Dominions 3: The Awakening/Nations/R'lyeh, Time of Aboleths: Difference between revisions

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{{Header Nav|game=Dominions 3: The Awakening}}
{{Header Nav|game=Dominions 3: The Awakening}}
[[Image:Dom3 Rlyeh MindLord.gif|right]]
[[File:Dom3 Rlyeh MindLord.png|right]]
Before the Great City fell and destroyed their capital, the Aboleths ruled the seas. While the bulk of R'lyeh's armies are still shambler and Atlantean slaves, their elite units and commanders are Aboleths of various ages. The oldest Aboleths are extremely skilled in both water and astral magic.
Before the Great City fell and destroyed their capital, the Aboleths ruled the seas. While the bulk of R'lyeh's armies are still shambler and Atlantean slaves, their elite units and commanders are Aboleths of various ages. The oldest Aboleths are extremely skilled in both water and astral magic.


==Overview==
==Overview==
EA-R'lyeh is an underwater nation strong in Astral and Water magic, with access to weak Earth, Nature and Death. You also have several types of aquatic mind-blaster units and commanders, none of whom can go on land without magic. These mind attacks are EA-R'lyeh's answer to the two other aquatic nations who generally have access to stronger units. Your magi are pricey and non-sacred, so upkeep costs become an issue. Most of R'lyeh's units and commanders have Darkvision which gives them quite an advantage in battle when operating in Darkness. With reduced equipment slots and the expense of getting your most powerful magi onto land, EA-R'lyeh depends heavily on amphibious communions of slave magi to make the nation viable. Arguably a late bloomer, EA-R'lyeh will likely struggle in the early game till advanced research can leverage the nation's full potential.
;Strengths:
:*Very strong astral and water magic
:*All your national magi include astral, can join communions, which allows powerful battle magic without expensive booster forging
:*Mindblaster units and commanders recruitable on turn-1
:*Darkvision troops, many who have decent combat stats, some are mindless
:*Hordes of low-cost melee troops can be quickly recruited
:*Being an Underwater nation gives you some early-game security against neighbors
:*Freespawn aquatic chaff troops
;Weaknesses:
:*Weak PD
:*Only indie troops and commanders recruit-able on dry land, no national units or commanders
:*Magic leadership needed for some troops, complicates army organization and interferes with research
:*Non-lobo troops have low-morale
:*On land your troops are slow and vulnerable to missiles
:*Best commanders are Aquatic and/or 0-movement, all with only 2 equipment slots
:*Very limited choices for pretender chassis
==National Features==
==National Features==
===Units===
===Units===
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====Freespawn====
====Freespawn====
;Polypal Spawn: free auto-spawn, weak AP tentacle attack, Aquatic, Magic Being, Darkvision
;Polypal Spawn: free auto-spawn, weak AP tentacle attack, Aquatic, Magic Being, Darkvision
:These guys spawn automatically in any friendly underwater province with positive candles where there is a ''Polypal Mother'' commander. The amount of spawns/turn is randomized but the max depends on the number of friendly candles, usually ranging from 1-4 per mother. Their combat stats are mediocre, their morale low, and their low strength and weak tentacle weapon means they hardly ever do any damage, but hey, it's free chaff right? Arguably they are most useful in the early stages of the game when even a dozen free units can help kite enemy troops to break tough indies. At size-1 they deploy six per square so are at their most effective when they vastly outnumber the enemy. Buff spells like ''Strength of Giants'' mildly improves their combat effectiveness (ie. they go from useless meatbag decoys to squishy light troops). Each Polypal Spawn requires no gold upkeep but eats 0.5 food per turn.  Assuming they are being spawned in kelp fortresses located in your key provinces, this can lead to logistical problems due to starvation during a siege or late-game, because they never stop spawning even when you no longer want/need more. Hence you should come up with a plan to dispose of your excess polypal spawns (dump them in a low-food province to starve), kill off or locate your polypal mothers in enemy dominion, etc.
:These guys spawn automatically in any friendly underwater province with positive candles where there is a ''Polypal Mother'' commander. The amount of spawns/turn is randomized but the max depends on the number of friendly candles, usually ranging from 1-4 per mother. You would think that this would become a useful part of any EA-R'lyeh strategy: massive swarms of freespawn chaff similar to ''EA-Pangaea'''s Manaeds. By mid-game you might even have enough spawns to try that. However unlike Maneads, Polypal Spawns are non-sacred underwater-only meatbags that rarely do any damage when they hit, and they never stop spawning in friendly dominion. Their combat stats are mediocre, their morale low, and their low strength and weak tentacle weapon means they hardly ever do any damage, but hey, it's free chaff right? Arguably they are most useful in the early stages of the game when even a dozen free units can help kite enemy troops to break tough indies. At size-1 they deploy six per square so are at their most effective when they vastly outnumber the enemy. Buff spells like ''Strength of Giants'' mildly improves their combat effectiveness (ie. they go from useless meatbag decoys to squishy light troops). A ''Darkness'' spell helps their effectiveness quite a bit against non-darkvision troops. Each Polypal Spawn requires no gold upkeep but eats 0.5 food per turn.  Assuming they are being spawned in kelp fortresses located in your key provinces, this can lead to logistical problems due to starvation during a siege or late-game, because they never stop spawning even when you no longer want/need more. Hence you should come up with a plan to dispose of your excess polypal spawns (dump them in a low-food province to starve), kill off or locate your polypal mothers in enemy dominion, etc.
:''Note:'' Polypal spawns that die from starvation do not create corpses in a province.


