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Dominions 5 mother of monsters1/21/2024 Makes an excellent SC – among the best recruitable chassis for this purpose in the EA, competitive with Fomorian Kings, Dai Oni etc. Very nasty acid casters with the right boosters or paths. Brings heavy earth magic, great for rituals or combat (troop buffs, maws of the earth, bladewind, etc). The best and biggest mage on the roster and a central strength of the nation.Ĭapital only. Costs more than a castle upgrade or the cost of half a palisades, and requires two turns to recruit.Ĭompetes with Basalt Kings for capital recruitment points.Ģ0 Map Move allows them to move 2 underwater provinces per turn, just like their husbands (as long as no heavy armor is involved).ġ 2 3 1 100% 10% 19 sacred fear(5) Fire Resistance(5) Cold Resistance(5) Resource Bonus(10) Darkvision(100%) amphibious Also a phenomenal general with 160 leadership and a +3 morale bonus to up to 5 squads. ![]() 8% have 4, your highest W access.Įxpensive for their research potential, making research inefficient as Atlantis.ģ sacred amphibious darkvision(100%) fear(5) Fire Resistance(5) Cold Resistance(5) Astral randoms, your only sorcery access, are too rare to form communions by themselves but can be useful for forging or in supporting roles. On land elementals and acid, evocations are a good use of them in combat. The decent number (>50%) will be at least 3, and about 16% will random 2 in either E or F. ![]() All of them can summon water elementals, without overcasting if UW, making them vital for combat beneath the waves. Mages of the deep are expensive, but flexible and provide decent path access. ![]() Very cheap and only 1 CP means they are your go-to choice if all you need is someone to build a temple or bless some sacreds.Ģ sacred amphibious darkvision(50%) Femaleĭecent level 2 priest with 40 leadership.Ģ 2 100% 100% 13 amphibious darkvision(50%) gift of Water breathing(10)Ītlantis’ only non-cap exclusive mage, and the workhorse of their magic corps. Also a miniature pre geared thugīasic Atlantian priest, the only recruitable commander from coastal forts. There are no indy scouts UW, so you will end up relying on these guys for your intelligence network.Īmphibious darkvision(50%) poison barbs(5)Ī advanced commander with 80 leadership, able to put troops in line formation. It’s usually not worth wasting fort turns on a scout, but given the price of your mages, you may not be able to afford to train one from each fort every turn, leaving gaps that can be filled in a very useful way by training scouts. Recruitable from any UW fort, and is amphibious, but lacks any terrain survival traits.
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