0. 2 Description 3 Credits



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0. About Dominions KB (Knowledge Base)


0.1 Author
Yosi Izaq, AKA Wraithlord
I've been playing dominions since its first installment. I love the game.

At first I thought to make order of all the information I have floating around in my absent minded head, then I thought why not add all that knowledge that excellent dominions players have shared in public into one place and maybe one day when this work will be complete give it back to the community.

The end result is this document.

0.2 Description


This is mostly a compilation of common knowledge from the excellent Dominions community.

There are some personal observations here and there and a small amount of editing but mostly the entries of this knowledge base are based on excellent guides and posts made by outstanding individual dominions players.


For any comments, or for latest version please check Shrapnel forums thread: http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=618387&page=0&view=collapsed&sb=5&o=7&fpart=1

0.3 Credits


It would not be possible to list all the contributers. I'll try and list some and apologize for those I fail to name.

IW, developors.

Shrapnel, Dom-II and Dom-III publishers

All the posters at comp.sys.ibm.pc.games.strategic

Philippe Sacre's, http://www.freewebz.com/sunraybe

All the posters at Shrapnel dominions forums:

Alex Poger

Baalz, There are many great contributors but IMO Baalz stands out as a great strategy guides writer.

Here's a partial list of his guides:

Guide to EA Mictlan and blood hunting

Guide to MA Atlantis

Guide to communions

Guide to MA Eriu

Guide to Sauromatia

Guide to Marverni

HINNOM EATS EVERYTHING

LA Atlantis

Bandar Log

Edi

llamabeast



Dedas

Shovah32


dirtywick

Nerfix


Patrik Nyberg.

Mikko Heikkilä.

Jeffrey Tang

Francisco "Muñoz"

Lazy_Perfectionist

Valerius


cleveland

vfb


Agrajag

Ballbarian

Saulot

Ich


Endoperez

NTJedi


Wick

DrPraetorious

Ironhawk

Manuk


Micah

MaxWilson

Foodstamp

Psientist

KissBlade

Ygorl


calmon

Arralen


FrankTrollman

HoneyBadger

PDF

alexti


Meglobob

thejeff


Teraswaerto

Aezeal


Sombre

OmikronWarrior

sector24

Jazzepi


Yrkoon

Evilhomer

atul

Xietor


PvK

Wish


Ewierl

RamsHead


tibbs

GameExtremist

Twan

Reverend Zombie



Boron

Warhammer

Folket

st.patrik



Wauthan

BigDisAwesome

Evilhomer

johnarryn

Cor

Belcarl


Ferrosol

Amhazair


AreaOfEffect

CUnknown


Daynarr

Salamander8

K

Atreidi


sum1lost

SsSam


Agema

VedalkenBear

Ming

Psycho


DonCorazon

Seve82


Kasnavada

Carcaroth


0.4 Version

1.00

-> add 8.34.1.7 MA Ulm - you called me a forge what?



-> add 8.34.1.2 Nation Guide (in progress): LA Ulm

-> add 12.1.1 new Battle Simulator map

-> add 8.16.2.3 Miasma/Executor's guide

-> add 8.37.2 A Few (Really) Good Men: Guide to Ashdod

-> add 8.22.3 Machaka a sorcerer¿s fevered arachnophobia

-> add 8.19.5 Niefelheim - Who¿s afraid of the big bad wolf?

-> add 8.12.1.4 Early Arcoscephale - Ephebophilia incarnate

-> add 8.20.3.2 Helheim Guide (Baalz)

-> add 8.32.1.4 Yomi 3.21

-> add 8.15.1.2 EA Caelum Ride the lightning

-> add 8.15.2.1 MA Caelum - Fear of Flying

-> add 8.11.2.2 MA Aby CBM Strategy

-> add 13.1 Zen and the art of Thugging

-> add 10.13 Basic Battle Tactics

-> add 8.18.2 Fomoria - Where is your God now? (AKA - The Other Giant Meat)

