Rus is a land of harsh winters and short summers inhabited by humans and Chudes, an exalted race of great strength and beauty. The Chudes and the humans have intermingled and neither race dominate the other. The Rusian society is divided into two moieties. The first is composed of hunters and nomads living in the deep forests. They worship the Bear and the Thunder and eat their meat raw. The warriors of the wild moiety are known for their fury and battle prowess. Their most prominent warriors are even able to take the shape of the sacred bear. The other moiety lives in houses of wood and in caves underneath the ground. They cook their meat and practice a new kind of magic. The Chudes of the second moiety call themselves sons and daughters of gods previously unheard of.
Most of the Rusian armies are composed of human infantry, but the elites of the kingdom are mighty Chudes. Yet the humans also field mighty warriors. The axe wielding Bear Warriors are respected and feared even by the warriors of Ulm. The peoples of Rus prefer a cold climate.
"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 sect- like movements of religious fanatics living in hiding. Imagine the monsters, heroes and bogatyrs of Russian fairy tales.
. . . . I've also used the Chuds, a people that appears in the myths of various peoples from the eastern Baltic seaboard. I haven't found very much on the Chuds, so they are mostly my creation. The "Pine of Skulls," shape-shifting and shamanic bear cult practices fit the nation. These features, as well as the Thunder Priests mentioned in the descriptions of the nation appear in Rus, the early version of the nation. . . .
I never got around to finish my ideas on Rus for Dominions 4. Instead it became the second of the new
nations for Dominions 5. Baltic mythology, Latvian in particular, became an inspirational source for the
nation." - Illwinter
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
3 (rare 4) 3 (rare 4) 2 (rare 3) 1 (rare 2) 1 2 Capital 1 | Heroes: 3132 (one, turn 20+) 412/323 (one, turn 15+) 23 (one) Summons: 2124 (requires 6) 31 (requires 2) 22 (requires 3) | Human Infantry, Hunters, and Berserkers Chud Warriors Sacred Chud Werebears | Cold Resistance (5) Snow Move Berserker Shapechanger/Wounded form | Flimsy Forts (Still 2 tiers) Temples cost 300 |
Capitol Gems: 1212
Cold limit: + 1
Prefers Cold Scale + 2
Flimsy Forts: Rus's "primitive forts," as described on the nation page, are actually a bit of a misnomer; Rus gets their own unique fort line, which happens to be made of wood and uses the palisade graphic for both forts. You will be saving 150 and 1 turn to build your Villages to then upgrade to a Fortress. The downside is that wooden forts have worse administration and about half the defenses against sieges. It's not a bad trade-off, as armies rather than fortifications often decide sieges, and the ability to get a leg up on finishing forts can be more valuable.
If a fella is called a Rusian, they're most likely a human. Humans are Size 3 (three-to-a-square) beings, but Rusian humans have put up with snowy weather for generations; they ignore Snow, and have 5 Cold Resistance. Otherwise, they're somewhat-average, though the tribal warriors among them are of a sounder Magic Resistance (10) than most barbarians.
The Chudes (not yet called "Chuds") are superhumans who live among the Rusians. Though a head taller than humans, they are still Size 3. An average Chud has 17 HP, 2 Natural Protection, 13's in Strength and Morale, and 12's in Attack Skill, Defence Skill, and Magic Resistance. They also have 14 Combat Speed and 16 Map Movement naked, like a typical Size-4 being. Lastly, they share the environmental traits of regular Rusians, and a surprising amount of them are Berserkers.
: Cold Resistance (5), Snow Move
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Scout 35 5 1 Recruit Anywhere | Stealthy (60) Mountain Survival Forest Survival | Commentary Here. | |
Rusian Chieftain 55 17 1 | Commentary Here. | ||
Rusian Chieftain 60 8 1 Non-fort Recruit Only | Stealthy (40) Berserker (+1) Mountain Survival Forest Survival | Commentary Here. | |
Rusian Priest 65 2 1 | 1 Sacred | Commentary Here. | |
Rusian Wizard 175 2 2 Cave Recruit | 111100%13 Supply Bonus (10) Adept Researcher (+2) | Commentary Here. | |
Son of Heaven 380 5 2 Capital Only | 11121100%13 Sacred Supply Bonus (10) | Commentary Here. | |
Daughter of the Sun 395 5 2 Capital Only | 2111100% 10%13 Sacred Supply Bonus (10) | Commentary Here. | |
Perkunu 535 5 4 Capital Only | 3121010%17 Sacred Shock Resistance (20) Supply Bonus (20) Mountain Survival Forest Survival Recuperation Shapechanger (Werebear) | Commentary Here. | |
