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LA Bogarus, Age of Heroes

Lore

"Imagine cold winters, princes in sable-rimmed cloaks, opulent halls where sinister old men practice vile magics or seduce their masters' wives. Think of Rasputin. Think of orthodox patriarchs and bizarre sectlike movements of religious fanatics living in hiding. Imagine the monsters, heroes and bogatyrs of Russian fairy tales.

When Bogarus was added to Dominions 3, I already had some ideas about the predecessors. My imagination was influenced by Kievan Rus' when the nation was given Vanir ancestors. I wanted priests and an institutionalized religion that brings the Russian Orthodox Church to mind and some sectarian movements on top of that. I did some research and I was quite happy when I found the skoptsy, the "castrated ones," and other strange religious movements."
–Illwinter

By the Late Age, there were no Vanir left in Vanarus, and the Chudes had disappeared into myth. The Kingdom has survived the loss of its founding race, but it is a very decentralized realm. Like with Vanarus before it, the Kingdom title seems to simply imply that there can be no King, and that the best anyone can be in the realm is a “Prince”; the Princes each control a few cities and the bitter lands around them, and most of them serve under “Grand Princes” that answer to no one but themselves. The Grand Princes focus outward rather than inward, letting the Princes decide what is allowed in their cities, who in-turn have allowed and even financed some pretty-whacky traditions and practices. The only truly-unifying force in Bogarus is religion (though some worship a bit differently from others); if the Eparchs hadn’t reformed from their aloof ways and pulled the ears of their Grand Princes to alert them of the Awakening God (you), then they probably would’ve still been butting heads for dominance by the time you arrived. With the Ascension Wars beginning, the fragmented realm looks to carve out an Empire in your name, and many great Heroes may arise from your inspiration.

General Overview

Bogarus is a nation of competent mages who hate being in battle, incompetent troops who hate being in battle, and Sacred troops that are hated by everyone else. In other words, it's beautiful.

They have powerful and diverse human mages (possibly the best in the game), sad troops (with the best being the expensive Malaia Druzhina heavy cavalry), and a deep roster of national summons.

National Features

Race Military Magic Access Priests Buildings
Prefers Cold 2
Humans
Cold Resistant (3)
Snow Move only lest useful units.
Cheap Peasants
Med.-Hvy. Infantry
Horse Archers
Knights & Nomads
Flagellants
Bogatyrs
astral 33 (rare 4)
fire 22 (rare 3)
air 22 (rare 3)
blood 22 (rare 3)
earth 11
death 11
National Summons
air 22astral 22 (Require astral 33)
air 22astral 11nature 33 (Require nature 44 )
air 22water 11earth 22nature 44 (Require nature 66)
air 33astral 11nature 22 (Require air 44)
water 11death 11 (Require water 11death 11 )
water 33nature 11 (Require water 22 )
water 33earth 11nature 22 (Require water 33earth 11)
Powerful (holy 33)
Stealthy
holy 22 off-capital
Summonable holy 33 (Require astral 22)
Standard Forts
Nomadic Cavalry off-forts

Capital Special Sites

Grand Cathedral Hall of Elders
* Enables recruitment of Eparchs
* Produces 1 per month
* Enable recruitment of Starets
* Produces 1 per month
* Produces 1 per month
* Produces 1 per month

Notable Units

Your nation is made up of common human Rus, having cold Resistance (3) which grants them immunity to chill Auras combined with most foot troops having Snow-Move, lets them scert by most downsides of being a cold nation. (your mounted and mages don't get snow move, and since calvery have naturally high movement, The most important power of the nation are the slowest factor in your army. )

