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Ermor Themes
Hi all,
New to game but got a question to ask i am trying Ermor themes at the moment Can someone explain to me what the difference is between the different reanimates and call spirits options? like which uses population or corpses or no requirement? and roughly what i will get using the different options? i roughly know that dominion effects and unholy rating of the summoner is how much you get and that longdead doesn't require anything and of course the 2 tips they show saying reanimate souless needs corpses and ghouls need pop. thanks in advance |
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soul gate:
dispossesed spirits require corpses shades require nothing apparitions require 100 people per summon ashen: ghouls need 10 people not sure what others need as i usually play soul gate |
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Thanks!
I was trying soul gate how do you normally set your scales? and once you run out of pop you just stick to summoning shades? or are shades generally good enough? I think i may have made my game too violent since i set death 3 and have starting domain at 8 plus i was happily pillaging. my provinces emptied out really fast. am i missing out if i do not summon dispossesed and apparitions? also as long as i have a temple in the province, does it matter make a difference than summoning from capitol? cos it seems to make a diff for ashen empire. thanks again |
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I would advise not paying as much attention to reanimation and instead spend gems on mages. |
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How to easily win with soul gate:
Pretender design: Choose a lich queen with dominion 10 and several rainbow paths: you will want fire 4(for alchemy), earth 3+(to find money sites) and death 6(for well of misery) ,spend the rest as you see fit, but donīt put anything in blood. Scales are: turmoil 3, sloth3,cold 3, death 3, luck 3, magic 2 or 3. Of course you choose the cheaper and superior castle. How to play: prophetize the wraith centurion, research with your lich queen until you have enough gems for a dusk elder. After the elder summon 3-4 wraith centurions for expansion, then mages for research. How to expand: Send out the wraith centurions towards provinces under your domain, the prophetized one should be able to take them alone, the other wraith centurions should work in pairs. Script them to hold 5 times and then attack, positioning them at the far end of the battle field. Donīt use your freespawns for expansion, you will need them to patrol. After the lich queen has summoned the dusk elder send her out to find magic sites. As soon as a province is conquered, build a temple there(summon a priest if you get unlucky and donīt get one early as a freespawn), unless itīs a border province. Donīt bother building forts in the beginning, your freespawns will take care of early game raiding forces(just donīt forget to buy 1 PD everywhere) . Fortresses seem to diminish the quality of your troops. In provinces with temples you get apparitions, ghosts and wailing ladies(all awesome) in provinces with forts you only get your mostly useless spectral legionaires. All your money should go into temples. Soul gate ermor is all about dominion. To get money pillage provinces with special income sites(arenas etc) to 0 population as soon as possible, so you can get the full 200% taxes with no unrest. Alchemize all the fire gems you can get. Use raiding parties consisting of a spectator and freespawns. Research conjuration to lvl 8 as soon as possible, this will give you ashen angels and the well of misery, which are probably the most important spells for you. Continue to lvl 9 for ghost riders, or research conjuration 4 first to equip your centurions. Other important spells in the conjuration path are summon spectre, king of banefires and harvester of sorrows. |
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Soulless need corpses for reanimating.
Ashen empire gets better undead at castles. Soul gate gets free priests at temples sometimes. There should be a table in your manual displaying how much each undead and what kind each kind of reanimating gives you. If you make make an arch bischop your prophet with ashen empire, he'll reach level 5 unholy and can cast power of the sepulchre and reanimate cencors. |
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What are the weaknesses of Soul Gate? Does one defend against Soul Gate like one would defend against Ashen Empire (drive-by priesting, etc.)?
