Dominions 3: The Awakening/Nations/Atlantis, Emergence of the Deep Ones: Difference between revisions

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I think this is what you meant (cleanup)
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== National Features ==
== National Features ==
An underwater nation of monstrous human-frog-fish hybrids that has come from the great depths. They are vulnerable to missile weapons and some of their units have low Magic Resistance. They however have the most armored recruitable unit of Early Era, acces to some great battle magic and possibly very advantageous start underwater.
An underwater nation of monstrous human-frog-fish hybrids that has come from the great depths. They are vulnerable to missile weapons and some of their units have low Magic Resistance. They however have the most armored recruitable unit of Early Era, acces to some great battle magic and possibly very advantageous start underwater.


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=== Units ===
=== Units ===
;Reef Dweller:
;Reef Dweller:
:A pale green Atlantian toting a Coral Spear and wearing a Coral Cuirass and a Turtle Shell Shield. His stats are above those of a human, precision excluded. He is very cost effective for what he does and his Coral Spear poisons enemies! His Coral Cuirass will also enemies who use Lenght 0 attacks on him. A superb unit in the start. I like to buy them in batches of 10 when I hit 100+ resources in my capital. They can also be recruited in costal forts.
:A pale green Atlantian toting a Coral Spear and wearing a Coral Cuirass and a Turtle Shell Shield. His stats are above those of a human, precision excluded. He is very cost effective for what he does and his Coral Spear poisons enemies! His Coral Cuirass will also enemies who use Lenght 0 attacks on him. A superb unit in the start. I like to buy them in batches of 10 when I hit 100+ resources in my capital. They can also be recruited in costal forts.
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=== National Summons ===
=== National Summons ===
;Summon Giant Fish:
;Summon Giant Fish:
:(not avaitable in the demo)
:(not available in the demo)


== Strategies ==
== Strategies ==


==== Scale Design ====
==== Scale Design ====
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You can take Heat and Cold with reduced effects, but Cold/Heat still affects encumberance and supplies even under the seas. Gold generation isn't affected though. Taking Cold works against Agarthan attempts to invade the seas.
You can take Heat and Cold with reduced effects, but Cold/Heat still affects encumberance and supplies even under the seas. Gold generation isn't affected though. Taking Cold works against Agarthan attempts to invade the seas.


 
==== Pretender Design ====
==== Pretender Design ====
Noteworthy pretenders for Atlantis are:
Noteworthy pretenders for Atlantis are:
;Dagon:
;Dagon:
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===== Bless Benefits =====
===== Bless Benefits =====
The tanky Living Pillars and the magey Basalt Kings benefit from the following blesses:
The tanky Living Pillars and the magey Basalt Kings benefit from the following blesses:
    
    
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;Astral:  
;Astral:  
:Your Living Pillars have Magic Resistance of 8 which is low, too low. Astral bless gives you more Magic Resistance.
:Your Living Pillars have Magic Resistance of 8 which is low, too low. Astral bless gives you more Magic Resistance.


==== Expansion ====
==== Expansion ====
Some Strategies and Tactics for Atlantis
Some Strategies and Tactics for Atlantis


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==== Research Order ====
==== Research Order ====
;Evocation: Since your mages can be superb battlemages there is no point in not researching Evocation swiftly, especially if you plan to conquer the surface world. As you should.


=Evocation=
:Evocation 2 offers Rust Mist which is quite easily accessed by Atlantis.  
 
Since your mages can be superb battlemages there is no point in not researching Evocation swiftly, especially if you plan to conquer the surface world. As you should.
 
Evocation 2 offers Rust Mist which is quite easily accessed by Atlantis.
 
Evocation 3 brings Magma Bolt and Acid Bolt which both are great combat spells, especially Acid Bolt which is strong enough to kill heavy units.
 
Evocation 4 brings two potent AoE spells, Blade Wind which dominates the battlefields of Early Age filled with low protected units. Blade Wind can also be boosted with terrifying ease with the help of Summon Earthpower (conjuration spell) and Earth Boots (Cons. 4 magic item) The other one is Acid Rain which is castable by some Mages of the Deep and Basalt Kings.
 
Evocation 5 brings the Falling Frost, the quintessial combat spell of Water magic in Dominions. Since you have acces to mages that have potentially 4 Water from the start and Falling Frost scales well with additional levels of Water magic you will have a significant weapon in your magic arsenal once you research this.
 
Higher levels of Evocation bring even more potent spells with the pinnacle most likely being Murdering Winter which can do severe damage to non-cold resistant armies, but you are most likely better of researching a bit of Conjuration or Construction once you hit Evocation 4 or 5.
 
==Conjuration==
 
Once you hit Evocation 4 or 5 you should research either Conjuration or Construction to get magic path boosting items and spells.


A major attraction in Conjuration for Atlantis is the Summon Earthpower avaitable at Conjuration 3. This allows your Basalt Kings to boost their Earth magic for 1 point during overland battles, but that's not all. It also grants them reinvigoration which helps them with fatigue. Quite a bargain for an Earth 2 spell!
:Evocation 3 brings Magma Bolt and Acid Bolt which both are great combat spells, especially Acid Bolt which is strong enough to kill heavy units.  


