Table of Contents

LA Lemuria, Soul Gates

Lore

With the second fall of Ermor, hope finally came to the Scelerian remnants of the ancient empire. The fear of the dead faded and undead legions were no longer needed. Instead the soulless were put to menial labor. But the Thaumaturgs turned their attention elsewhere. The common people became ever more dissatisfied. Some soulless slaves still toiled the land, but with the Thaumaturgs less interested in reanimating slaves for the populace, the common men felt abandoned. Demands were made that the Thaumaturgs should provide slaves to keep the kingdom going. The conflict escalated and finally, in an act of remarkable hubris, the Thaumaturgs decided to settle the problem once and for all. In a great ceremony every Thaumaturg in the kingdom joined a communion and poured their lower souls into a ritual that would open a gate to the underworld, so that the dead willingly might return to the land of the living as workers and farmers. The ritual succeeded, in a way. The gate opened, but the lower souls of the Thaumaturgs were ripped apart and swallowed by the gate. And from the gate emerged, not dead servants, but a spectral host of legionnaires and shadows. Now the land is slowly withering and falling under the dominion of a God of darkness. Ghosts and spectral legions reclaim a land once theirs and the shattered souls of the former Thaumaturgs are mustering the shadows and memories of a glorious past.

"Lemuria is a reprise of the Dominions 2 Ermor theme "Soul Gates." With Dominions 3, the Soul Gate and the Carrion Wood mechanics were remade into global spells. This change practically removed them from the game. We wanted them back and with the rewriting of the history the new nation of Lemuria followed in the wake of Sceleria.

Lemuria is an undead nation of ghosts and immaterial undead instead of skeletons and zombies. Think of grey lands of ash and dust. Imagine spectral hordes marching forth under banners swaying in a wind you cannot feel. Stand still and you might hear the clamor of ancient weaponry when the ghost legions pass you by. At the horizon a great darkness is spreading as shadows pour forth from the Soul Gate." -Illwinter

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
death 44
astral 33
air 11
water 11
holy 33
Reanimation Instead of Recruitment
Spectral Legionnaires
Ghosts
Shadows
Hordes of Dispossessed Spirits
Undead
Ethereal
Need Not Eat
Immortal
Cold Resistance
Poison Resistance
Cold Aura
Magic Power
Dark Power
Magically Attuned Researcher
Amphibious
Reanimator Priest
Primitive Forts
Starts with a Fortified City
Temples Produce Death Gems

Capitol Gems: 9deathgem
Death Limit + 2
Magic Limit + 1

Land of Undeath: Dominion kills population and summons ghosts and shadows. The dead will rise to serve Lemuria and the living will die so they can rise later on. These effects will also take place for disciple players and the undead will obey the disciples when they appear there. The disciple players start with full population in their realm, but it will die quickly and undead will rise instead. Being a disciple to Lemuria will not be easy.

Mercenaries are more expensive.
Province Defense does not need population to support it.

Units

LA Lemuria cannot natively recruit any units or commanders whatsoever. Instead, Lemuria relies on rituals, freespawn, and indies to for its mage corps and armies.

Summons

All Summons Have: Poison Resistance (25), Undead, Ethereal, Need Not Eat, Spirit Sight, Spiritform

Summon Spell Unit Special Attributes Comments
Revive Lemur Centurion
(Conjuration 0)
death 11 and 5deathgem

Lemur Centurion
Cold Resistance (25)
Cold Aura (3)
Magic Power (1)
Fear (5)
Amphibious
Commentary here.
Revive Shadow Tribune
(Conjuration 0)
death 11 and 8deathgem

Shadow Tribune
holy 11
Sacred
Cold Resistance (15)
Dark Power (2)
Amphibious
Floating
Reanimator Priest
Commentary here.
Revive Lemur Acolyte
(Conjuration 0)
death 22 and 11deathgem

Lemur Acolyte
death 11holy 11rp 77
Sacred
Cold Resistance (25)
Stealthy (40)
Cold Aura (3)
Magic Power (1)
Fear (6)
Poor Amphibian
Magically Attuned Researcher
Reanimator Priest
Commentary here.
Revive Lemur Senator
(Conjuration 0)
death 22 and 15deathgem

Lemur Senator
holy 22 \\ Sacred
Cold Resistance (25)
Cold Aura (3)
Magic Power (1)
Fear (5)
Amphibious
Reanimator Priest
Commentary here.
Revive Lemur Thaumaturg
(Conjuration 0)
death 33 and 20deathgem

Lemur Thaumaturg
astral 11death 22holy 22rp 1111
Sacred
Cold Resistance (25)
Stealthy (40)
Cold Aura (3)
Magic Power (1)
Fear (7)
Poor Amphibian
Magically Attuned Researcher
Reanimator Priest
Commentary here.
Revive Lemur Consul
(Conjuration 0)
death 33 and 25deathgem

Lemur Consul
holy 33
Sacred
Cold Resistance (25)
Cold Aura (3)
Magic Power (1)
Fear (5)
Immortal
Amphibious
Reanimator Priest
Commentary here.
Revive Grand Lemur
(Conjuration 0)
death 33 and 50deathgem

Grand Lemur
astral 22death 33holy 33random1100%
Sacred
Cold Resistance (25)
Stealthy (40)
Cold Aura (3)
Magic Power (1)
Fear (8)
Immortal
Poor Amphibian
Magically Attuned Researcher
Reanimator Priest
Commentary here.