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well soul gates units are etheral but i think there are fewer of them than ashen (dont play ashen much but still think they get more) and their units generally dont do too much damage but have paralyzing abilities (pretty sure). not sure if this is different to ashen but in provinces with temples they often get free priests so wipe out temples asap
(try some priests with flying carpets and either a fire 9 blessing on sacred troops or some toher form of magic attacks) if your in an mp game try and team up with someone to take them down and units that dont eat are good on then since their lands have low supplie and if you ignore them they will get way too strong (beware the tartarian factorys of doom) and also watch out for all their dusk eldars as they can really put a hurting down with the right spells (or with a few boosters can spam bane lords) |
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Soul Gate's dominion is technically less dangerous than AE's, but the distinction becomes meaningless within a few rounds. Ph34r it, as you would AE. Also, should a wraith centurion wind up in your dominion, kill with an assassination spell before he can get back to the immortality zone. Don't assume this'll immobilize his army, though; Soul Gate still gets free commanders. As with AE, worthwhile commanders like centurions and Dusk Elders are still prime targets, if difficult ones. Update: Also, be Caelum. Even your troops are useful against these guys. Without the ethereal edge, SG's troops are ultra-light infantry. Most of their units have less than 10 HP. Dispossessed spirits only have 1. Yet another update: Keep in mind that most of Soul Gate's units aren't mindless. Morale aside, this means they'll have a lot less trouble capturing and defending forts. On the other hand, where AE Ermor gets wicked awesome knights of the Unholy Sepulchre(and the occasional censor), Soul Gate gets only marginally better troops. Therefore, while I'd advise you demolish your own fort rather than let AE Ermor take it, less drastic measures might be in order with SG. Then again, forts protect temples from raids, and temples are an even more important target than before, providing both dominion and some truly worthwhile autosummons. |
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Soul Gate's critters are not lifeless, either, so life drain works nicely. (Which is why Soul Gate is in my opinion much worse than Ashen Empire. Alongside of course SG having less hp in the horde and less damage potential.) In fact, they aren't mindless either, so fear and awe should work against them, too.
Also, in theory a dude with high attack and a magic weapon should repel the dipossessed spirits to death when they swarm him, right? Could be considered, in case you don't happen to have fireshield available. |
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Note that mindless units have no problem sieging a fort: they work just as well as anyone else here. Mindless units do work poorly when defending forts.
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Well, it really doesn't matter if your guys are mindless or not if you have eight times more of them than your mindful comparison-group! Soul Gate guys have so low a strength anyway (on average, since most of the chaff is dispossesseds http://forum.shrapnelgames.com/images/smilies/happy.gif) that Ashen seems better even in fort defense. And of course they crack forts like heads, being both numerous and strong.
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Well I guess itīs a matter of taste which theme you like more. Either you go for masses of troops, in which case AE ermor is your favourite, or you go for awesome leaders, then you are better off with soul gate.
Both themes seem to be incredibly strong (if you know how to make money with them) and I doubt anyone could win a 1vs1 vs my SG ermor. |
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Turin, I'm curious. How do you take provinces with just the centurions? They seem to die pretty easily against any real opposition. What does the holdx5 accomplish?
I haven't tried this, but I've seen centurions get killed often enough when they go in with troops so I'm surprised they can win alone. Since they're immortal, you get them back, but if they don't kill enough to weaken the province it seems pointless. Or possibly the real question: What do you use for independent strength? I usually play 7-9. I could see this strategy working on easier settings. |
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Oh, the centurions certainly can take indep provinces alone. The holding is for both letting the enemy troops spread a little (you know, heavy infantry is a bit slower than light, and cavalry is faster than anything) and making it harder for the opposing archers to hit. The point would be that the centurion/s routs the enemies one squad at a time, without facing them all at a time. (Turin might have another reason for it, though, but that's why I do it.)
Works on most independent settings, at least to an extent, although as the strength of the indeps goes up the chances of a centurion dying go up as well. You can add to the force as many centurions as needed, though, since they don't rout even if some die; you could also equip some of them: only some, so that if that particular centurion dies the others can pick up the stuff. Agreed that anyone would have a hard time beating any undead theme played by an above-average skilled player in a 1v1. I still would rather face SG than AE Ermor or CW Pangaea http://forum.shrapnelgames.com/images/smilies/happy.gif |
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And once they get into the HoF they can become really nasty: heroic toughness, battle bellow, quickness or protection are all amazingly useful on them. Indie strength isnīt that important, the only provinces that you should really stay away from are lizard provinces. Provinces with crossbowmen or heavy cav can be problematic too, they are usually for the prophet centurion or centurions with good heroic abilities. |
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I hope Dominions 3 tones down the power of undead themes because at present I think they are overpowered.
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thanks for all the tips on Soul Gate, my game has improved tremendously http://forum.shrapnelgames.com/images/smilies/happy.gif
but now i want to try Ashen Empire, any tips on that? or play roughly the same way. by the way, the propheted centurion/consul truely rocks. he just goes thru indies like water http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Also hopefully computer opponents will be more challenging and be supplied with better AI in DOM_3. It's sad watching them not cast the more effective spells like the elemental royalties, flames from the sky, ghost riders, etc. Also it's sad watching them lose battles because they starved their armies. |
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Carrion woods is not that strong.