-> add OMG, I think I've done it

-> add 10.14 Beyond the script

-> add 8.34.1.2 EA Ulm - Flying Conans of Doom

-> add 10.15 Vampires - you should be afraid of the night

-> add 8.13.2 Kailasa guide

-> add 8.12.1.3 EA Arco - uncle moneybags

-> add 8.40.1 Gath - The last of the Giants

-> add 8.12.2.2 go punch a mountain

-> add 8.36.3 Warhammer Lizardmen - Join the Communion Commrade

-> add 8.12.1.3 EA Agartha guide

-> add 10.16 Unrest as weapon of war

-> add 10.11.3 Worthy artifacts to wish for
0.9

-> Update 8.10 Magic Path Booster Guide

-> add 10.12 Eternal Knights & Gift of Reason

-> add 8.32.3.1 Guiding Jomon

-> add 1.7 Horror Harmonica and/or Carcator the pocket lich

-> add 8.12.1.2 EA Agartha: The Ancient Lord SC.

-> add 8.33.3.2 LA Tien Chi: Barbarian Kings Strategy Guide 2.0

-> add 8.23.2.1 LA Man - Death and Taxes

-> add 1.8 Sieges

-> add 1.5.2 Ankh

-> add 1.9 Scouting, Intelligence

-> add "Article Author" entries for all the new articles.

Note, if an article you wrote appears w/o this entry please notify me and I'll fix this.
0.8

-> add 10.10 Blood Magic as Combat Magic?

-> add 10.11 Wish, 10.11.1 Wish list and 10.11.2 Wish for a Demon Lord

-> add 8.39.1 Bandar Log - you whipped me with what?!?

-> add 8.21.4 Beginner's guide to Lanka
0.75

-> 6.11.4 FORTRESSES, RECRUITMENT AND SUPPLY

add comment WRT to black hawks

-> add 8.19.4 Counters to Niefelheim

-> add 8.37.1 Ashdod proto-guide

-> add 8.21.3 Blood Kings: Lanka vs. Mictlan

-> add 8.23.1.1 Advice for MA Man

-> add 8.23.1.2 MA Man Advice Needed: Proper Use of Units

-> add 8.24.2.2 LA marignon guide

-> add 8.27.2 MA Oceania

-> add 8.32.1.3 Tips for Yomi, Oni Kings

-> add 8.34.1.5 Tips with MA Ulm

-> add 8.34.1.6 MA Ulm Pretender
0.65

-> Add 1.6 Beware the visiting heroes


0.60

-> Add 1.5 Get upkeep free undead commanders

-> Add 2 Buffs in dominions III

-> Add 11 Troubleshoot

-> Add 8.32.1.2 Yomi eats nothing!

-> Add 8.12.3.2 LA Atlantis - frozen death from all directions


0.55

-> Add 8.11.3.3 LA Abysia: Discussion and a Proto-Guide.


0.54

-> Add 8.31.2 Sauromatia: Lawful Evil


0.53

-> Update 8.16.2 MA Ctis, Miasma


0.52

-> Add 8.38.1 HINNOM EATS EVERYTHING


0.51

-> Put dominions III wiki general guide before nations guide

-> Add 10.1 Lies My Rulebook Told Me

-> Add 10.2 Countering Master Enslave

-> Add 8.11.3.2 Best Researcher for LA Abysia

-> Add 8.37 Ashdod, no guide yet, just place holder

-> Add 8.29.1.2 MA Pythium thread

-> Add 10.3 Cost efficient blood hunting

-> Add 10.4 refuting common wisdom on scales everybody knows

-> Add 10.5 Maths problem: fatigue vs critical hits

-> Add 10.6 Equipment for Elemental Royalty

-> Add 10.7 Minimum dominion?

-> Add 10.8 Fortress to Province ratio

-> Add 10.9 Keeping Helpful Enemy Dominion Alive...