At Conjuration 4 you can cast Voice of Tiamat which will allow you to scan for sites of elemental power in sea provinces, saving magetime if you have enough water gems to affort using this spell.
:Evocation 4 brings two potent AoE spells, Blade Wind which dominates the battlefields of Early Age filled with low protected units. Blade Wind can also be boosted with terrifying ease with the help of Summon Earthpower (conjuration spell) and Earth Boots (Cons. 4 magic item) The other one is Acid Rain which is castable by some Mages of the Deep and Basalt Kings.  


Higher level Conjuration spells allow you to summon some strong units such as Sea King's Court and Asp Turtles.
:Evocation 5 brings the Falling Frost, the quintessial combat spell of Water magic in Dominions. Since you have acces to mages that have potentially 4 Water from the start and Falling Frost scales well with additional levels of Water magic you will have a significant weapon in your magic arsenal once you research this.


==Construction==
:Higher levels of Evocation bring even more potent spells with the pinnacle most likely being Murdering Winter which can do severe damage to non-cold resistant armies, but you are most likely better of researching a bit of Conjuration or Construction once you hit Evocation 4 or 5.


Construction opens a path for magic boosting items, most notable the Earth Shoes, Robe of the Sea (Construction 4) and Water Bracelet (Construction 6). Earth Shoes give the Earth mage wearing them +1 to Earth magic and Robe of the Sea and Water Bracelet give the Water mage wearing them +1 Water magic (total +2 if the mage has both items). Path boosting can be very beneficial for spells that scale well with power and guess what, your bread-and-butter combat spells Bladewind, the Acid spells, Falling Frost and later on Ice Strike scale well with power. And you pretty much *need* those path boosters if you ever want to cast that Murdering Winter.
;Conjuration: Once you hit Evocation 4 or 5 you should research either Conjuration or Construction to get magic path boosting items and spells.


==Alteration==
:A major attraction in Conjuration for Atlantis is the Summon Earthpower avaitable at Conjuration 3. This allows your Basalt Kings to boost their Earth magic for 1 point during overland battles, but that's not all. It also grants them reinvigoration which helps them with fatigue. Quite a bargain for an Earth 2 spell!


Alteration offers the various Earth based protection and debuff spells. Keep in mind that those Earth spells tend to give you armor with some payoff, namely weakness to some element. Some of Alteration spells that you have acces to can be highly useful such as Frozen Heart, Destruction, Earth Meld, Blindness, Petrify and so on while others could have been useful if they would be three levels downwards in the research tree (Boil).
:At Conjuration 4 you can cast Voice of Tiamat which will allow you to scan for sites of elemental power in sea provinces, saving magetime if you have enough water gems to affort using this spell.


==Enchament==
:Higher level Conjuration spells allow you to summon some strong units such as Sea King's Court and Asp Turtles.


Offers warding spells which can make your Deep One units completely immune to Fire or Cold, Claymen which can be a nice spell when cast by a high level Water mage, some other combat boosting spells and battlefield temperature affecting spells which can be downright evil when combined with aproriate resistance for your units.  
;Construction: Construction opens a path for magic boosting items, most notable the Earth Shoes, Robe of the Sea (Construction 4) and Water Bracelet (Construction 6). Earth Shoes give the Earth mage wearing them +1 to Earth magic and Robe of the Sea and Water Bracelet give the Water mage wearing them +1 Water magic (total +2 if the mage has both items). Path boosting can be very beneficial for spells that scale well with power and guess what, your bread-and-butter combat spells Bladewind, the Acid spells, Falling Frost and later on Ice Strike scale well with power. And you pretty much *need* those path boosters if you ever want to cast that Murdering Winter.


==Thaumaturgy==
;Alteration: Alteration offers the various Earth based protection and debuff spells. Keep in mind that those Earth spells tend to give you armor with some payoff, namely weakness to some element. Some of Alteration spells that you have acces to can be highly useful such as Frozen Heart, Destruction, Earth Meld, Blindness, Petrify and so on while others could have been useful if they would be three levels downwards in the research tree (Boil).


Since you aren't really an Astral nation your gains are limited mostly to Fire and Earth site scanning spells and Sailor's Death which aren't really worth the investement if you ask me.
;Enchament: Offers warding spells which can make your Deep One units completely immune to Fire or Cold, Claymen which can be a nice spell when cast by a high level Water mage, some other combat boosting spells and battlefield temperature affecting spells which can be downright evil when combined with aproriate resistance for your units.  


==Blood magic==
;Thaumaturgy: Since you aren't really an Astral nation your gains are limited mostly to Fire and Earth site scanning spells and Sailor's Death which aren't really worth the investement if you ask me.


You really can't use it. Sorry, this is not Dominions 2. No Ice Devils for you.
;Blood magic: You really can't use it. Sorry, this is not Dominions 2. No Ice Devils for you.