Editing Dominions 3: The Awakening/Nations/Atlantis, Frozen Sea
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[[Image: Dom3_Atlantis_SealHunter.gif|right|thumb|The Seal Hunter is a basic unit of the Late Atlantians.]] | |||
In the [[Dominions 3: The Awakening/The Eras#Late Era|Late Age]], the Kingdom of [[../Atlantis|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|Caelum]] were coerced to give up the secrets of ice weapons and now the Atlantian armies march forth clad in ice and furs. | |||
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== Overview == | == Overview == | ||
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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. | 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 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 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 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. | ||
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=== National Summons === | === National Summons === | ||
'''Monster fish''' | '''Monster fish''' | ||
Conjuration Level 0; requires 3 water magic; 10 water gems | 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. | 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. | ||
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== Strategies == | == Strategies == | ||
=== Strategy A === | === Strategy A === | ||
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==== Expansion ==== | ==== Expansion ==== | ||
==== Research Order ==== | ==== Research Order ==== | ||