===Commanders===
===Commanders===
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;Slave Mage: W2S1+(N/E/S/W 100%), Gold 175, Resource 1, Research 6, Magic Staff, Amphibian
;Slave Mage: W2S1+(N/E/S/W 100%), Gold 175, Resource 1, Research 6, Magic Staff, Amphibian
:EA-R'lyeh's bread-and-butter mage for research, communion slaves and some important E/N magic diversification. Interestingly they also have a decent def of 14, which can be further raised with ''Quicken Self''. Their gold price for research output is by no means cheap, essentially rendering R'lyeh as a mediocre research power, hence one reason why Magic scales are a good idea. Upkeep is 11 gold/turn. Your slave magi lose 1 W pick on land, but thereby gain a ''feet'' slot, which is annoying but by no means insurmountable, since they all have S picks and can join a communion if necessary to boost their paths. That said, it can still be useful to outfit them as appropriate with ''Earth Boots'', ''Thistle Mace'', ''Water Bracelet'', ''Crystal Shield'', etc to be able to efficiently cast their allotted spell scripts. When summoned and employed in sufficient numbers, communions should enable them to cast any battlefield W/S/N/E spell as necessary.
:EA-R'lyeh's bread-and-butter mage for research, communion slaves and some important E/N magic diversification. Interestingly they also have a decent def of 14, which can be further raised with ''Quicken Self''. Their gold price for research output is by no means cheap, essentially rendering R'lyeh as a mediocre research power, hence one reason why Magic scales are a good idea. Upkeep is 11 gold/turn which quickly adds up as well. Your slave magi lose 1 W pick on land, but thereby gain a ''feet'' slot, which is annoying but by no means insurmountable, since they all have S picks and can join a communion if necessary to boost their paths. This saves a huge amount of gems that would otherwise be needed for forging magic boosters. When summoned and employed in sufficient numbers, communions should enable them to cast any battlefield W/S/N/E spell as necessary. Some likely communion spells:
:*W2S2 - on land can be easily boosted to W1S4 using PotS and LotNS for ''Soul Slay'' or ''Enslave Mind''.
:*W3S1 - on land can be boosted back to W3S2 using PotS for ''Falling Frost, Mindburn'' or ''Paralysis''.
:*W2E1S1 - on land boost them to W1E3S2 using PotS and Earth Power for ''Strength of Giants, Destruction, Legions of Steel, Bladewind'' as well as ''Mindburn'' or ''Paralysis''.
:*W2S1N1 - on land boost them to W2S2N2 using PotS for ''Sleep, Panic, Beserkers'' or use them as Communion Master to get into ''Regeneration, Mass Protection, Foul Vapours'', etc.
:As well, all your Slave Magi can cast ''Body Ethereal'' at Alt-3, an AoE-1 spell which when spammed amongst your stationary troops at the beginning of battle makes them much tougher to hit.
:When combo-ing your Slave Magi with ''Darkvision'' troops and ''Darkness'' on the battlefield, use spells like ''Frozen Heart'' which always hits the target.