-> Add 8.11.1.1 Thoughts on EA Abyssia (guide)

-> Add 8.26.2.2 Guide to Middle-Age Mictlan

-> Add 8.28.3.2 Questions about LA Pangaea manikins

-> Add 8.29.1.3 The pythian prescription (A newb guide)

-> Add 8.29.2.1 A Poisoner's Guide to LA Pythium

All the new guides in http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=590616&page=0&view=collapsed&sb=5&o=7&fpart=1

0.5 (draft version)

1. My personal Best tricks and tips learned from MP games

1.1 Sneaky snipers
Article Author: Wraithlord
One commander with a bow artifact (either bow of war, lightning Xbow etc) can take a small to large PD depending on its aim and possible buffs
1.2 Wrathers
Article Author: Wraithlord
Example:

Two Fomorian kings:

-> Wrather, Tempest, boots of the messenger, 4 Air gems.

Script: Blessing, Wrathfull skies, retreat.

The retreat is important since it prevents the wrather from dieing, hence canceling the wrathfull skies
-> Thug/SC, position a bit to the from
1.3 Rain of stones
Article Author: Wraithlord
Evoc. lvl 7. E3+A1

This spell handles enemy armies composed mainly of low hp, low prot units and commanders (for example, most human armies on EA).

The caster needs high prot, maybe ethereal, and high hp.

Can be cast multiple times for extra carnage

A squad of RoS casters that happen to have A2 can cloud trapeze and execute opposing armies unsuspected.
1.4 Black servant sneakers
Article Author: Wraithlord
When your nation don't have natural sneaking units and has access to death. It can be a good idea to summon a few black servants and equip them either as thugs are as reanimators (with wraith crown or skelli talisman). Then sneak them in groups of twos and threes and use them for raiding enemy lightly defened provinces. The investment is small and the gains can be substantial.
I've presonally found this tactic better than say concentrate only on Bane lords thugs for raiding.
1.5 Get upkeep free undead commanders
Article Author: Wraithlord
1.5.1 details

A cheap trick to get undead soulless mages. Either use life after death or a commander with the Ankh (which gives dead friendly units a chance to rise as undead).

Script them to attack in a controlled manner, meaning for example bunch all the mages you want turned undead in a group with some units/commanders that have cold/poison area effect (Bog beasts, breath of winter etc). The mages will die due to effect, rise as soulless (free of upkeep).
As for attack targets, those could be indie provinces, your provinces that were attacked by barbarians and their ilk or lightly defended enemy provinces.
1.5.2 Ankh
Unique item, 40D Miscellaneous slot. Its a priceless items, every live unit that dies in battle will ressurct as an undead. Works for commanders as well.
Works well with chaff summon spells like swarm etc (since the little insects will convert to undead when killed).
1.6 Beware the visiting heroes
Article Author: Wraithlord
Sometimes you get an unlucky event and are being attacked by this group of heroes.

I've experiences several times in latest patch (3.17) that one of those heroes seems to auto generate ghost wolves.

This means that the battlefield is spammed with wolves. I've lost several good sized armies to this. Be carefull!
1.7 Horror Harmonica and/or Carcator the pocket lich
Article Author: Wraithlord
So Horror harmonica allows its wielder to summon horrors and also reduces moral (auto cast wailing winds).

Carcator will work independently from its wielder and cast death spells. The AI will usually set him on summoning undeads.


The horror harmonica can be given to an > S2 commander so that he can teleport on top of a small army or SC. Cast 4 rounds of summon horror and then returning. He should be accompanied by a 2nd > S2 commander scripted to horror mark so that horrors will pick enemy units.

To that you can add Carcator so that he'll summon lots of undeads and between horrors, undead and four rounds of wailing winds the enemy army should die or route.

To complete trick use Ghost Riders or other means to capture sorrounding enemy provinces so that routing army will completly die.
Carcator can be used separately for skirmishes. Give it to commander that will attack an enemy province and then retreat. Carcator will continue the figth and if weak PD or enemy army he will probably win.
1.8 Sieges
Article Author: Wraithlord

1.8.1 Defending


Usually what works for defending a stormed castle is:

-> Summon lots of stuff, elementals, swarm, ants etc

-> Prevent flight: storm

-> Put bulk of force in middle right to block entrace

-> Put two flanking squads to left and right and backup squad behind front right squad. Backup squad should be tougher than front.

-> Buffing SCs put in the middle to back since in front they could be offed by spells such as paralyze, soul slay, drain life etc before they buff

-> Some berezerking ability is good (in case of route)

-> Defensive buffs such as fog warriors and army of gold, will of the fates etc are important


1.8.2 Seiging

1.9 Scouting, Intelligence


Article Author: Wraithlord
Gathering intelligence is crucial. Use all means for that end. Recruit scouts, stealthy units. Cast the intelligence spells if needs (astral window etc).
1.9.1 Stone sphere.

Don't underestimate this 5E5S Miscellaneous item. Equip it on cheap commanders (not necessarily casters) to get the best intelligence on enemy provinces.


1.10

2. Buffs in dominions III


Thanks to DrPraetorious for his spell DB and to Snoddasmannen for putting it online - http://www2.onyx.nu/pb/dom3/spells.html
2.1 (F)ire
Self:

Phoenix Power, F+1, Conjuration3, F2

Phoenix Pyre, re-incarnate upon death with fatigue penalty of 30 + d20. So 31 - 50 fat, Alteration7, F2

Fire Shield, Attackers take 7AP+1 per lvl in F above 1 - attackers weapon length damage per attack attempt, Enchantment3, F1

Fire Resistance, 100%FR, Alteration1, F1
Units:

Fire Fend, Gives units +50%FR, Enchantment5, F2


Battlefield wide:

Inner Furnace, Abysia only - +3 heat radius, must fail MR+4 roll to gain effect, all units with heat auras on battlefield, says Abysia units only but according to evidence effects all units so use carefully when not whole army is fire immune, Enchantment5, F3 1F gem

Flaming Arrows, Missile weapons cause 8AP fire damage and considered magic, Enchantment4, F4 1F gem

Warriors of Muspelheim, All units receive +50%FR, Enchantment8, F4 1F gems

End of Culture, description +berserk all friendly demons on battlefield, Thaumaturgy6, F2 1F gems
2.2 (A)ir
Self:

Summon Storm Power, A+1 works only in storm, Conjuration2, A1

Air Shield, 80% missile protection, Alteration0, A1

Charge Body, both attacker and mage receives a strong electrical shock on first hit, Alteration1, A1

Aim, Receive +5 bonus to precision, Alteration1, A1

Mirror Image, Get mirror images that will make it harder to score a hit in melee, stronger air mages get more images, ends when hit, Alteration2, A1

Mistform, mage receives small damage from hits, ends on very hard hit or magical weapon, Alteration3, A2

Flight, give flying, Enchantment1, A1

Resist Lightning, 100%SR, Alteration1, A1
Units:

Gift Of Flight, give flying, Enchantment2, A2

Thunder Ward, (a lesser Storm Warriors) increases by 50% the SR of some units (Range 5, AoE 15), Enchantment 5, A2 1A gem
Battlefield wide:

Wind Guide, give +5 bonus to precision, Alteration4, A2

Fog Warriors, give mistform, Alteration7, A5 3A gems

Arrow Fend, give air shield, Enchantment6, A3 1A gem

Mass Flight, give flying, Enchantment7, A4 2A gems

Storm Warriors, give 50% shock resistance, Enchantment8, A4 1A gems


2.3 (W)ater
Self:

Quicken self, gain +3 Attack, +3 Def, Double AP, Alteration2, W1

Breath of Winter, give cold aura and immunity, stronger in cold climate, Enchantment1, W1

Water Shield, +5 def - only underwater, Enchantment2, W1

Cold Resistance, 100%CR, Alteration1, W1

Summon Water Power, caster,UW,+1W, Conjuration2, W1

Resist Fire, 100% FR, Alteration 1, W1E1
Units:

