Dominions 3: The Awakening/Nations/Arcoscephale, Golden Era: Difference between revisions

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I use this pretender for a specialized purpose: the Dominion Kill. In high dominion, the Ghost King generates ghosts, both of which are stealthy and amphibious and being awake helps generate more ghosts earlier. Death magic also has a lot of stealthy and amphibious summons and having an abundance of magic gems to alchemize will help you search for death sites remotely. Alternatively you could lower order or your dominion strength or magic paths to raise growth. It’s a specialized and difficult strategy though, but worth mentioning for diversities sake.
I use this pretender for a specialized purpose: the Dominion Kill. In high dominion, the Ghost King generates ghosts, both of which are stealthy and amphibious and being awake helps generate more ghosts earlier. Death magic also has a lot of stealthy and amphibious summons and having an abundance of magic gems to alchemize will help you search for death sites remotely. Alternatively you could lower order or your dominion strength or magic paths to raise growth. It’s a specialized and difficult strategy though, but worth mentioning for diversities sake.


===Oracle, Imprisoned===
===Oracle or Forge Lord, Imprisoned===
*F9 W4 E4 N4 S4 B4
*F9 W4 E4 N4 S4 B4 (Oracle)
*F9 W9 E4 (Forge Lord)
*Dominion Strength: 6 Chaos:3 Sloth:3 Cold:3 Growth:3 Luck:1 Drain:2
*Dominion Strength: 6 Chaos:3 Sloth:3 Cold:3 Growth:3 Luck:1 Drain:2


This is a bless-strategy rainbow pretender. The Sphinx with its 500 health is a strong alternative, but I prefer the 4 misc slots for magic items on the Oracle. The bad scales are admittedly pretty severe, but Arco has the means to compensate for this. What we are really looking at are super-buffed sacred units: flaming armor-piercing weapons, higher attack and defense skill, regeneration, reinvigoration, magic resistance, more health. In effect, every one of your Wind Riders becomes a flying thug once it is blessed, not to mention all priests, shamans and indy-sacreds. You also have a national sacred SC summons at Conj 5, the Sirrush dragons! It time, high Growth will grow your economy to offset the Chaos/Sloth, plus it keeps your many old-aged units alive longer. You are going to be seeing a higher rate of random events, so better that the tendency is lucky. Drain wont affect your research much, since your Philosophers get a bonus from Sloth, plus it gives your buffed sacreds even more magic resistance. You could go with Cold or Heat depending on who you think your opponents will be: your sacred units have re-invigoration so the temperature scale may affect your enemies worse than you.
This is a bless-strategy. The Oracle is a strong Rainbow pretender, while the Forge Lord's picks will give your sacreds double the attacks per round! The Sphinx with its 500 health is a strong alternative to the Oracle, but I prefer the 4 misc slots for magic items. The bad scales are admittedly pretty severe, but Arco has the means to compensate for this. What we are really looking at are super-buffed sacred units: flaming armor-piercing weapons, higher attack and defense skill, regeneration, reinvigoration, magic resistance, more health. In effect, every one of your Wind Riders becomes a flying thug once it is blessed, not to mention all priests, shamans and indy-sacreds. You also have a national sacred SC summons at Conj 5, the Sirrush dragons! It time, high Growth will grow your economy to offset the Chaos/Sloth, plus it keeps your many old-aged units alive longer. You are going to be seeing a higher rate of random events, so better that the tendency is lucky. Drain wont affect your research much, since your Philosophers get a bonus from Sloth, plus it gives your buffed sacreds even more magic resistance. You could go with Cold or Heat depending on who you think your opponents will be: your sacred units have re-invigoration so the temperature scale may affect your enemies worse than you.


==National Units==
==National Units==
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