Editing Dominions 3: The Awakening/Nations/Marverni
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{{Header Nav|game=Dominions 3: The Awakening}} | {{Header Nav|game=Dominions 3: The Awakening}} | ||
[[ | [[Image:Dom3 Marverni BoarWarrior.gif|right]] | ||
The Marverni are a tribal nation of chiefdoms guided by Druids and religious magistrates. The tribes have a long history of war and infighting, but recent developments have joined the tribes in pursuit of a single goal. The most prominent tribes are the Marverni, the Ambibates, the Eponi and the Carnutes. The Sequani, though a small tribe, are influential due to the large number of Druids among them. The smiths of the Marverni tribe are reputedly the inventors of chainmail and most nobles of the tribe use it. Low born warriors fight bare-chested. The Ambibates are known for their martial skills. The Eponi nobles fight on horseback and are the only cavalry available to the nation. The Carnute tribe guards the sacred Forest of Carnutes where the Druids gather every year. The Carnute warriors are able to go berserk when wounded. Boars are a sacred symbol to the Marverni nation. | The Marverni are a tribal nation of chiefdoms guided by Druids and religious magistrates. The tribes have a long history of war and infighting, but recent developments have joined the tribes in pursuit of a single goal. The most prominent tribes are the Marverni, the Ambibates, the Eponi and the Carnutes. The Sequani, though a small tribe, are influential due to the large number of Druids among them. The smiths of the Marverni tribe are reputedly the inventors of chainmail and most nobles of the tribe use it. Low born warriors fight bare-chested. The Ambibates are known for their martial skills. The Eponi nobles fight on horseback and are the only cavalry available to the nation. The Carnute tribe guards the sacred Forest of Carnutes where the Druids gather every year. The Carnute warriors are able to go berserk when wounded. Boars are a sacred symbol to the Marverni nation. | ||
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See the manual on page 121: Marnervi is inspired by the celtic gauls as described by Julius Caesar in his report [http://en.wikisource.org/wiki/Commentaries_on_the_Gallic_War The gallic war] and by other Roman historians. See also the comic [http://www.asterix.com/ Asterix] for visual inspiration. | See the manual on page 121: Marnervi is inspired by the celtic gauls as described by Julius Caesar in his report [http://en.wikisource.org/wiki/Commentaries_on_the_Gallic_War The gallic war] and by other Roman historians. See also the comic [http://www.asterix.com/ Asterix] for visual inspiration. | ||
{{-}} | {{-}} | ||
==National Features== | ==National Features== | ||
Your national troops are composed of several light and heavy infantry types, supported by javelin throwers and slingers. Most infantry types exist as a low-resource variant without armor (bare-chested warriors) and a better resource | Your national troops are composed of several light and heavy infantry types, supported by javelin throwers and slingers. Most infantry types exist as a low-resource variant without armor (bare-chested warriors) and a better armored resource demanding noble variant. Your cavalry is expensive, but quit good for Early Era. | ||
Your Druids have powerful Earth, Astral, Nature and Water Skills and can enhance their battlefield magic with powerful Communion Master/Slaves combinations. | |||
You have no access to Blood, Death, Fire or Air magic but you can sacrifice Blood Slaves at your temples to push your Dominion. | |||
Your only sacred unit can go berserk and is capital-only. | |||
Your province defense consist of 1 Slinger and 2 Javelin Throwers per point; at Province Defense 20 you one additional Marverni Noble Warrior. The province defense gives you a lot of ranged attacks for your Gold and can be effective against raiders. | |||
Your province defense | |||
===Starting Sites=== | ===Starting Sites=== | ||
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===National Spells=== | ===National Spells=== | ||
;Sounder of Boars | ;Sounder of Boars | ||
:''Conj-3 N2'' Summons 20 sacred '' | :''Conj-3 N2'' Summons 20 sacred ''great boars'' (sacred, animal, size-3 trampler, 22 hp, map-move 3/16, forest survival, prot-6). | ||
;Contact Boar of Carnutes | ;Contact Boar of Carnutes | ||
:''Conj-5 N1E1'' Summons a sacred '' | :''Conj-5 N1E1'' Summons a sacred ''monster boar'' commander (command 40, sacred, animal, size-5 trampler, 81 hp, map-move 3/20, forest survival, prot-10) that in turn occasionally auto-summons sacred ''great boars'' and can prevent bad random events from happening in the province in which it is currently located. | ||
