Dominions 3: The Awakening/Nations/Marverni: Difference between revisions

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→‎Useful Spells: Added useful spell paths
(→‎National Spells: added spell descriptions)
(→‎Useful Spells: Added useful spell paths)
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===Useful Spells===
===Useful Spells===
If you take magic scales and/or an awake pretender, it is possible using ''Druids'' to get to level 3 within a single school within 7 months on 'normal research' setting.
====Early Game====
*'''Conj-1''' ''Tanglevines'' and '''Alt-1''' ''Eagle Eyes, Earthgrip''. Those are quite useful to give your bare chested warriors the upper hand in battle when spammed, also against tough Indies. As a bonus, if you are rushed by Neifelheim or Abyssia your W randoms can buff ''Cold Resistance/Resist Fire'' on units that are set to 'Hold and Attack'.
*'''Thaum-1''' ''Farstrike'' (combos well with Alt-1 ''Earth Might'') plus this school sets you up for boosting your S-magi using ''Communions''.
*'''Evoc-1''' ''Starfires'' admittedly is a weak spell, but it gives your Stargazers something to cast. Later on ''Arcane Bolt'' works well vs magical seasonal spirits.
Those spell paths can work for an emergency if you get rushed early, and all of them can help assist your expansion. Otherwise once you feel confident you can research deeper into your chosen magic path:
*'''Alt-3''' gives your expensive druids AoE ''Earthmeld'' and the defensive buffs ''Body Ethereal, Protection'' and ''Mossbody''. This is the first step towards turning your low-resource bare-chested warriors and inexpensive Stargazers and Gutuaters with random N and W picks into an asset. Set up your warriors to 'hold and attack' in groups of 8 led by a mage who in turn is set to cast their buff spell three times. Ethereal warriors are much tougher to hit by normal enemy infantry, and ethereal Eponi Chieftains outfitted with some basic magic items can serve as (squishy) mini-thugs. Protection bumps your bare-chests' armor up to 12 and your noble warriors to 19. Mossbody likewise increases armor, which should be enough to prevent your bare-chests from succumbing to one-shot kills.
*'''Const-2''' to forge ''Dwarven Hammers'' and ''Boots of Giant Strength'' (for boosting ''Farstrike'' even more). Other useful thuggery magic items gained at this level are ''Eye Shield'' (N2) and Crystal Shield (S3 E2), along with clams, fetishes and soul contracts if your Pretender has the right paths. Then on to '''Const-3''' so your E-random druids to cast ''Legions of Steel'', a good AoE buff for your noble warriors or indy troops, but it doesn't work on bare-chests.
*'''Conj-3''' allows ''Summon Earthpower'' and ''Light of the Northern Star''. Both boost your E/S spell-casting power and lessens fatigue for Druids and Stargazers in battle. Stargazers in particular as S2 now have many more potential combat spells available. Most early summons are pretty weak, but ''Sounder of Boars'' might be useful to help defend a besieged castle or when combined with Alt-3 buffs.
*'''Thaum-2''' for ''Mindburn'' (S2, combos well with Conj-3 ''LotNS'') and ''Sleep'' (N2). The AI also likes to cast ''Berserkers'', which can backfire if it randomly targets one of your own magi. Then on to '''Thaum-3''' for ''Teleport'' (strategic mobility for Druids) and ''Panic'' (another favorite of the AI).
====Mid Game====
Construction 4 is a must (Wine Bags) to avoid supply problems and form simple items like Vine Bows and Ethereal Crossbows for your Eponi Chieftains.
Construction 4 is a must (Wine Bags) to avoid supply problems and form simple items like Vine Bows and Ethereal Crossbows for your Eponi Chieftains.


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