Soul gate also gets lots of stealthy units, so mass stealth attacks are possible. |
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and having nations overpowered is good to give newbies advantages but what about when experienced players start using them??
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I agree with shovah. As Gandalf Parker says, the nations aren't balanced against other nations. They are balanced to be weaker and stronger against spesific nations/tactics. Marignon is made to be *the* anti-undead nation. It should be, but also weaker against something else (high-mr non-undead summons?). Similarly, Ulm should be stronger against some nations, weak against others (like Ermor themes). Playing Man against Soul Gate should always be hard, because Soul Gate's powers work well against Man (human units -> no exceptional magic resistance, fear works), although Man still has some options (lots of monks, vinemen/ogres to slow down the hordes of undead, Maggots).
This balance isn't perfect, yet, and might never be, but the situation was improved from Dom:PPP. Ermor themes now vost some design points, Ulm has some new units (although Sappers and Siege Engineers aren't the best possible units), Marignon wasn't changed. I trust that we will see something similar in DomIII. |
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I'm not one of those who would argue that Ermor is unbeatably strong, but - purely in the interests of science - I'll challenge you quantum_mechani.
I'll take one of the dead Ermor themes, you pick any other nation/theme you like, and we'll see what happens. Whadaya say? |
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I am one of those who thinks that emor(AE) is one or the strongest nation around: The death magic is SO ULTRA strong in nearly every stadium: For example: exelent early, middle and late summons
desintegrate(i have desinterated 2 Water queens in the MP-Game Padadise lost) Dark Knowledege needs only D1 to cast.... Wraith sword etc. I am quite sure that you are able to win over any strategy that is not designed ecpecially against emor. Of course there are quite many tactics against emor, but most are quite useless(never got probs with priest, because i use arch bischops) Cunclusio finalio: I love emor http://forum.shrapnelgames.com/images/smilies/skull.gif http://forum.shrapnelgames.com/images/smilies/skull.gif http://forum.shrapnelgames.com/images/smilies/skull.gif http://forum.shrapnelgames.com/images/smilies/skull.gif http://forum.shrapnelgames.com/images/smilies/skull.gif http://forum.shrapnelgames.com/images/smilies/skull.gif http://forum.shrapnelgames.com/images/smilies/skull.gif |
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i love ermor too and just try it in a rich game http://forum.shrapnelgames.com/images/smilies/laugh.gif 15 death gems a turn straight away+well of misery later on (tartarian/ghost rider spam anyone?)
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At any rate, seeing as no nation relies solely on one magic path and no nation relies solely on magic, I'm really not entirely certain the magic paths should be balanced. |
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Death magic is very good, but I suspect the power of Ermor doesn't come from straight out of the box death. Its the themes and the units that they provide that are unique to them.
Dark Knowledge costs 3 gems rather than the 2 that the other divines cost. In my particular instance it means that as Mictlan when Mictipoctli turns up, I can throw out a revenant with him or do it with my pretender if he doesn't and have a chance at getting a death economy going. You should probably do three challenges. Ermor out of the box vs anyone. Ermor AE vs anyone Ermor SG vs Anyone. With some good players and knowing your facing Ermor specifically I don't think it would be the walk over that people are expecting. There are plenty of undead bashing spells and items out there. SPiro. |
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Broken Empire Ermor is actually one of my favorite Nation/Theme combinations. Their Grand Thaumaturgs can give them a very good chaff screen (and a Grand Thaumaturg prophet gets Longdead Horsemen). Their national units are basically Pythium's (or should I say the reverse?), which are among the best national units in the game. And, as people have mentioned, their Thaumaturgs are excellent Nether engines later.
Another note is that Death and Astral, IIRC, are the two paths that have a 1-path search spell. This allows your Thaumaturgs to search for the path sites, freeing your Grand Thaumaturgs for doing other things (like Reanimating Longdead or casting other spells). As a final note, BE Ermor is the only nation/theme that has recruitable Unholy Priests (in any form) that does not suffer from a death scale or other drawbacks (Desert Tombs). |
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Ermor's pretty scary, but all death all the time makes it very much a one-trick pony. If you don't work very hard to diversify in the mid-game, then you're asking to get smacked by someone who know's how to kill the undead in large numbers.