*It would seem each additional ''Boar of Carnutes'' in a province decreases the local chance of a bad event happening by 15% (ie. other provinces remain unaffected). It is unknown whether enough boars can actually negate bad events in a province altogether. | *It would seem each additional ''Boar of Carnutes'' in a province decreases the local chance of a bad event happening by 15% (ie. other provinces remain unaffected). It is unknown whether enough boars can actually negate bad events in a province altogether. | ||
;Monster Boar | ;Monster Boar | ||
:''Conj-5 N3'' The caster summons a | :''Conj-5 N3'' The caster summons a monster boar and sends it to a distant province to ravage the land. This is effectively a remote attack that increases unrest in the target province, but if you spam it on rich enemy castles, it can stunt or even shut down enemy taxes/production. | ||
==Units== | ==Units== | ||
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====Unit Comparison==== | ====Unit Comparison==== | ||
{| {{prettytable| | {|{{prettytable|textcenter=1|sortable=1}} | ||
|+Marverni, Time of Druids | |+Marverni, Time of Druids | ||
!Name!!Gold!!Resources!!HP!!Pro!!Mor!!Res!!Enc!!Str!!Atk!!Def!!Prc!!Mv | !Name!!Gold!!Resources!!HP!!Pro!!Mor!!Res!!Enc!!Str!!Atk!!Def!!Prc!!Mv | ||
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;Sequani Stargazer: Gold 80, Resources 1, Magic: 1S | ;Sequani Stargazer: Gold 80, Resources 1, Magic: 1S | ||
:With high Magic scales, this mage is a dirt-cheap researcher and a useful communion slave for battlefield magic. Recruit lots of these, as Astral magic offers a good way to make early-game thugs out of virtually any available unit (Alt-3 ''Body Ethereal''). Their major downside is Map-Move 1, which completely gimps your otherwise mobile MM-2 armies. But for defending/expanding home turf close to their labs, they excel. In an emergency, research to (Thaum-2) for ''Communions'' so the masters can cast ''Mindburn''. To get the most out of your Stargazers' communion potential, research ''Power of the Spheres'' (Conj-4) and ''Light of the Norther Star'' (Conj-5), and use reversed-communions, then spells like ''Paralyze'' (Thaum-4), ''Enslave Mind'' (Thaum-6), ''Solar Rays'' (Evoc-2) and ''Stellar Cascades'' (Evoc-5). Even better is when you can forge ''Eyes of the Void'' and ''Spell Focus'' (Const-4) to leverage the effectiveness of your mind attacks, and ''Banner of the Northern Star'' (Const-6 S4) to further boost all your astral magi in battle. | :With high Magic scales, this mage is a dirt-cheap researcher and a useful communion slave for battlefield magic. Recruit lots of these, as Astral magic offers a good way to make early-game thugs out of virtually any available unit (Alt-3 ''Body Ethereal''). Their major downside is Map-Move 1, which completely gimps your otherwise mobile MM-2 armies. But for defending/expanding home turf close to their labs, they excel. In an emergency, research to (Thaum-2) for ''Communions'' so the masters can cast ''Mindburn''. To get the most out of your Stargazers' communion potential, research ''Power of the Spheres'' (Conj-4) and ''Light of the Norther Star'' (Conj-5), and use reversed-communions, then spells like ''Paralyze'' (Thaum-4), ''Enslave Mind'' (Thaum-6), ''Solar Rays'' (Evoc-2) and ''Stellar Cascades'' (Evoc-5). Even better is when you can forge ''Eyes of the Void'' and ''Spell Focus'' (Const-4) to leverage the effectiveness of your mind attacks, and ''Banner of the Northern Star'' (Const-6 S4) to further boost all your astral magi in battle. | ||
;Gutuater: Gold 120, Resources 1, Magic: 1H1N 100%(WESN), sacred | ;Gutuater: Gold 120, Resources 1, Magic: 1H1N 100%(WESN), sacred | ||
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;Druid: Gold 380, Resources 3, Magic: 2E2S2H 100%(WESN) 100%(WESN), 10%(WESN), sacred | ;Druid: Gold 380, Resources 3, Magic: 2E2S2H 100%(WESN) 100%(WESN), 10%(WESN), sacred | ||
:The Druid is a powerful sacred priest mage. The druid suffer from old age but has excellent precision (12). If he is lucky to have a nature pick old age is less of a problem and he can also cast the spell ''eagle Eyes'' on his self to further increase his precision. If your Druid has no nature pick you should take care of his [[Dominions 3: The Awakening/Units#Age|old age]] problems if you want to use him as a battlefield mage. He can also perform blood sacrifices. Druids can cast Communion Master and use the cheap Stargazers as Communion Slaves | :The Druid is a powerful sacred priest mage. The druid suffer from old age but has excellent precision (12). If he is lucky to have a nature pick old age is less of a problem and he can also cast the spell ''eagle Eyes'' on his self to further increase his precision. If your Druid has no nature pick you should take care of his [[Dominions 3: The Awakening/Units#Age|old age]] problems if you want to use him as a battlefield mage. He can also perform blood sacrifices. Druids can command cast Communion Master and use the cheap Stargazers as Communion Slaves. | ||
