Dominions 3: The Awakening/Nations/Marverni

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Revision as of 22:03, 26 August 2017 by 216.255.174.19 (talk) (→‎National Spells: Added national spells)
File:Dom3 Marverni BoarWarrior.gif

The Marverni are a tribal society of bare-chested fighters ruled by druids and nobles. Only the nobles can afford chain mail or horses. Its people have a powerful connection to the Earth, Nature and Astral magic. They exist only in the Early Age.

Background

See the manual on page 121: Marnervi is inspired by the celtic gauls as described by Julius Caesar in his report The gallic war and by other Roman historians. See also the comic Asterix for visual inspiration.

National Features

Your national troops are composed of several light and heavy infantry types, supported by javelin throwers and slingers. Most infantry types exist as a low-resource variant without armor (bare-chested warriors) and a better armored resource demanding noble variant. Your cavalry is expensive, but quit good for Early Era.

Your Druids have powerful Earth, Astral, Nature and Water Skills and can enhance their battlefield magic with powerful Communion Master/Slaves combinations. You have no access to Blood, Death, Fire or Air magic but you can sacrifice Blood Slaves at your temples to push your Dominion.

Your only sacred unit can go berserk and is capital-only.

Your province defense consist of 1 Slinger and 2 Javelin Throwers per point; at Province Defense 20 you one additional Marverni Noble Warrior. The province defense gives you a lot of ranged attacks for your Gold and can be effective against raiders.

Units

If you find independent light infantry, consider carefully your options: for nearly the same cost, you get less melee damage, but better protection and morale.

Auxiliaries

Marverni Horn Blower
Gold 20, Resources 1, Dagger
The horn blower increases the morale of nearby troops (Standard 12) and is a bit slower then all other infantry types (Battlefield movement: 9). He is only armed with a dagger and does not wear armor. He will often outrun javelin throwing comrades, so it is best to deploy him with melee infantry types where he tends to fall to the rear and perform his role safely protected by blockers. His own morale is quite low (Morale:9), so he works best mixed into a higher morale unit.
Marverni Slinger
Gold 9, Resources 3, Dagger, Sling, Shield
More expensive than independent Slingers (Gold 7, Resources 2) the Marverni Slinger is still mass-recruitable in times of need and wields a shield (but no armor). Morale is low (Morale: 8) but the shield will protect somewhat against enemy archers. If you find Jaguar Tribe Warriors (Gold 10, Resources 7), recruit them instead: For the same amount of gold you get a nearly normal armor (Protection 9), better morale (10) and a (primitive) Sword instead of a Dagger.
Marverni Javelineer
Gold 9, Resources 5, Spear, Javelin, Shield
This mass-recruitable javelin-thrower has better morale than the Slinger (Morale 9) and fights with spear and shield. He also has no armor, making the fire and flee command a better option than the fire closest.

Bare Chested Troops

Marverni Bare Chested Warrior
Gold 9, Resources 9, Broadsword, Javelin, Shield, Iron Cap
A good fighter (Broad Sword, Shield, Javelin), but only minimal protection (Iron Cap, Protection 3), sub-par morale (morale 9) plus demands a surprising amount of resources for an unarmored trooper. They are really a crossover between a javelineer and your other bare-chested melee troops, able to serve both roles.
Ambibate Bare Chested Warrior
Gold 11, Resources 8, Broadsword, Shield, Iron Cap
Slightly better morale, attack and defense than the Marverni Bare Chested Warrior but no javelins. As a pure melee unit, it is the best of your bare-chested troops.
Carnute Bare Chested Warrior
Gold 13, Resources 6, Axe, Shield, Iron Cap
This unit fights with axe and shield, can go berserk and has the forest survival ability. Costing the most gold but least resources of your naked meleers, they are quite spammable and have the highest morale of all bare-chested warriors. Morale, attack, protection and strength will increase when the unit becomes wounded, but the defense (12) will decrease. Can be deployed in independent formations or mixed in with your other bare-chested troop-types to improve overall morale.

