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=== Strategy A ===
=== Strategy A ===
==== Scale Design ====
==== Scale Design ====
Definitely take cold 3. The ice armor of your troops becomes better the colder it is.
==== Pretender Design ====
==== Pretender Design ====
==== Expansion ====
==== Expansion ====
==== Research Order ====
==== Research Order ====

Revision as of 18:46, 21 May 2007

File:Dom3 Atlantis SealHunter.gif
The Seal Hunter is a basic unit of the Late Atlantians.

In the Late Age, the Kingdom of Atlantis has fallen. In the chaos a number of Atlantians have fled to a forgotten coast of bone and ice and forged a sacred pact with a forgotten god. Atlantis has turned to the magics of necromancy and frost. They are ruled by the Angakut shamans who wield powers over death and ice. The banished Seraphs of Caelum were coerced to give up the secrets of ice weapons and now the Atlantian armies march forth clad in ice and furs.


Overview

National Features

Units

Unit
Gold x, Resources y
Description

Commanders

Angakok

sacred Gold 350, Resources 1

Angakok are capital only mages/commanders. They have water 3, death 2 and holy 2 magic. They have a 100% chance at getting either an extra level in air, water, earth or death magic and another 10% chance to get another level in either air, water, earth or death.

Angakoks are have pretty good stats, 50% cold resistance and powerful magic. Falling frost, shadow blast make them good combat mages. Outside of combat they can summon powerful creatures.

Angakoks are amphibious and have sailing. Sailing in itself, depending on the map, gives armies great mobility. Sailing has a nice synergy with being amphibious as sailing works from underwater provinces, meaning that you can attack an enemy shore province from 2 provinces away. With this combination, depending on map, underwater armies led by angakoks can threaten a ridiculous amount of shore provinces.

Angakoks, like other LA atlantis national troops, have map move 2, something most amphibious creatures don't have, meaning that they can move two friendly provinces inward from an underwater provinces. Use this mobility to surprise your enemies.

Heroes

Starting Sites

The Coast of Ice and Bones Gives 3 water gems and 1 death gem each turn.

National Spells

National Summons

Monster fish

   Conjuration Level 0; requires 3 water magic; 10 water gems

Summons a size 6 monster fish which has swallow whole as an attack. This attack is AOE 1 and does double damage against smaller creatures. With it's 25 strength this will deal round 50 damage to anything smaller the monster fish strikes at. Probably killing it.

Strategies

Strategy A

Scale Design

Definitely take cold 3. The ice armor of your troops becomes better the colder it is.

Pretender Design

Expansion

Research Order