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

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→‎Strategies: Copy/pasted from old pretender section
(→‎Nation Design: Beginning of major rewrite)
(→‎Strategies: Copy/pasted from old pretender section)
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==Strategies==
==Strategies==
Use nobles and lots of slingers / javelin throwers until you find independent archers. Build large armies, you have the commanders to lead them. Build Enough Stargazers and use the Druids with Nature Skill (no old Age problems), as deadly accurate Combat Mages (cast Communion Master, Eagle Eye, Combat Spells). Try to field at least 4 Stargazers for each Druid. Forge useful items for your Eponi Knights. Build lots of castles, your castles are cheaper than the castles of other nations and your troops are recruitable everywhere.
====Expansion====
At the beginning, use your pretender to help expanding (don't send him out alone) and for site searching. Later, let him forge equipment or cast rituals.
====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) 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.
*Thugs. You have easy access to dwarven hammers, so thugs with decent armor and weapons is definitely on the table.
*Death. Later in the game we can summon Spectres and to get mages with random magic skills.
*Enslave Mind. Take magic scale +3 (bestows +2 Research points & harder to resist your spells). Your druids have great astral magic skill. Sit at home, research or cast "Akashic Record" to find every gem site. Concentrate on researching Astral spells in the Thaumaturgy school. Your Magic+3 dominion make it harder to resist such spells. Research the "Enslave Mind" spells and let your army grow as it moves!


===Useful Spells===
===Useful Spells===
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