Armored Troops

Marverni Noble Warrior
Gold 11, Resources 17, Broadsword, Chain Mail Cuirass, Iron Cap, Shield
A good EA heavy infantry unit, superior to its indy counterpart for like money and resources.
Ambibate Noble Warrior
Gold 14, Resources 17, Broadsword, Chain Mail Cuirass, Iron Cap, Shield
Better attack, defense and morale than the Marverni Noble Warrior for 3 more gold. A mainstay EA heavy infantry unit of your nation. Build several forts to mass armies of these.
Carnute Noble Warrior
Gold 17, Resources 15, Axe, Chain Mail Cuirass, Iron Cap, Shield
Initially less proficient at fighting than the other two Noble Warrior types, this unit can go berserk and has the forest survival ability. Mix it with independent Elephants (at least 5 Carnute Nobles for each Elephant) or other melee units to make use of the high morale and the berserk effect. Carnute nobles will nearly never break and flee, but are slower than the Elephants. The Elephants will run forward trampling over the enemies while the Carnute Nobles catch up. Morale is always checked for the entire squad, and as long as you have enough Carnutes alive, the Elephant will fight to the death before considering fleeing.
Boar Warrior
Gold 35, Resources 15, Sacred, Axe, Chain Mail Cuirass, Iron Cap, Shield
The sacred Boar Warriors are only recruitable in your capitol. Fighting with axe and shield, this unit is capable of going berserk (3) and can be blessed to higher stats. Without a bless, the Carnutes offer the same stats for half as much gold.

Cavalry

Eponi Knight
Gold 30, Resources 18
Maybe the best unit in your arsenal. Not very expensive for a mounted unit, and having the unique combination of good armor, shields and javelins. Like most mounted missile troops, the precision is low (precision 8) but the Eponi Knights are excellent melee fighters with shield and broadsword. Unfortunately, the horses are not trained to use their hoof in battle like other heavy cavalry.
Remember that in one combat square can fight 3 infantry units (size 2) but only 2 mounted units (size 3). Depending on the foe you are facing, it can be better to use the Eponi Knights as flankers or second line troops behind your Ambibate Noble warriors instead as shock troops in the first line.

Unit Comparison

Marverni, Time of Druids
Name Gold Resources HP Pro Mor Res Enc Str Atk Def Prc Mv
Marverni Horn Blower 20 5 10 0 9 10 3 10 10 10 10 2/9
Marverni Slinger 9 3 10 0 8 10 4 10 10 13 10 2/11
Marverni Javlineer 9 3 10 0 9 10 4 10 10 13 10 2/11
Marverni Bare Chested Warrior 9 9 10 3 9 10 4 10 10 14 10 2/11
Marverni Noble Warrior 11 17 12 12 10 10 5 11 11 14 10 2/10
Ambibate Bare Chested Warrior 11 8 10 3 10 10 4 10 11 15 10 2/11
Ambibate Noble Warrior 14 17 12 12 11 10 5 11 12 15 10 2/10
Carnute Bare Chested Warrior 13 6 12 3 11 10 4 11 10 12 10 2/11
Carnute Noble Warrior 17 15 13 12 12 10 5 11 11 11 10 2/10
Eponi Knight 30 18 12 12 11 10 4 11 11 17 8 3/23
Boar Warrior 30 15 14 12 13 10 5 12 12 11 10 2/10