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like a few golem thugs with herald lances (only use golems as example for their self buffing)
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Thats kinda what I thought too. But perhaps its not just the inherent ability to kill the undead that make Ermor stronger as a nation generally. The ability to just spawn and zerg large armies is probably a factor too.
In SP when I come accross them its usually a case of me being able to outlive their attrition, provided I got enough time to set up an undead bashing response. Last time it was six holy Pyre casters and about twenty five spine devils. Spiro |
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You are dammed if you said base and damned if you do not. But base you may be playing calelum and that is a recipie for disaster. |
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My pretender was a f4a3s3e3d6n1 dom 10 lich queen. qm chose a dom10 lich. I saved my turns, but it was a pretty boring game. The second took place on urgaia and was far more interesting. I got a really crappy start, got a useless ability on my prophet (battle prowess) and had to wait until turn 20 to find my second death gem generating site, generating only 11 death gems/turn until that point. I never found firegems either, so I had money problems too. So I just put temples everywhere I went, conquered provinces with my centurions and created 4 raiding squads with spectators and freespawns. qmīs offensive consisted of an army with 9 sauromancers and tomb wyrms, they managed to knock over a few temples and kill quite a lot of freespawns. But eventually he split them and a wraith centurion was able to kill off half the sauromancers. My raiding squads were running rampant in his provinces and I managed to capture one of his three forts. At that point we declared the game over. |
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SG played well is almost certainly the most deadly 1vs.1 nation, with the possible exception of base game Caelum. The second game he got quite unlucky, while I played one of the best counters nations, which I don't think could have been played much better. The key to it's deadliness is it's immortal thugs from the start, and freespawning stealth squads. It is quite posible to deafeat the immortality with raiding and dominion push, but you can't do that while being constantly harassed by powerful stealth raiders. And of course SG gets money from raiding (more temples) while you get at best a few more gems, and cannot hold the provinces you take because free spawns simply retake them as your army moves off. |
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Hey, neat! Do you have the turns from the second game saved up? They would serve as a great tutorial for playing SG, and opposing it. (And of course, I'd like to see how to play in a way that can't be surpassed http://forum.shrapnelgames.com/images/smilies/happy.gif)
You should try unmodded Caelum versus SG, too! They got magic weapons and stuff, so maybe they would stand a chance. |
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only problem with caelum is alot of arrows would miss from etheralness and the good assault troops cost **** loads of resources (FH spam anyone, would love to see that vrs raise skele spams)
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Whats the stats on those centurions ? (im at work so cant check).
That is an interesting outcome. Quantum, What tactics did you employ knowing what you were facing ? As Tien Chi and Ctis ? Spiro |
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unmodded caelum could very well stand a chance. But I see them getting trouble with income and raiding with false horrors shouldnīt be that effective due to high morale and magic weapons. Raiding with troops should be quite hard, even with magic weapons they will have a hard time killing the soulless and then the ghosts. But the mages should perform well, if you can get airqueens out soon enough that might be enough. |
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For C'tis, similar dust to dust casting early with sauromancers, plus a few early forts for hierodules. Then I went straight for bones, which worked quite well except for the fact there was no way my sauromancers could take a large enough force to destroy temples to keep the dominion out, and at the same time stop the intensive stealth raiding. |
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Interesting strategies, QM! I'm not sure they are the best for the purpose, however.
I would think perhaps fire-blessed Vans or Sidhe or anything, really, could work, since they should be able to hurt the spirits and in the case of these two and some others also have a lot of survivability against centurions. Also, vans can sac slaves to spread dominion, right? That could be useful, too, if the game prolonged. Lightning bolts should work fine against centurions, as long as they aren't especially protected. Shouldn't sauromancers be more effective skeleton spammers than spectators? Thusly, one would think fighting fire with fire would work. (Not that I know if spectators were used for that purpose http://forum.shrapnelgames.com/images/smilies/happy.gif) Also, base C'tis has these serpent dancers that have magic weapons, and a high def and an above average MR; they should be formidable against the spirits. Especially with some bless and a skeleton spam to soak the hits. Fire/Astral flagellants would conceivably work, as they should have enough MR to resist many attacks, as well as well enough offensive capacity to beat centurions. Perhaps the best bet would be fire (+a bit of earth, maybe) blessed white centaurs; you get the supply and the blessing from the dryads, as well as cheap banishment. Also, temples are easy to make with Pan. Or maybe I'm missing something? Certainly these would have a hard time, too, but I wouldn't necessarily focus solely on mages and priests under circumstances like this. |
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