This is an old revision of the document!
"Ermor was initially a conglomerate of the Roman Empire and undead nations of general
fantasy stock. With time, it has received a history that begins as something like the early
Roman republic, with military units of that age and priests and diviners inspired by Roman religious
officials. The New Faith replaces the old state cult of the Numina, as Christianity eventually replaced the
old Roman state cult. With the turn of the age, the mistake of the Augurs becomes apparent, and the
nation is brought into darkness.
Ermor is one of the first conceived nations in the Dominions universe. In the first Dominions, the
Ermorian backstory influenced many of the other nations. When the eras were introduced in Dominions
3, the undead empire ended up in the late age and the Dominions history lost some of its coherency.
With Dominions 4, I tried to straighten things up and once more placed the Ashen Empire of Ermor in
the middle age where its antagonists and splinter empires can be found.
The backstories of Sceleria, Pythium, Marignon and Ulm are all influenced by Ermor. Several other
nations have interacted with the nation or its shadow. It would be difficult to imagine the Dominions
setting without Ermor." –Illwinter, in 'The Origins of Nations' section of the Dominions 5 Manual
Ermor was once a great empire that had conquered most of the known world. The realm crumbled as the great mages of the Empire studied dark magic under the Sauromancers of C'tis. Unaware of the dangers of dark sorcery, priests performed unholy rites in the capital city of Eldregate. But there were voices who demanded the foul practices to stop. Theurgs and Thaumaturgs foresaw the cataclysm and advised generals, governors and consuls to revolt. When the Apostate Emperor marched on Ermor itself, the Augurs and Bishops of the Empire were forced to act in concert. In one cataclysmic event, Death was let loose and the empire was shattered. The Cataclysm attracted attention from an earlier God, a dark and hungry God. The vast power of this Awakening God erased the boundaries between the land of the living and the land of the dead. Ermor is now a cursed land of ashes and darkness where nothing grows. The bones of long-dead inhabitants reassemble to form legions of undead under the leadership of the cursed priests of the old Ermorian faith. Undead legions march forth to reconquer a world once theirs. The Ermorian Dominion reanimates the dead without the aid of unholy priests. It also destroys the land, turning crops and forests into ashes and people and livestock to bones. The Pretender God of Ermor will also be able to sense where any corpses are in provinces under his Dominion. –National Description of MA Ermor in the nation selection screen, copy pasted from Dominions5.exe
Role | Idle Sprite | Unit Card | Amount |
---|---|---|---|
Scout | ![]() | Spectator | 1 |
Commander | ![]() | Censor | 1 |
Troop 1 | ![]() | Longdead Velite | 15 |
Troop 2 | ![]() | Longdead Legionnaire | 15 |
Non-Fort PD: | |||
---|---|---|---|
Type/Function | Idle Sprite | Unit Card | Amount |
Commander at PD 1+ | ![]() | Mound King | 1 |
Troop at PD 1+ | ??? | Depends on the province's poptype | +variable per point |
Commander at PD 20+ | ??? | Depends on the province's poptype | 1 |
Troop at PD 20+ | ![]() | Longdead Velite | +2 per point |
Troop at PD 20+ | ![]() | Longdead Legionnaire | +2 per point |
Fort PD: | |||
---|---|---|---|
Type/Function | Idle Sprite | Unit Card | Amount |
Commander at PD 1+ | ![]() | Mound King | 1 |
Troop at PD 1+ | ![]() | Longdead Velite | +2 per point |
Troop at PD 1+ | ![]() | Longdead Legionnaire | +2 per point |
Commander at PD 20+ | ![]() | Censor | 1 |
Troop at PD 20+ | ![]() | Longdead Horseman | +2 per point |
Type | Idle Sprite | Unit Card | Siege Defense | Amount |
---|---|---|---|---|
Commander | ![]() | Acolyte of Eldregate | 1.3 | 1 |
Troop | ![]() | Longdead Archer2) | 0.1 | +10 per level of the fortification's Base Defenders value |
Commanders:
None.
Troops:
None.