Commanders

Marverni Scout
Gold 20, Resources 2
A simple Scout with bad morale (9), no armor, no shield and a spear. Use independent scouts instead.
Marverni Chieftain
Gold 40, Resources 17
The marverni Chieftain fight with Broadsword and shield and increase the morale of nearby troops (Standard 3). He is a good all-around-commander (Leadership 40).
Ambibate Chieftain
Gold 50, Resources 17
The only difference to the cheaper Marverni Chieftain is the better attack value (13 instead of 12). Not really worth spending 10 more gold.
Carnute Chieftain
Gold 60, Resources 15
Capable of going berserk and having the forest survival ability, the Carnute Chieftain is quite expensive.
Eponi Chieftain
Gold 60, Resources 18
Your best commander to ferry huge armies, the Eponi Chieftain has excellent leadership (80) and good strategic movement (3).
Vergobret
Gold 50, Resources 1, Magic: 1H, sacred
Your standard priest suffer from low precision (9) as well as from old age (that will in turn lower his precision even more). For the same amount of gold you can recruit a younger independent priest.
Sequani Stargazer
Gold 80, Resources 1, Magic: 1S
This mage is a dirt-cheap researcher (until you find independent Sage provinces) and a useful dominion slave for your battlefield mages. Recruit lot of this units, you will need them. The precision is good (11). Note that the Stargazer is not sacred.
Gutuater
Gold 120, Resources 1, Magic: 1H1N 100%(WESN), sacred
A versatile Mage-Priest. Recruit enough Gutuaters to have at least one of each variant. The precision is good (11) and the Gutuater has the forest survival ability as well as good strategic movement (2). He can perform blood sacrifices if you find a way to get blood slaves.
Interesting Spells for the Gutuater:
  • Summon Bog Beast (Conjuration 4), N2W2, 5 Nature Gems, summons 3 Poison-spitting Beasts with Poison Cloud
  • Moss Body (Alteration 3), N1W1, Fatigue 20, AoE 1, Range 1: Good for buffing tramplers like Elephants
  • Curse (Thaumarturgy 1), N1S1, Fatigue 30, Aoe 1 Person, Precision 100, Range 50: curses one enemy
Druid
Gold 380, Resources 3, Magic: 2E2S2H 100%(WESN) 100%(WESN), 10%(WESN), sacred
The Druid is a powerful sacred priest mage. The druid suffer from old age but has excellent precision (12). If he is lucky to have a nature pick old age is less of a problem and he can also cast the spell eagle Eyes on his self to further increase his precision. If your Druid has no nature pick you should take care of his old age problems if you want to use him as a battlefield mage. He can also perform blood sacrifices. Druids can command cast Communion Master and use the cheap Stargazers as Communion Slaves.
Interesting Spells for your Druids:
  • Summon Earthpower (Conjuration 3) E2, Fatigue 20, Earth Magic +1, Reinvigoration 4 (also to Communion Slaves).
  • Troll King Court (Conjuration 6), E3, 55 Earth Gems, Gives you an E3 Troll King and a army of Trolls
  • Legion of Steel (Construction 5), E3, Fatigue 40, AoE 25 x 5, Precision 0: Raise Protection +4
  • Weapons of Sharpness (Construction 7), E5, Fatigue 20, Aoe 25, Rrecision 0, Range 10: Gives Armor Piercing !
  • Solar Rays (Evocation 2), S2, Fatigue 20, AoE 1, Precision 100, Range 35+, Damage 12+ AP
  • Blade Wind (Evocation 4), E3, Fatigue 80, AoE 1 Person x 52+, Precision 0, Range 30+, Damage 14
  • Gift from Heaven (Evocation 5), E3S1, Fatigue 50, AoE 1 x 3, Precision -3, Range 100, Damage 150 !
  • Strength of Giants (Enchantment 3), E3, Fatigue 40, AoE 25, Precision 0, Range 10: Gives +4 Strength
Interesting Items for your Druids:
  • Crystal Shield (+1 to all magic paths in Battle, including Holy)
  • Crystal Matrix (autocast Communion Master at the start of combat)
  • Slave Matrix (autocast Communion Slave at the start of combat)
Boar Lord
Gold 100, Resources 15, sacred
The Boar Lord bears no standard and is recruitable only in your capitol. He is sacred an can be blessed to higher stats. He is also capable of going berserk.

Heroes

Starting Sites

Carnutes: Gives 3 Astral, 2 Earth and 1 Nature Gem each turn and allow to recruit Boar Warriors and Boar Lords.

National Spells

Sounder of Boars
Summons 20 great boars.
Contact Boar of Carnutes
Summons a monster boar that can in turn summon ordinary boars.
Monster Boar
The caster summons a monster boar and sends it to a distant province to ravage the land.

Useful Spells

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.

Thaumaturgy 2 is important for site searching and Communion Master/Slave. Higher Thaumaturgy gives you Soul Slay , Enslave Mind and Charm.

Evocation 2 is necessary for Arcane Site searching and Combat spells, Evocation 4 gives you the deadly Blad Wind spell.

Construction 6 let you forge all path boosters (Ring of wizardry) and useful items for your commanders (Heraldic Lance).

Construction 7 allow Golems (great Raiders) Weapons of Sharpness (great Mass Buff) and Forge of the Ancients which let each of your mages forge as if he had +1 of every magic skill (so even your stargazer (S1) can an forge an Fever Fetish (F1N1, gibes 1 fire gem each turn).