;Polypal Mother: H2, Gold 100, Resource 1, Life Drain, Mind Blast x2, Sacred, Aquatic, Poison Immune, Need not Eat, Magic Being, Blind
;Polypal Mother: H2, Gold 100, Resource 1, Life Drain, Mind Blast x2, Sacred, Aquatic, Poison Immune, Need not Eat, Magic Being, Blind
:At first glance pretty interesting stats, but this proves to be probably one of EA R'lyeh's strangest units and most difficult to fit into any coherent strategy. One of the main factors limiting it's use is their immobility: without empowerment into S magic (which would be insane), they can never move from their home province, thereby rendering their use as purely defensive. Another factor is their aquatic nature, limiting their deployment to underwater provinces within a fortress (no point in giving ''Amulet of the Fish'' to a commander that can't move). A third is the auto-spawning feature of ''Polypal Spawns'' depending upon the current strength of friendly dominion in the province where a Polypal Mother is located. In castle defense, once the Mother's mindblast attacks run out, they are most likely to spam ''Sermon of Courage''. But raising their holy magic to H3 to enable ''Smite'' using crystal matrices and a master casting ''Power of the Spheres'' might work. Perhaps another way to to meaningfully deploy them could be in key border provinces having strong adjacent enemy dominion, then have the Polypal Mother simply stop Preaching when you no longer want any new spawns and allow the dominion there to fall back into negative candles.  
:At first glance pretty interesting stats, but this proves to be probably one of EA R'lyeh's strangest units and most difficult to fit into any coherent strategy. One of the main factors limiting it's use is their immobility: without empowerment into S magic (which would be insane), they can never move from their home province, thereby rendering their use as purely defensive. Another factor is their aquatic nature, limiting their deployment to underwater provinces within a fortress (no point in giving ''Amulet of the Fish'' to a commander that can't move). A third is the auto-spawning feature of ''Polypal Spawns'' depending upon the current strength of friendly dominion in the province where a Polypal Mother is located. In castle defense, once the Mother's mindblast attacks run out, they are most likely to spam ''Sermon of Courage''. But raising their holy magic to H3 to enable ''Smite'' using crystal matrices and a master casting ''Power of the Spheres'' might work. Perhaps another way to meaningfully deploy them could be in key border provinces having strong adjacent enemy dominion, then have the Polypal Mother simply stop Preaching when you no longer want any new spawns and allow the dominion there to fall back into negative candles.  


;Aboleth: W2S2+(W/E/S/D 100%), Gold 200, Resources 1, Research 7, Life Drain x2, Mind Blast, Aquatic, Magic Being, Darkvision
;Aboleth: W2S2+(W/E/S/D 100%), Gold 200, Resources 1, Research 7, Life Drain x2, Mind Blast, Aquatic, Magic Being, Darkvision
:The eponymous mind-blaster namesake unit one expects to find from anything named R'lyeh. This is their Age, the ''Time of Aboleths''. So what is there it brag about? Good hp, high MR, some access to D/E magic and S3 casters. Upkeep 14 gold/turn and 3 food, the slave Magi are more cost-effective researchers. The limitations of ''Aquatic'' and only 2 misc slots is pretty severe. Likely kit is a ''Spell Focus (S1)'' or ''Eye of the Void'' with ''Amulet of the Fish'' (if you can forge them) on land, maybe a W/S booster or an ''Amulet of Anti-magic'' underwater. There is a lot of overlap between the role the Aboleth plays in R'lyeh's lineup and what the ''Giboleth/Gibodai'' units can do. So the Aboleth is really mostly necessary for it's magic buffs... but in that sense ''Mind Lords'' (who have stronger paths) or ''Slave Magi'' (who have more equipment slots) buff the same magic just as well, if not better, begging the question why bother with Aboleths at all? There is a very niche use for D-random Aboleths joined in a communion casting Wither Bones (Thaum-6 D3) if you are fighting an Undead nation.
:The eponymous mind-blaster namesake unit one expects to find from anything named R'lyeh. This is their Age, the ''Time of Aboleths''. So what is there it brag about? Good hp, high MR, some access to D/E magic and S3 casters. Upkeep 14 gold/turn and 3 food, the slave Magi are more cost-effective researchers. The limitations of ''Aquatic'' and only 2 misc slots is pretty severe. Likely kit is a ''Spell Focus (S1)'' or ''Eye of the Void'' with ''Amulet of the Fish'' (if you can forge them) on land, maybe a W/S booster or an ''Amulet of Anti-magic'' underwater. There is a lot of overlap between the role the Aboleth plays in R'lyeh's lineup and what the ''Giboleth/Gibodai'' units can do. So the Aboleth is really mostly necessary for it's magic buffs... but in that sense ''Mind Lords'' (who have stronger paths) or ''Slave Magi'' (who have more equipment slots) buff the same magic just as well, if not better, begging the question why bother with Aboleths at all? There is a very niche use for D-random Aboleths joined in a communion casting Wither Bones (Thaum-6 D3) if you are fighting an Undead nation. Also, their magic leadership skill starts at 125, so they are quite capable at moving around large numbers of lobos.