:Interesting '''Spells''' for your Druids: | :Interesting '''Spells''' for your Druids: | ||
:*''Summon Earthpower'' (Conjuration 3) E2, Fatigue 20, Earth Magic +1, Reinvigoration 4 (also to Communion Slaves). | :*''Summon Earthpower'' (Conjuration 3) E2, Fatigue 20, Earth Magic +1, Reinvigoration 4 (also to Communion Slaves). | ||
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;Boar Lord: Gold 100, Resources 15, sacred | ;Boar Lord: Gold 100, Resources 15, sacred | ||
:The Boar Lord bears no standard and is recruitable only in your capitol. He is sacred an can be blessed to higher stats. He is also capable of going berserk. | :The Boar Lord bears no standard and is recruitable only in your capitol. He is sacred an can be blessed to higher stats. He is also capable of going berserk. | ||
===Heroes=== | ===Heroes=== | ||
The Wanderer is most likely to show up at your gate under ''Order'' and ''Luck'' scales. Carnon and Coriax OTOH only appear quite rarely if at all. | |||
;The Wanderer | ;The Wanderer | ||
:''In the depths of Carnutes lives an ancient man of unknown origin. He is simply known as the 'One in the Woods' or the 'Wanderer'. No Druid has trained him, but he appears to be a master of the Druidic Arts. He is often accompanied by wild beasts and seems to prefer their company to that of men. Animals in turn avoid attacking him unless severely stressed. With the awakening of the God, he has reluctantly left his forest to aid the Druids of Canutes.'' | :''In the depths of Carnutes lives an ancient man of unknown origin. He is simply known as the 'One in the Woods' or the 'Wanderer'. No Druid has trained him, but he appears to be a master of the Druidic Arts. He is often accompanied by wild beasts and seems to prefer their company to that of men. Animals in turn avoid attacking him unless severely stressed. With the awakening of the God, he has reluctantly left his forest to aid the Druids of Canutes.'' | ||
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;Blinded (Coriax) | ;Blinded (Coriax) | ||
:''Coriax is one of the oldest and most respected members of the Gathering. His position made him chief negotiator when the Ermorian legions arrived. Under white flag he approached an Ermorian Centurion who, upon hearing that Corix was a Druid, demanded to know what the future held for him. Corix regarded the Centurion and with sad voice prophesied his untimely death. In furious anger the Centurion incarcerated the Druid and blinded him. When his Legatus Legionis found out, he was promptly executed and Corix was released and returned home with a treaty of peace. Despite his lack of eyesight, Corix travels far and wide to give his advice to Vergobrets and Chieftains alike. Corix covers his eyes with a red cloth to spare onlookers his grisly appearance.'' | :''Coriax is one of the oldest and most respected members of the Gathering. His position made him chief negotiator when the Ermorian legions arrived. Under white flag he approached an Ermorian Centurion who, upon hearing that Corix was a Druid, demanded to know what the future held for him. Corix regarded the Centurion and with sad voice prophesied his untimely death. In furious anger the Centurion incarcerated the Druid and blinded him. When his Legatus Legionis found out, he was promptly executed and Corix was released and returned home with a treaty of peace. Despite his lack of eyesight, Corix travels far and wide to give his advice to Vergobrets and Chieftains alike. Corix covers his eyes with a red cloth to spare onlookers his grisly appearance.'' | ||
*A sacred E2S4N2H2 mapmove 1 druid with a blind affliction. Being blind doesn't hamper his ability to cast globals, forge boosters, remote mind-hunt or search for magic sites, though battlefield casting usefulness is more limited | *A sacred E2S4N2H2 mapmove 1 druid with a blind affliction. Being blind doesn't hamper his ability to cast globals, forge boosters, remote mind-hunt or search for magic sites, though battlefield casting usefulness is more limited. | ||
==Strategies== | ==Strategies== | ||
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====Sub-Strategies==== | ====Sub-Strategies==== | ||
*Bless. Race toward Construction 2 to forge ''Dwarven Hammers'' (gives 25% forging bonus) and ''Crystal Shields'' for your prophet and druids (+1 to all magic levels in combat, including holy). With an crystal shield, every Druid can cast ''Divine Bless'' (blessing for all sacred units) | *Bless. Race toward Construction 2 to forge ''Dwarven Hammers'' (gives 25% forging bonus) and ''Crystal Shields'' for your prophet and druids (+1 to all magic levels in combat, including holy). With an crystal shield, every Druid can cast ''Divine Bless'' (blessing for all sacred units) so search for amazon provinces. | ||