Later on, research either Evocation/Thaumaturgy spells for more battlefield magic or concentrate on summons (conjuration)

If you have Golems:

Alteration 3 (Personal Luck, Body Ethereal) and

Enchantments 3 (Astral Shield) are important.

Golems have two Levels of Astral Magic, and which just a skull cap (Construction 6) can Teleport (Thaumaturgy 3) themselves on top of enemy armies (magic movement phase comes before normal movement phase).

Conjuration 6 allows you to cast Troll King Court and Sea King Court. Troll Kings make excellent battlefield buffers with spells like Legions of Steel, Strength of Giants and Weapons of Sharpness. Sea Trolls allow you to go underwater.

You have Astral/Nature mages. Equip them with path boosters and make good use of the Spell Winged Monkeys. Very funny in combination with charm.

Gift from Heavens is a vital part of your arsenal for demolishing thugs and other heavy units. Use with Eagle Eyes and/or Eye of Aiming or other precision booster abilities to make this spell actually connect with it's targets.

National Summons

No national summons are known.

Strategies

Marverni needs good scales, especially Productivity. Try to put magic skills on your pretender that your Druids can not reach, like Blood, Death, Fire and Air. 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.

Strategy A: Take a Forge Lord and good Scales

This strategy concentrate on researching construction 7 as soon as possible to summon Golems. Your pretender has a bonus on forging items (even more if he forge himself an dwarven hammer) and can equip your golems / undead thugs with decent armor. Later in the game he can summon Spectres to get mages with random magic skills.

Pretender Design

Take a Lord of the Forge with Earth 4, Fire 2, Death 2. Invest all other Points in scales and medium Dominion strength.

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 summon black servants. Black servants have the life-drain weapon and make good thugs if equipped with a good armor. Your druids are sacred and profit from the Earth-4 blessing. Make sure to bless your druids.

Research Order

Race toward Construction 7 (Golems, Weapons of Sharpness). At Construction 4 forge yourself a bunch of Skull Mentors if you have enough Death Gems. Only stop researching Construction to pick up site-searching spells. Conjuration and Enchantment gives you good undead Mages / Thugs, while Evocation and Thaumarturgy gives you good battlefield spells.

Strategy B: Take good scales and Fountain of Blood

This strategy try to make most use of your good national troops and allow a little blood / devil factory for raiding. It also gives you an interesting Bless Effect (+3 Strength) which is useful for independent amazon provinces.

Pretender Design

Give your Fountain of Blood 6 skills in Blood Magic and 2 Skills in Fire Magic. If you need more magic or better scales, try a imprisoned or dormant pretender. Take Productivity 3 and Growth 2, Dominion 7. You can gamble and take Turmoil 3 as well as Luck 3 to have less income, but more positive random events (some of them will give you gold). Or you could take Order-3 and Misfortune-3 to receive no heroes and a greater percentage of bad events, but more gold. Either choice is a net 0 points.

Research Order

Race toward Construction 2. Now you can forge a Dwarven Hammer (gives 25% forging bonus), a crystal shield for your prophet (+1 to all magic levels in combat, including holy). With an crystal shield, every Druid can cast divine blessing (blessing for all sacred units) so search for amazon provinces.

Switch your Fountain of Blood to Blood slaves hunting as soon as possible. Watch the unrest rate in your Blood Hunting province and lower taxes / patrol if necessary. You can only hunt for Blood Slaves here for a long time so do it. As soon as Construction 2 is researched, build a Soul Contract (gives you 1 devil each turn). It is important to make this as soon as possible because the soul contract pays off more if he is in the game longer. Now split your research as needed between Conjuration, Evocation and Construction.

But your ultimate research goal is Blood 7 (Arch Devil, Fire Magic) and even better, Blood 8 (Bind Heliophagus, a Flying Blood Mage and one of them is also a Death Mage as well).

Strategy C: Take an Oracle with insane good scales

The oracle is cheap and has some astral magic skill. Sit at home, research or cast "Acashic Record" and out-produce everyone with your insane good scales.

Pretender Design

Take an Oracle with medium Dominion Strength and invest in magic scale +3 (gives +2 Research points) and other good scales. The Oracle has already 3 levels of Astral Skill. Prefer good scales over good magic skills.

Research Order

Concentrate on spells that can resisted by magic resistance. Your Magic+3 dominion make it harder to resist such spells. Research the "Enslave Mind" spells and let your army grow as it move !