Freespawn

All provinces under LA Lemuria's dominion have a chance to generate freespawn.

[?Freespawn Rates?] Quantity and quality increse with dominion score, forts, temples, and laboratories. [?Needs Confirmation?] Spectral Lictors only spawn with a Dominion Score over 5 .

All Reanimations Have: Cold Resistance (15), Poison Resistance (25), Salt Vulnerability (1), Undead, Ethereal, Amphibious, Need Not Eat, Floating, Spirit Sight, Spiritform

Sprite Unit Name Special Attributes Comments
Dispossessed Spirit Stealthy (40)
Undisciplined
Commentary here.
Spectral Velite Skirmisher (1) Commentary here.
Spectral Hastatus Commentary here.
Spectral Standard Fear (5) Commentary here.
Spectral Principe Commentary here.
Spectral Triarius Commentary here.
Praetorian Spectre Bodyguard (2) Commentary here.
Spectral Lictor Sacred Commentary here.

Call Spirit

All LA Lemuria's Reanimator Priests can Call Spirits. When giving the command, the player can choose what type of unit to summon.

Priest
Level
Dispossessed
Spirits
Shadows Shade
Beasts
Apparitions
holy 11 10 2 0 0
holy 22 12 3 1 1
holy 33 14 4 2 2
holy 44 16 5 3 3
+ +2 +1 +1 +1

All These Units Have: Cold Resistance (15), Poison Resistance (25), Undead, Ethereal, Need Not Eat, Spirit Sight

Sprite Unit Name Special Attributes Comments
Dispossessed Spirit See Above Commentary here.
Shadow Stealthy (40)
Dark Power (2)
Amphibious
Spiritform
Commentary here.
Shade Beast Stealthy (40)
Dark Power (2)
Poor Amphibian
Commentary here.
Apparition Stealthy (40)
Fear (5)
Spreads Plague (5)
Amphibious
Floating
Spiritform
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Tenebrus - Shade King holy 22
Sacred
Cold Resistance (15)
Poison Resistance (25)
Stealthy (40)
Dark Power (3)
Poor Amphibian
Undead
Ethereal
Need Not Eat
Spirit Sight
Spiritform
Dominion Summons (Shade Beast)
Commentary here.
Etimmu - Wraith King
Earliest Arrival Turn (15)
death 33holy 22rp 1111
Sacred
Cold Resistance (25)
Poison Resistance (25)
Cold Aura (3)
Fear (8)
Skilled Rider (3)
Immortal
Undead
Ethereal
Amphibious
Need Not Eat
Death Curse
Spirit Sight
Spiritform
Dominion Summons (Shade)
Commentary here.
Flayed Horse Cold Resistance (15)
Poison Resistance (25)
Fear (5)
Poor Amphibian
Pierce Resistant
Undead
Inanimate
Ethereal
Need Not Eat
Spirit Sight
Spiritform
Commentary here.

Combat Spells

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Multi-Path Boosters

The Ring of Sorcery and Ring of Wizardry are within reach but require either empowerment or unique boosters.

Fire

No national access. No simple summons.

Air

Highest Starting: air 11 Grand Lemur (1 in 4)

Tome of High Power Unique air 11astral 22 Grand Lemur (1 in 4) + It's hard to get an Air booster.

Water

Highest Starting: water 11 Grand Lemur (1 in 4)

Trident from Beyond Unique water 11astral 22 Grand Lemur (1 in 4) +

Streams from Hades water 11death 33 Grand Lemur (1 in 4) + Kokythiad has water 33, with two Water boosters it reaches water 55 Getting the third booster is a little tricky.

Earth

No national access.

Hidden in Snow in Mountains water 11death 33 Grand Lemur (1 in 4) + Has at least a 7 in 8 chance of an Unfrozen Mage with at least earth 11

Astral

Highest Starting: astral 33 Grand Lemur (1 in 4)

Tome of High Power Unique air 11astral 22 Grand Lemur (1 in 4) + It's hard to get an Air booster.

Death

Highest Starting: death 44 Grand Lemur (1 in 4)

Nature

No national access. No simple summons

Glamour

No national access.

Summon Spectre death 33 Grand Lemur Has a 7 in 16 of at least glamour 11

Blood

No national access.

Ether Gate astral 33death 33 Grand Lemur (1 in 4) + A 1 in 4 chance of Ether Lord with blood 11

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

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