Commanders

Sprite Unit Name Special Attributes Comments
Bogarusian Scout
25
4
1
Stealthy(50)
cold Resistance (5)
mountain survival
Forest survival
Snow-Move
Scout that can move unimpeded through the cold.
Voivode
30
14
1
cold Resistance (3)
Snow-Move
cheap commander guy.
Knyaz
90
14
1
cold Resistance (3)
Snow-Move
inspirational (1)
mounted
Commander on horse.
He is a 80ld giving +2 to moral to his troops. at least keep your poorly equipped national units in the fight for slightly longer.
Veliki Knyaz
130
21
2
cold Resistance (3)
Snow-Move
inspirational (1)
mounted
Gets 120ld for a grand +3 from moral.
Give a leadership item to grant your army of Indies.
Skopets
70
2
1
holy 11random020%
sacred
Stealthy(40)
cold Resistance (3)
Snow-Move
Cause Unrest(+2 per month)
start with affliction(%20)
A stethy fenatic with 1 in 5 being blood mages.
Sutational uses, as blessing is not a serious problem.
Use him to lead stealth raids. Filling him up with Khlyst for unrest bombings is a gimmicky tatice.
Exarch
70
2
1
holy 22
sacred
cold Resistance (3)
Snow-Move
Holy 2 but you don't have a good sacred troops, so more for the duty of domion spreading and smiting the unholy.
Eparch
145
2
2
Capital Only
holy 33
sacred
cold Resistance (3)
one of the rare commanders in game that is a holy 33 that requires less then 4 Commander recutment point. Used for throne claiming and single target smites.
Occultist
100
2
2
astral 11death 11blood 11 11
cold Resistance (3)
Your imporent massing mage.
Acts as Blood hunters, cheap communion slaves, and handling Death and Blood magics.
Kalendologist
105
2
2
astral 22 9
cold Resistance (3)
fortune teller (10%)
Efficent Astral mage that stops many bad events.
Don't need communions to spam Mind Burn and Paralyze.
Astrapelagist
125
2
2
air 22astral 11 11
cold Resistance (3)
fortune teller (5%)
Your air controllers, Bringing down lighting and Air Elementals, while also predicting events like the Kalendologist.
Alchemist
135
2
2
fire 11earth 11astral 11 11
cold Resistance (3)
alchemist (50)
the guy to most effecently turn gems into mage and infentructer money.
also responsible for turning your fire gems into Firebirds to flood your fort with good events.
in combat they are the fire earth of the communions, bringing the Magma, Astral Fires, and Solar Eclipse when your armies are made of demons and undead
Master of Names
155
2
2
astral 22random1100% 17
cold Resistance (3)
adept researcher (6)
Your fast Researcher, whizzing through your goals while still providing useful magic to communions.
Your probably going to need them when your playing catchup after surviving expatnion.
Fivefold Angel
225
1
2
blood 22holy 22 9
sacred
cold Resistance (3)
Stealthy(50)
Snow-Move
Cause Unrest(+5 per month)
start with affliction(30%)
spy
Blood Vengeance(0)
what if a Skopets was dedicated to blood magic, and messing with peaple.
the Angel is expensive with all its traits, being a 80 leader spy, causing unrest, and a minor Blood Vengeance effect.
Trys to to be a guy to course problems for your opponents but thier expensive price tag and weak body makes them situational at best.
some speative good points is that he saves you some blood slave when empowering in blood. and he can lead large steathy raider armies.
Starets
255
2
4
Capital Only
fire 22air 11astral 22blood 11random1100%+10% 25
cold Resistance (3)
adept researcher (6)
Your strong master mage with a good path spread.
Create Army and thug wipers, while Ruituling summons like Demons, and Horrors.

Troops

Your troops would have been ok in the Early Age but the Late Age places higher expectations of using better armor and crossbows.