Commanders: | |||
---|---|---|---|
Idle Sprite | Unit Card | Spawn Conditions | Notable Comments |
![]() | Mound King | Any province | Can lead some non-Undead units in addition to Undead. |
![]() | Mound King | Any Province | Same leadership as above, and with very high Mapmovement what with being both Mounted and Undead. |
![]() | Censor | Fortification Only | Sacred but not a Priest. Not Amphibious, can lead some additional Undead units compared to Mound Kings but many less non-Undead. |
Troops: | |||
---|---|---|---|
Idle Sprite | Unit Card | Spawn Conditions | Notable Comments |
![]() | Ghoul | Land Only | Not Amphibious. No Prot and low Damage make them a liability in combat. They are not Mindless nor undisciplined, meaning they have Siege Defense that MA Ermor otherwise lacks. |
![]() | Soulless | Any province | No Prot, high Hp, and abysmal Damage make them more likely to Hp Rout your armies than help. Can sometimes function as "Evo Bait" due to the aforementioned traits, if the rest of the army is healthy enough to survive their loss. |
![]() | Longdead | Any province | Capable of fighting well enough, their 16 Damage and good Attack Skill make them capable of killing many non-elite things. Extremely low Hp means they will quickly succumb to Aoe effects and passive abilities like Fire Shield, and lower than usual Magic Resistance means they will easily die to some versions of Banishment. |
![]() | Longdead | Any province | Functionally same as above |
![]() | Longdead | Any province | Functionally same as above |
![]() | Longdead | Any province | Functionally same as above |
![]() | Longdead | Any province | Much lower Damage at 13, has a Length 3 weapon, otherwise same as above. Additional survivability from having and avoiding Repel is not useful enough to make a difference in the vast majority of cases. |
![]() | Longdead | Any province | Functionally same as above |
![]() | Longdead Horseman | Land Only | Light Lances hit for 18 damage on their first landed hit, then 13 after that. Hoof always hits for 13. Horsemen hit the hardest out of all MA Ermor's troops barring sacreds, especially with their Piercing damage type on the Light Lance. Defense Skill and halved Defense Harassment from being Mounted is still not enough to give them much survivability in most cases. |
![]() | Knight of the Unholy Sepulchre | Any province | tba |
![]() | Longdead Velite | Fortification Only | tba |
![]() | Longdead Legionnaire | Fortification Only | tba |
![]() | Longdead Triarius | Fortification Only | tba |
![]() | Longdead Principe | Fortification Only | tba |
Commanders: | |
---|---|
Idle Sprite | Unit Card |
![]() | Censor |
![]() | Acolyte of Eldregate |
![]() | Bishop of Eldregate |
![]() | Arch Bishop of Eldregate |
![]() | Spectator |
![]() | Dusk Elder |
Troops: | |
---|---|
Idle Sprite | Unit Card |
![]() | Lictor |
![]() | Wailing Lady |
![]() | Longdead Legionnaire |
![]() | Great Lion3) |
Repeatable:
None.
Unique: | |||
---|---|---|---|
Idle Sprite | Unit Card | Magic Paths | Only Arrive After X Turns? |
![]() | Alcastos - Forgotten King | ![]() | No. |
![]() | Caractor - Arch Censor | None | No. |
![]() | Etimmu - Wraith Lord | ![]() ![]() | Yes, 15. |
![]() | Putrescator - Dusk Elder | ![]() ![]() ![]() ![]() | Yes, 15. |
More details on hero arrival mechanics can be found on this page: Heroes
With Recruitables:
With National Summons:
Combat: | ||||
---|---|---|---|---|
Spell Card | School, Research Level | Paths Needed | Fatigue Cost | Effect |
Unholy Blessing | Divine, 0 | ![]() | None | Blessing |
Unholy Command | Divine, 0 | ![]() | None | Enslave |
Unholy Protection | Divine, 0 | ![]() | None | +4 MR |
Unholy Power | Divine, 0 | ![]() | None | +4 Att, CS |
Unholy Blessing | Divine, 0 | ![]() | None | Blessing |
Unholy Protection | Divine, 0 | ![]() | None | +4 MR |
Unholy Blessing | Divine, 0 | ![]() | None | Blessing |
Protection of the Sepulchre | Divine, 0 | ![]() | None | +4 MR |
Unholy Power | Divine, 0 | ![]() | None | +4 Att, CS |
Power of the Sepulchre | Divine, 0 | ![]() | None | +4 Att, CS |
Ritual: | ||||
---|---|---|---|---|
Spell Card | School, Research Level | Paths Needed | Gem Cost | Effect |
Revive Lictor | Conjuration, 0 | ![]() | 3![]() | 1 Lictor troop. |
Revive Censor | Conjuration, 0 | ![]() | 4![]() | 1 Censor commander. |