;Mind Lord: W3S3+(W/E/S/D 100% W/E/S/D 10%), Gold 420, Resources 1, Research 9, Soul Leech, Enslave Mind, Aquatic, Magic Being, Darkvision
;Mind Lord: W3S3+(W/E/S/D 100% W/E/S/D 10%), Gold 420, Resources 1, Research 9, Soul Leech, Enslave Mind, Aquatic, Magic Being, Darkvision
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;Delayed Communion: This can be any of the previously listed communion types, with the difference that the participants first cast up to 4 non-personal-buff spells before they join the communion. An example would be scripting each mage to cast ''Body Ethereal'' 3 times, then either ''Communion Master'' or ''Slave''. In battle, your entire team of magi will cast ''Body Ethereal'' on any nearby squares containing friendly units who are set to ''Hold and Attack'' before joining in a communion.
;Delayed Communion: This can be any of the previously listed communion types, with the difference that the participants first cast up to 4 non-personal-buff spells before they join the communion. An example would be scripting each mage to cast ''Body Ethereal'' 3 times, then either ''Communion Master'' or ''Slave''. In battle, your entire team of magi will cast ''Body Ethereal'' on any nearby squares containing friendly units who are set to ''Hold and Attack'' before joining in a communion.
;Buff Communion: This is a special variation on a Booster Communion, generally requiring more Masters, since each master casts self-buff "personal" spells such as ''Astral Shield'', ''Personal Regeneration'', ''Invulnerability'', etc whose effects are also transferred to the Slaves. You want to load up the Slaves with as many beneficial buffs as you can, hence more masters are needed. Once the masters stop casting, the slaves are free to move up closer to the front line and act as blockers/ or for close-range combat spells.
;Buff Communion: This is a special variation on a Booster Communion, generally requiring more Masters, since each master casts self-buff "personal" spells such as ''Astral Shield'', ''Personal Regeneration'', ''Invulnerability'', etc whose effects are also transferred to the Slaves. You want to load up the Slaves with as many beneficial buffs as you can, hence more masters are needed. Once the masters stop casting, the slaves are free to move up closer to the front line and act as blockers/ or for close-range combat spells.
===Ethereality===
''Body Ethereal'' (Alt-3 S1) is a spell all EA-R'lyeh's national magi can cast. It makes any affected unit 75% less likely to be hit unless the attacker is using a magic weapon or spell. Not a proper self-buff per se, rather the spell is in fact a short-range AoE spell that affects all troops standing in the target square. Thus there is no guarantee that the caster will target his own square, BUT it '''''is''''' guaranteed that the caster will target a square that is not already ethereal!
Your magi can cast ''Body Ethereal'' up to 3 times on nearby troops within range set to ''Hold and Attack'' before they move. That's a potential per mage of up to 9 size-2 units, or 6 size-3 units, or 3 of any size bigger. There is a pretty good chance that one of those casts the mage will target his own square and any other units sharing it with him. Also, if any other units deployed further to the rear were set to ''Hold and Attack'', your mage might be able to hit their square with additional ''Body Ethereal'' casts as they charge past him.
;Example deployment tactics:
:*3 ''Slave Magi'' in the same square set to cast ''Body Ethereal'' 3 times each, with up to 8 "squares" of troops (ie. 8x3=24 size-2 troops, 8x2=16 size-3 troops, etc.) deployed at the same location. The magi will cast BE 9 times in total, thus buffing all 8 squares in range and themselves as well.
:*1 ''Slave Mage'' scripted to cast BE, and a ''Slave Prince'' thugged-out with magic equipment in the same square, no other nearby units. The mage will buff himself and the Prince with ethereality.
Obviously this tactic can work well when combined with other buff spells too. Ethereal troops buffed with ''Quickness'' or ''Regeneration'' can be quite effective.
===Mind Control===
Your ''Mind Lords'' start the game able to cast ''Enslave Mind'' in battle to convert an enemy into a mindless friendly thrall under your control. This is a great advantage, but Mind Lords are expensive to both purchase and upkeep, and they only get 5 free casts before they need to be scripted to do something else. With only modest research, ''Enslave Mind'' (Thaum-6 S4) offers another way to achieve the same result using your lesser magi. Any mage with S2 can join a reversed communion as a slave (Thaum-2 S1), and the master can buff them to S4 using ''Power of the Spheres'' (Conj-3 S1) and ''Light of the Northern Star'' (Conj-4 S3). Since 25% of your Slave Magi are S2 and all your Aboleths are minimum S2, this means you can easily form ridiculously huge reversed communions of S4 casters all spamming ''Enslave Mind''.
At Thaum-9 you can use a Communion to cast ''Master Enslave'' (S8), a battlefield-wide spell that attempts to cast enslave mind on every enemy unit. Make sure to equip the caster with plenty of penetration boosters for maximum effect.
This will be easier to do in provinces with high magic scales, and will be more effective if the caster is equipped with a ''Rune Smasher'', ''Void Eye'' and ''Spell Focus''.


===Master Enslave===
===Darkness===
Why worry about summons when you can just steal your enemies units? Your ''Mind Lords/Aboleths'' start the game able to cast ''Enslave Mind'' in battle to covert an enemy into a mindless friendly ''unit'' under control of the caster. At Thaum-9 you can use a Communion of them to cast ''Master Enslave'' (S8), a battlefield-wide spell that attempts to cast enslave mind on every enemy unit.
Most of EA-R;lyeh's national units have ''Darkvision'', which gives these units a huge advantage when fighting in darkness against units that don't have it. Thus it makes sense to prioritize researching the battlefield ''Darkness'' spell (Alt-6 D4). ''Utterdark'' at (Alt-9 D9) is likely out of reach for all but a dedicated pretender build. While it is technically feasible for a D-random ''Aboleth'' or ''Mind Lord'' to cast ''Darkness'' using a communion, another method is to take enough death on a mobile combat pretender or use the ritual ''Streams from Hades'' (Conj-6 W4D1) to summon a ''Kokythiad'' and use boosters.  


This will be easier to do in provinces with high magic scales, and will be more effective if the caster is equipped with a ''Rune Smasher'' or ''Spell Focus''.
Another research goal would be to use ''Wish'' (Alt-9 S9) to summon some ''Mandeha''s, one of EA-Lanka's demonic summons who will auto-cast ''Darkness'' at the start of each battle. A Mandeha will drown if it is wished for underwater.
 
Casting ''Darkness'' creates a battlefield-wide effect that lasts the whole battle. Undead and blind troops remain unaffected (note: all elementals and many summoned constructs are ''blind''). Units with darkvision have their combat impaired by (100 - darkvision rating) / 2. All other units and commanders have their attack, defense and precision stats halved. This usually is enough to give R'lyeh's national troops a winning advantage. Even so, swarming enemies can still occasionally land hits, so it is best to spam ''Body Ethereal'' or other defensive buffs for further protection. Your Slave Mages don't have darkvision, but their spellcasting remains mostly unaffected since the unscripted AI likes to cast ''Frozen Heart, Mindburn'' and ''Soulslay'' which are all precision-100 spells that always hit their target.
 
Needles to say combining elemental summons with this spell can also be quite effective. ''Bottles of Living Water'' furnish deadly water elemental thugs when fighting under darkness. Regenerating earth elementals are also deadly. Both types of elemental thugs become even better if you cast ''Body Ethereal'' on them at the start of battle.
 
===Solar Brilliance===
Another battlefield-wide effect that R'lyeh can cast fairly easily. ''Solar Brilliance'' (Ench-7 S5) blinds all units on the battlefield and attacks undead/demons. Obviously, units that are naturally blind remain unaffected, thus once again elementals make excellent thugs when fighting under the effects of this spell. It should be pointed out that ''Polypal Mothers'' are naturally blind as well. R'lyeh's magi will go blind, but once again the unscripted AI likes to cast ''Frozen Heart, Mindburn'', ''Soulslay'', ''Mind Control'', etc. which always hit their target regardless of whether the caster is blind.


===Globals, Globals, Globals===
===Globals, Globals, Globals===
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*Alteration 9 for ''Wish.''
*Alteration 9 for ''Wish.''
Detour into other schools for low-hanging-fruit battle magic as needed.
Detour into other schools for low-hanging-fruit battle magic as needed.
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