Sprite Unit Name Special Attributes Comments
Voi Spearman
8
8
5
cold Resistance (3)
Snow-Move
Millie with javalin
not good with all the armor going around.
Voi Axeman
8
7
5
cold Resistance (3)
Snow-Move
Millie with axe
Not good.
Voi Archer
8
5
5
cold Resistance (3)
Snow-Move
bowmen in a crossbow age.
ok later on with Wind Guide and Flaming Arrows
Khlyst
10
3
5
sacred
Stealthy(40)
cold Resistance (3)
Snow-Move
Cause Unrest(+0.5 per month)
start with affliction(10%)
Masticistic finatics. Are one of the cheapest recrutible sacreds in game and they show it by having horable stats and lickly to have a affiction.
They are flimsy and can't hit to far above their waight class unlike Flaglents. You need a hellbless to make them a fiable front line but scales are more viavable to your survival.
They are your only recrutable steathy national troops.
Peshtsi Spearman
10
15
9
cold Resistance (3)
Snow-Move
Better equipped but still not good enough
your best ground troop is the City guard as he has ok melee defense and provides extra siege chaff.
Peshtsi Axeman
10
18
9
cold Resistance (3)
Snow-Move
Peshtsi City Guard
11
20
12
cold Resistance (3)
Snow-Move
Castle Defence Bonus(1)
Grid Druzhina
25
28
36
cold Resistance (3)
mounted
Light Calvery with sword and hoof attack.
makes for your best "Cheap" flankers
Malaia Druzhina
40
42
46
cold Resistance (3)
bodyguard (3)
mounted
A heavy carvery is equivalent to the Man's Knights of the Tower.
Your most viable expanders.
Black Hood
18
16
20
Foreign Rec only
cold Resistance (3)
mounted
Bowman on a horse that can only be recruited outside forts.
You take them if you want your unbuffed arrows to more likely land and deal damage than Voi Archers.
don't have them fight crossbows.
Styag
30
23
36
Foreign Rec only
cold Resistance (3)
standard (1)
mounted
Mounted standerd with lance.
Recrute only one to boost your Druzhina's moral.

Heroes

Sprite Unit Name Special Attributes Comments
Bogatyr
Multi-hero
holy 11
sacred
cold Resistance (3)
Snow-Move
inspirational (1)
mounted
Veliki Knyaz that are sacred knights.
Saves on army leaders and can be light thugged.
Koschei - Deathless
Turn Arrival Limit: 10
air 22water 22death 33 19
Cold Resistance (25)
Poison Resistance (15)
cold aura (5)
Fear (8)
immortality
old age (440/50)
The living Lich if not the orignaot of the Lich trope.
Crosspaths of Air, Water and death, with Stygian Rain, Wailing Winds, Freezing Mist.
Alexej - Patriarch death 11blood 22holy 44 11
sacred
Cold Resistance (3)
Dominons Atrract (Khlyst)
Grants access to Fanaticsm and give you an influx of disposable flagellants.
Baba Yaga - Hag
Turn Arrival Limit: 20
air 33water 11death 33nature 22 23
Cold Resistance (15)
Poison Resistance (15)
Shock Resistance (5)
Fear (8)
Flying
Forest Survival
Supply Bonus (20)
Grants Bogarus nature access.

Magic

National Spells

FIXMEnational spell or summon cost and usecase, judgment if it's good. fix from Rus

One of Rus's selling points is its sheer amount of exclusive summons.

  • Summon Simargl air 11 Conjure 2, for 1airgem, ( Simarglx1). Too slow if your trying to amass a flying fores but fine as Patrol chaff.
  • Summon Firebird fire 11astral 11 Conjure 3, for 2firegem, ( Firebirdx1) Alchemist should be spamming for the influx of lucky events in your fort, especially since they also something Siegers should mess with.
  • Sloth of Bears nature 22 Conjure 3, for 8naturegem, ( Great Bearx10 + [lv]) Summon more bears for Sieges but not soo good in combate.
  • Contact Sirin astral 22 Conjure 3, for 8astralpearl, ( Sirin) A way to steal Male Commanders. If that doesn't work, giving them Handful of Acorns and some other weapon that can be used in the misc slot like The Pebble Pouch can dispatch a variety of problems
  • Summon Likho death 11 Conjure 4, for 10deathgem, ( Likho) Summon and let her sit in a eneimy Provence to cause annoyances.
  • Contact Alkonost astral 22 Conjure 4, for 15astralpearl, ( Alkonost) Summable Flying Greater Priest, leader, and Throne Claimer. Decent alround Utiltiy.
  • Summon Rusalka water 11death 11 Conjure 4, for 16watergem, ( Rusalka) Hard for LA to use. Create more Low-level Death mages and a way to expand underwater. Can kill most things with a Water Lens Summon a Water Elemental and then spam skeletons until the assadination target is dead.
  • Send Vodyanoy water 22 Conjure 4, for 20watergem, ( Vodyanoy) only target Sea province. Conjure a Stealthy Water mage underwater. She won't Be Establishing a foothold underwater by herself and without gems, but she can raid if you had already created a foothold down there. Is A means of fighting a water war if the ocean nations had failed to conquer most of the independents. They are also will climb water magic for you, getting you into Water Queens and Naiads
  • Send Lady Midday air 11death 11 Conjure 5, for 10airgem, ( Lady Midday) Basically summons a weak Disease Demon. Is Very fragle. not high priority for a Starets to cast.
  • Summon Zmey fire 22 Conjure 5, for 5firegem, ( Zmeyx1) Cool 3 headed Dragon but held back by the fact its a reptile and all of Rus's line is a cold nation. May be ok if taking a Hellbless.
  • Contact Gamayun astral 33 Conjure 5, for 25astralpearl, ( Gamayun) Get a Flying Air and Astral mage. Very mobile with Fly and Cloud Trapeze to support your army with Paralyze and Mind Burn.
  • Send Bukavac water 44 Conjure 5, for 5watergem, ( Bukavac) only target Sea province. They are very hard to deal with especially if your having a bunch of Vodyanoy sends several aginst one providence. These are Giant Trampler that will clear out Fishman settlement and many of their armies.
  • Contact Beregina water 33earth 11 Conjure 6, for 35watergem, ( Beregina) a amphibious Water mage with nature support spells and may to take a decently sized force underwater.
  • Contact Cloud Vila air 44 Conjure 7, for 40airgem, ( Cloud Vila) Mountain and borders only. Take a A strong air mage that's a flying true Healer. Also a means to go into nature magic by forging the boosters needed to summon a Mountain Vila.
  • Contact Mountain Vila nature 44 Conjure 7, for 40naturegem, ( Mountain Vila) Mountain and borders only. Nature Air communioning, True Healer 2 mage comes prepackaged with a Vine Bow for going off-script. Mix of Fairy Queen and Ivy King, those too expensive to use recklessly. if you only need a generally strong nature mage, an Ivy King is far more resilient for cheaper.
  • Contact Leshiy nature 66 Conjure 8, for 60naturegem, ( Leshiy Leshiy) Forest only. Takes a lot of climbing to get a nature mage that can be potalty nature 77 while in forests. Only get so someone, not your pretender can hold up Gift of Health or Enchanted Forests

Magic Access

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is there weakness that you need to fix? Any tricks you should be aware you have?

Lots of astral communions, with Blood, death, fire, Earth, and Air cross paths. being all astral allows blood mages to enter communions without using the more fatiguing Sabbath version.

Being all astral allows your Starets to be Magic Dueled, but having so many mages that can also Magic Duel will protect them.

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

Is recommended to find a way to get Earth Boots so you can get more earth 22.

Your do have fast researchers, boosted by Owl Quills, Skull Mentor and Lightless Lantern

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Father of Winters
Bogarus is infamous for its rough early game unless extremely good scales are taken but an expansion titan can alleviate that weakness without shredding your scales! In addition to the usual power of physmoss, regen, and mistform the Father of Winters also has great stats (particularly in cold 3) and a length 3 greatsword for repels and an absolutely massive cold aura which you should not underestimate! The luck and magic scales are great for firebird memes and research too!

Chassis: Awake Father of Winters
Paths: air 22water 22nature 22
Bless: None Scales: Dominion strength4Turmoil3Sloth2Cold3Growth3Luck3Magic3
See The Virtues of Expansion Titans

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

bogarus-la.txt · Last modified: 2021/04/17 11:57 by cactusowl