Revive Acolyte | Conjuration, 0 | ![]() | 10![]() | 1 Acolyte of Eldregate commander. |
Revive Spectator | Conjuration, 0 | ![]() | 12![]() | 1 Spectator commander. |
Revive Bishop | Conjuration, 0 | ![]() | 16![]() | 1 Bishop of Eldregate commander. |
Revive Dusk Elder | Conjuration, 0 | ![]() | 20![]() | 1 Dusk Elder commander. |
Revive Arch Bishop | Conjuration, 0 | ![]() | 23![]() | 1 Arch Bishop of Eldregate commander. |
Revive Wailing Lady | Conjuration, 2 | ![]() | 8![]() | 1 Wailing Lady troop. |
Lictorian Guard | Conjuration, 3 | ![]() | 10![]() | 5 Lictor troops. |
Pride of Lions4) | Conjuration, 3 | ![]() | 10![]() | 8 (+1 per level), so 10 at the minimum of N2, Great Lion troops. |
Lamentation | Conjuration, 5 | ![]() | 25![]() | 5 Wailing Lady troops. |
Great Lamentation | Conjuration, 7 | ![]() | 33![]() | 14 Wailing Lady troops. |
Lictorian Legion | Conjuration, 8 | ![]() | 35![]() | 25 Lictor troops. |
Ermorian Legion | Enchantment, 6 | ![]() | 15![]() | 50 Longdead Legionnaire troops. |
Items: | ||||
---|---|---|---|---|
Sprite | Item Card | Construction Level | Paths Needed | Cost |
![]() | Black Laurel | 2 | ![]() | 10![]() |
Priest Level | Ghouls | Soulless | Longdead Warriors | Longdead Horsemen | Lictors |
---|---|---|---|---|---|
![]() | 6+ | 8+ | 3+ | N/A | N/A |
![]() | 7+ | 16+ | 5+ | 1+ | N/A |
![]() | 8+ | 24+ | 7+ | 2+ | 1 |
![]() | 9+ | 32+ | 9+ | 3+ | 2 |
![]() | 10+ | 40+ | 11+ | 4+ | 3 |
![]() | 11+ | 48+ | 13+ | 5+ | 4 |
![]() | 12+ | 56+ | 15+ | 6+ | 5 |
Taken and reformatted from Loggy's Freespawn reverse engineering notes.
If you don't have candles, you get nothing.
If you don't own the province, you get nothing.
For each spawn attempt:
Dusk Elder Access: Although MA Ermor starts with a D2 Spectator, to access their Dusk Elders (and thereby any magic paths outside of Death or independents), they need a D3 to cast Revive Dusk Elder. This can be achieved through building a pretender with at least D3, or by the use of path boosting items, notably the earliest Death Booster is the Construction 4 Skull Staff.
Low Income: Low starting capital population and a hefty passive population loss from dominion means MA Ermor often has much less income than other nations, despite having no percentage based income reduction like EA Yomi.
Lictor Summoning: The Black Laurel's ability to boost the amount of Lictors summoned applies to all spells that summon Lictors, but not the Reanimation order of H3+ priests.
Applying MR with Priests: Due to Protection of the Sepulchre's buff not being applied to your units if they pass an MR check, it can be more effective to use Unholy Protection even when an H3 could cast the former.
Dusk Elder S: It is useful to keep in mind the Dusk Elder's ability to "opt out" of battles while still following armies by moving with stealth. Because of the fact that all Dusk Elders have at least S1 but rarely more than that, this is especially pertinent when a Magic Duel trap may be on the table.
Siege Defense: Due to the mindless trait of Longdead, and the mindless and undisciplined traits of Soulless, the siege defense stat of most of MA Ermor's freespawn is only 0.1. The major exception to this are Ghouls, who have 0.6 siege defense per troop.
Freespawn HP: Longdead have much lower HP than one would expect of troops their size. When mixed in with armies with units like Ghouls and most especially Soulless, MA Ermor's armies might rout unexpectedly early due to the larger HP (and generally lower protection) non-Longdead being targeted and killed first; see the illwiki page for Morale and Loggy's Morale Notes for details on HP rout.
If you can know some example expansion strategies unique or uniquely affected by the nation here, please get access and add them or contact someone with access to explain the strategy and/or tip!
As always, there are some more general expansion strategies available on this page: General Expansion Notes
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
If you want to add your own build here, get an account and it'll be more than welcome! Try to use a format to keep authorship clear and pretender design rationale visible.
Nations | |
---|---|
Early Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Middle Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Late Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |