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Dominions 5 sauromatia
Dominions 5 sauromatia








Each positive scale costs 40 point, but you can also take a negative scale to get 40 points.

dominions 5 sauromatia dominions 5 sauromatia

The last major part of pretender creation is the scales, a system for defining your nation's attributes. You can see the minor blesses I picked up, which is some protection against fatigue, spells and regular missiles. Certain nations live and die by their blessed warriors, but that's not Sauromatia. At level 9 or 10 the bless becomes quite powerful, adding bonuses like burning weapons or twice the actions every other combat round. Paths taken at a level of four or higher also enhance the holy spell Blessing that can be cast by priests, which adds buffs your sacred units. The paths left out other Sauromatian mages already cover. Some people open up even more paths, and I have certainly gone down that road in the past (the last pretender I won with had all paths but one). Each additional magic level also improves your research by another point, making the Sage's already good research ability even better. You can do almost anything with a path level of 4, so this pretender strategy offers great diversity fairly cheaply. For the sage it only costs 10 point to enter a new path, really low when compared to the 80 points it costs for the Gorgon. Some pretenders also have a harder time opening up new paths. The farther down a path you go the more each level costs. Sauromatia already has some limited astral magic, but at around level 5 you can access powerful high-end rituals like Wish.

dominions 5 sauromatia

I also opened up Air and Earth, two paths that Sauromatia otherwise lacks. The Sage comes with Astral and Fire 1 by default.










Dominions 5 sauromatia