*Golems. Research deep into the construction school for ''Golems/Weapons of Sharpness'' (Const-7). Only stop researching Construction to pick up site-searching spells. Use your druids to forge ''Dwarven Hammers'' to forge the pricier magic items for your druids, gutuaters and golems. At Construction 2, 4 and 6 you gain access to research boosters, so forge yourself ''Owl Quills (A1) Skull Mentors (D2)'' and ''Lightless Lanterns (F1)'' if you have the gems to do so. | *Golems. Research deep into the construction school for ''Golems/Weapons of Sharpness'' (Const-7). Only stop researching Construction to pick up site-searching spells. Use your druids to forge ''Dwarven Hammers'' to forge the pricier magic items for your druids, gutuaters and golems. At Construction 2, 4 and 6 you gain access to research boosters, so forge yourself ''Owl Quills (A1) Skull Mentors (D2)'' and ''Lightless Lanterns (F1)'' if you have the gems to do so. | ||
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*Marverni's Ambibates can become fearsome warriors once they hit veteran status. So curing afflictions on wounded warriors is a good long-term strategy (Mother of Serpents, Gift of Health, Faerie Court, The Chalice). | *Marverni's Ambibates can become fearsome warriors once they hit veteran status. So curing afflictions on wounded warriors is a good long-term strategy (Mother of Serpents, Gift of Health, Faerie Court, The Chalice). | ||
*Marverni is naturally strong in Astral, Earth and (sometimes) Nature (The Wanderer national hero), and at Const-6 can boost itself into strong Water. So try to look for synergies on your pretender that your Druids cannot reach, using Blood, Death, Fire and Air. A rainbow pretender could potentially cover all bases. | *Marverni is naturally strong in Astral, Earth and (sometimes) Nature (The Wanderer national hero), and at Const-6 can boost itself into strong Water. So try to look for synergies on your pretender that your Druids cannot reach, using Blood, Death, Fire and Air. A rainbow pretender could potentially cover all bases. | ||
*For end-game Astral, A4 random Druids are possible | *For end-game Astral, A4 random Druids are possible. Such a druid can self-forge boosters to get to S7 (''Crystal Coin, Starshine skullcap, Ring of Sorcery''). To empower 2 further steps in Astral for casting ''Wish'' would require 165 astral pearls! Alternatively, you could forge a ''Robe of the Magi'' (A5B5) and either the ''Dimensional Rod'' (S3, Artifact) or ''The Forbidden Light'' (F4S4, Artifact). It might just be easier to make a dedicated pretender. Food for thought. | ||
===Infernal Blood=== | ===Infernal Blood=== | ||
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===Sacred Warriors=== | ===Sacred Warriors=== | ||
Turn your ''Boar Warriors | Turn your ''Boar Warriors'' into deadly battlefield thugs. | ||
Take an imprisoned '''Lady of Springs''' ''W9 E4 N4; Sloth 3 Growth 2 Misfortune 2 Magic 1 Dom-9''. Regenerating reinvigorated Boar Warrior berserkers with boosted multi-attack melee skills | Take an imprisoned '''Lady of Springs''' ''W9 E4 N4; Sloth 3 Growth 2 Misfortune 2 Magic 1 Dom-9''. Regenerating reinvigorated Boar Warrior berserkers with boosted multi-attack melee skills! Don't forget you can still turn them ethereal too in an emergency using Stargazers! A group of 20 can take out pretty much anything the indies can throw at you, and larger groups make a fearsome army. Collect them into operational groups of 40 lead by Carnute Chieftains backed up by Gutuater magic. This bless also is quite useful for your many sacred magi as well. | ||
This strategy is best for quick games on small maps, as many useful magic paths will be difficult to expand into. Your best-bet late-game strategy is probably going for high-level Astral battle-magic and rituals using empowered/boosted druids. | This strategy is best for quick games on small maps, as many useful magic paths will be difficult to expand into. Your best-bet late-game strategy is probably going for high-level Astral battle-magic and rituals using empowered/boosted druids. | ||
;Alternative: imprisoned '''Mother of Serpents''' ''E4 D9 N4; same scales''. While your blessed Boar Warriors lose their multi-attack | ;Alternative: imprisoned '''Mother of Serpents''' ''E4 D9 N4; same scales''. While your blessed Boar Warriors lose their multi-attack, they gain magic AP death weapons instead (good vs glamored/ethereal troops)! Also, any damage inflicted by blessed casters will have 350% chance of causing afflictions (makes poison and other weak AoE spells much more debilitating). Adds easy access to magic diversity through ''Lamia Queens'' (Conj-6) and end-game ''Tartarians'' (Conj-9). Your pretender can heal afflictions, useful till you manage to cast ''Gift of Health'' (Alt-5), forge ''The Chalice'' (Const-8) or summon ''Faery Queens'' (Conj-8). | ||