Quickness, give units quicken self effect, Alteration4, W2

Water Ward, give water shield, Enchantment6, W1

Winter Ward, gives 100% cold protection, Enchantment5, W2 1W gems

Quickening, give quickness, Alteration8, W2 1W gems

Fire Ward, 100% FR, Alteration 4, W2E2, 1N gem


Battlefield wide:

Warriors of Niefelheim, gives 100% cold protection, Enchantment8, W4 1W gems

Friendly currents: friendly units have Action Points +4 and Enc -2, enemy units Action Points -4 and Enc+2, underwater only, Enchantment 5, W2, 1W gem
2.4 (E)arth
Self:

Summon Earthpower, E+1 and reinvigoration +4, Conjuration3, E2

Stoneskin, get 15 prot or +2 if already above 15 and CR malus of 50% , Alteration2, E1

Ironskin, Ironskin is 20 protection or +3 if already greater, and 75% SR malus, Alteration3, E1

Invulnerability, 25 protection and gives PR 100% malus, Alteration5, E3
Units:

Iron Will, +4 MR, Thaumaturgy3, E1

Iron Warriors, give iron skin, Alteration5, E2

strength of giants, increase strength by +4 Enchantment3, E3

Legions of Steel, give +3 prot (note - May give more than +3 protection as it is applied at every armor part), Construction3, E3

weapons of sharpness, Weapons are armor piercing, Construction7, E5

Marble Warriors, give stoneskinn, Alteration7, E3

Tempering the Will, MA Ulm only - +4 MR on all national units, Thaumaturgy5, E3

Iron Marionettes, LA Agartha only - It gives Att+4 and Action Points + 4 to undeads, Alteration5, E3

Earth Might, (Range 15 AoE 1) units get +4 strength, Alteration 1, E2


Battlefield wide:

End of Weakness, Yomi only - Gives Barkskin to all friendly Demons, Alteration6, E2 1E gem

army of gold , Ironskin and fire resist 50%, Alteration9, E4

army of led, Ironskin and +4 MR, Alteration9, E5

2.5 A(S)tral
Self:

Power of the Spheres, +1 to magic paths, Conjuration3, S1 1S gems

Twist Fate, negate first received hit, Alteration0, S1

Personal Luck, 50% chance to evade hits, Alteration1, S1

Body Ethereal, give etherality - 75% to evade non magic weapons, Alteration 3, S1

Resist Magic, increase MR by 4, Enchantment1, S1

Astral Shield, Shield that may paralyze attackers if they fail MR check of ???, Enchantment3, S1
Units:

luck, give luck, Alteration4, S1

Battle Fortune, like luck but more units benefit, Alteration6, S3 1S gem
Battlefield wide:

Antimagic, Increase MR+4, Enchantment4, S3 1S gem

Will of the Fates, give luck, Alteration8, S4 4S gems

Celestial Music, Bandar Log only - Gives quickness to all Apsaras, Gandharvas and Yakshas, Thaumaturgy6, S3 ???S gems

Light of the Northern Star(!), All mages in the battlefield (even enemies) gain 1 point of Astral, Conjuration 4, S3 1S gem
2.6 (D)eath
Self:

Soul Vortex, drain life force from anyone close to necromancer - restore life force and reinvigorate, Alteration6, D3

Twiceborn, protect a living necromancer - dying in friendly dominion will revive as wight mage, Enchantment4, D2 10D gems
Units:
Battlefield wide:

Life after Death, all living beings will revive as soulless in case of death in battle, Enchantment7, D4 4 death gems


2.7 (N)ature,
Self:

Eagle Eyes, improve caster's precision by 5, Alteration1, N1

Bark skin, raise protection to at least 10 or by 1 if already above 10 -25% fire resistance, Alteration1, N1

Elemental Fortitude, +50% resistance to fire, lightning and cold, Alteration4, N1

Personal Regeneration, living caster will regenerate, Enchantment2, N2

Resist Poison, 100%PR, Alteration1, N1

Strenght of Gaia (!), caster gains Personal Regeneration and Str+4 and Barkskin and +1 Nature Bonus, Conjuration 4, N3E1
Units:

