooldown: -50% to "Senbonzakura"
- Winds of Magic cost: -1 for "Senbonzakura"
- Winds of Magic cost: -2 for "Senbonzakura Upgraded"
- Miscast base chance: -15% for "Senbonzakura Upgraded"
Each of the thousand falling petals is a blade, and no evil spirit survives their passing.

Sealing Ofuda
Requires Hamaya
Level 1
- Spell: "Sealing Ofuda"
Level 2
- Overcast spell: "Sealing Ofuda Upgraded"
- Cooldown: -30% to "Sealing Ofuda"
Level 3
- Overcast spell: "Sealing Ofuda Upgraded"
- Cooldown: -50% to "Sealing Ofuda"
- Winds of Magic cost: -1 for "Sealing Ofuda"
- Winds of Magic cost: -2 for "Sealing Ofuda Upgraded"
- Miscast base chance: -15% for "Sealing Ofuda Upgraded"
Where the ofuda is pinned, evil spirits bow their heads; even a general commanding a thousand troops cannot take a single step.

Evasion4 of 4Vanilla
Requires Demon Warding, Summon Divine Envoy: Spirit Fox, Senbonzakura, Sealing Ofuda
- Passive ability: "Evasion"
Those with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.

Misogi
Requires Evasion
Level 1
- Spell: "Misogi"
Level 2
- Overcast spell: "Misogi Upgraded"
- Cooldown: -30% to "Misogi"
Level 3
- Overcast spell: "Misogi Upgraded"
- Cooldown: -50% to "Misogi"
- Winds of Magic cost: -1 for "Misogi"
- Winds of Magic cost: -2 for "Misogi Upgraded"
- Miscast base chance: -15% for "Misogi Upgraded"
With a single sweep of her gohei, a radiance like moonlit dew settles over the wounded.

Spirited Away
Requires Evasion
Level 1
- Spell: "Spirited Away"
Level 2
- Overcast spell: "Spirited Away Upgraded"
- Cooldown: -30% to "Spirited Away"
Level 3
- Overcast spell: "Spirited Away Upgraded"
- Cooldown: -50% to "Spirited Away"
- Winds of Magic cost: -1 for "Spirited Away"
- Winds of Magic cost: -2 for "Spirited Away Upgraded"
- Miscast base chance: -15% for "Spirited Away Upgraded"
The instant the bell falls silent, one soldier vanishes from the line; when it falls silent again, another follows.

EarthingVanilla
Requires Evasion
- Miscast base chance: -15%
By stabbing a staff or some arcane conduit into the ground, an accomplished magic-user can earth or tether the Winds and hopefully reduce a chance of miscasting.

Magical ReservesVanilla
Requires Evasion
- Winds of Magic power reserve capacity: +5
A few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts.

Arcane Conduit4 of 4Vanilla
Requires Misogi, Spirited Away, Earthing, Magical Reserves
- Passive ability: "Arcane Conduit"
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
Breath Control and White Vestment
Two two-level side skills: one for spell mastery, one for physical resistance.

Breath Control
Level 1
- Spell intensity: +8%
Level 2
- Spell intensity: +16%
Every breath in, every breath out, has its measure, so the sacred rite unfolds without disorder from start to end.

White Vestment
Level 1
- Physical resistance: 8%
Level 2
- Physical resistance: 16%
Clad in pure white robes, untouched by the corruption of the mundane world.
General
Standalone nodes with no prerequisites.

Sacred Steed
Unlocks at rank 11
- Mount: Sacred Steed
Bound with vermilion cords and hung with sacred bells.

Beyond the Summit
Unlocks at rank 36
Level 1
- Hit points: +1%
… level 100
- Hit points: +100%
Their art has reached its peak; any further training can only harden the body. A sink for surplus skill points.