Healing Mists, a 3 rounds lasting mist which heals all units inside the AoE to full HP, Evocation 5, N3A1

Mossbody, units nearby have 75% chance of receiving from 10 to 20 points of Prot, if affected unit is damaged releases an AoE 4, 1AN poison damage, Alteration 3, N1W1

Protection, like bark skin for a few units, Alteration3, N2

Wooden warriors, give barkskin, Alteration5, N2

Poison Ward, 50% poison resistence, Enchantment4, N2 1N gem

Regeneration, give Regeneration, Enchantment3, N3

Haste, double movement, Enchantment4, N3 1N gem

Berserkers, make units go berserk - increase protection, decrease defence and never route, Thaumaturgy2, N2

Touch of Madness, more units go berserk, Thaumaturgy4, N3 1N gem

Song of Bravery, MA Man only, from +1 to +5 morale, Enchantment 0, N1
Battlefield wide:

Mass Protection, barksikn, Alteration7, N3 1N gem

Serpent's Blessing, 50% poison resistance, Enchantment7, N4 1N gem

Mass Regeneration, give regeneration, Enchantment8, N4 2N gems

Growing Fury, all friendly units wounded or with berserker tag go berserker - enemy berserker tagged unit as 5% every round to go berserker too, Thaumaturgy 4, N4, 1N gem

Relief, +1 reinvig to all friendly units, Enchantment 6, N5, 1N gem

Gaia's Blessing (!), +50% FR, CR, SR, PR, Enchantment 9, N6E2, 3N gems
2.8 (B)lood
Self:

Pain Transfer, woods taken by mage will be transfered to his blood slaves, Blood3, B2 1B slave

Hell Power, get +2 in all magic path and attracts horrors, Blood2, B3 3B slaves
Units:

Blood Lust, give deamons +4 strength, Blood4, B2 1B slave

Battlefield wide:

Rush of Strength, +4 strength, Blood8, B3 1B slave

3. Lessons learned from MP games

3.1 Research


is important. Take at least research+1 unless playing a nation that negates drain (like Ulm). See loss in RAND, partially due to TC's research -1 scale.
3.2 Raiding
Always build raiding groups, either made of sneaking or flying armies.
3.3 Blood
Always invest some scouts/cheap commanders in blood hunting. Its a small effort (mainly to manage) that can bear good profit even for non blood nations.
3.4 Assassination.
If your nation has assassins don't hesitate to deply a few of them. They good for two purposes mainly: First, make the enemy wary and spend effort in countering them (patrolling, bodygourds) and Secondly for killing mages leading large armies (mages that can lay waste to your armies).

3.5 Spies,


probably mentioned here somewhere, but doesn't hurt to make sure I state this. So, spies, are good not only for scouting (like scouts) but also for incurring unrest. A few groups of 5-6 spies in key enemy castles can incure enough unrest to shotdown enemy unit production and hurt its economy. Then when the enemy will react by bringing in pattrollers he'll direct resources that otherwise would have gone into fighting you.
4. Dominions Acronyms

4.1 Spells

Ros Rain of Stones

FFtS Flames From the Skies


4.2 Pretenders
Pod Prince of Death
A - Air (Magic Path)

AN - Armor Negating - ignores defender's armor protection

AP - Armor Piercing - half of the defender's protection value used

AoE - Area of Effect

AQ - Air Queen (Unit)

B - Blood (Magic Path)

BoW - Breath of Winter (spell)

D - Death (Magic Path)

DM - Death Match

E - Earth (Magic Path)

EA - Early Age

F - Fire (Magic Path)

GK - Ghost King (Unit)

HI - Heavy Infantry

ID - Ice Devil (Unit)

LA - Late Age

LD - Life Drain (Spell/Effect)

LI - Light Infantry

MA - Middle Age

N - Nature (Magic Path)

PD - Province Defense

Rainbow mage - Skilled in most (if not all) paths of magic, used for searches

S - Astral (Magic Path)

SC - Super-Combatants

VO - Vine Ogre (Unit)


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