Werebear | Adds: Berserker (+1) Replaces: Shock Resistance (5) Shapechanger (Perkunu) |
||
Chud Chieftain 125 10 1 Forest Recruit | Stealthy (40) Ambidextrous (2) Berserker (+3) Mountain Survival Forest Survival | Commentary Here. | |
Thunder Priest 325 2 2 Forest Recruit | 2111100%11 Sacred Supply Bonus (10) Mountain Survival Forest Survival | Commentary Here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Rusian Hunter 10 6 4 Non-fort Recruit | Stealthy (40) Undisciplined Mountain Survival Forest Survival | Commentary here. | |
Rusian Warrior 10 12 9 | Commentary here. | ||
Rusian Warrior 10 12 9 | |||
Chud Warrior 20 12 13 | Commentary here. | ||
Chud Hunter 25 7 9 Capital Recruit Forests Recruit | Stealth (40) Berserker (+2) Undisciplined Mountain Survival Forest Survival | Commentary here. | |
Chud Berserker 35 13 28 | Ambidextrous (2) Berserker (+2) | Commentary here. | |
Chud Skinshifter 65 5 33 Capital Only | Sacred Berserker (+3) Mountain Survival Forest Survival Recuperation Wounded Shape: Werebear | Commentary here. | |
Werebear | Natural Shape (Chud Skinshifter) | Commentary here. | |
Bear Warrior 18 4 13 Forest Recruit | Stealthy (40) Ambidextrous (1) Berserker (+3) Undisciplined Mountain Survival Forest Survival | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Simargl (Conjuration 2) 1 and 1 | Simargl x 1 | Patral Bonus (10) Animal Flying | Commentary here. |
Summon Firebird (Conjuration 3) 11 and 2 | Firebird x 1 | Fire Resistance (15) Bringer of Fortune (2) Animal Magic Being Flying Mountain Survival Forest Survival | Commentary here. |
Summon Bears (Conjuration 3) 11 and 8 | Great Bear x 15 | Sacred Undisciplined Animal Snow-Move Mountain Survival Forest Survival | Commentary here. |
Sloth of Bears (Conjuration 3) 2 and 6 | Great Bear x 15+ | Undisciplined Animal Mountain Survival Forest Survival | Commentary here. |
Contact Sirin (Conjuration 3) 2 and 8 | Sirin | Sacred Stealthy (50) Dream Seduction (Morale vs. 14) Flying Female | Commentary here. |
Summon Likho (Conjuration 4) 1 and 10 | Likho | Stealthy (60) Bringer of Misfortune (10) Causes Unrest (5 per month) Forest Survival Female | the opposite of a Firebird. Have a Long-range curse attack. It may require a stockpile of Death Indies and gems to be used effectively. A Critical mass of them can devastate a province like any remote attack ritual (and reusable if not discovered; they can't survive on thier own). don't let them linger in your own territories. |
Contact Alkonost (Conjuration 4) 2 and 15 | Alkonost | 3 Sacred Shock Resistance (15) Awe (+5) Inspirational (2) Flying Female | Commentary here. |
Summon Rusalka (Conjuration 4) 11 and 16 | Rusalka | 119 Cold Resistance (15) Poison Resistance (25) Stealthy (60) Gift of Water Breathing (50) Seduction (Morale vs. 9) Undead Amphibious Female | Commentary here. |
Send Vodyanoy (Conjuration 4) 2 and 20 Underwater Only | Vodyanoy Remote Stealthy | 3113 Cold Resistance (5) Stealthy (40) Supply Bonus (10) Aquatic | Commentary here. |
Send Lady Midday (Conjuration 5) 31 and 5 | Lady Midday Remote Assassination | Stealthy (60) Fear (+5) Patience (2) Magic Being Ethereal Flying | Commentary here. |
Summon Zmey (Conjuration 5) 2 and 5 | Zmey | Fire Resistance (15) Animal Flying Cold Blooded Mountain Survival Drake | What if Fire Drake But bigger, Stronger, tougher, 1 gem cheaper, 2 more bites, can Fly and obey commands. Castable by your Sons and Daughters. |
Contact Gamayun (Conjuration 5) 3 and 25 | Gamayun | 22219 Sacred Awe (+3) Fortune Teller (15%) Flying Female | Commentary here. |
Send Bukavac (Conjuration 5) 4 and 5 Destination (Sea) Temporary | Bukavac | Fear (+5) Animal Magic Being Trample Aquatic | Commentary here. |
Contact Beregina (Conjuration 6) 31 and 35 | Beregina | 31217 Cold Resistance (5) Waterbreathing (50) Awe (+3) Supply Bonus (+20) Magic Being Amphibious Spirit Sight Female | Commentary here. |
Contact Cloud Vila (Conjuration 7) 4 and 40 Destination (Mountain) | Cloud Vila | 31217 Sacred Cold Resistance (5) Shock Resistance (20) Stealthy (50) Healer (1) Supply Bonus (+20) Seduction (Morale vs. 9) Flying Storm Immunity Mountain Survival Female | Commentary here. |
Contact Mountain Vila (Conjuration 7) 4 and 40 Destination (Mountain) | Mountain Vila | 21317 Sacred Cold Resistance (5) Poison Resistance (5) Shock Resistance (15) Stealthy (50) Healer (2) Supply Bonus (+30) Seduction (Morale vs. 9) Skilled Rider (3) Mountain Survival Forest Survival Female | Commentary here. |
Sacred Stag | Sacred Stealthy (40) Undisciplined Animal Forest Survival | Commentary here. | |
Contact Leshiy (Conjuration 8) 6 and 60 Destination (Forest) | Leshiy If not in Forest | 11213 Cold Resistance (5) Poison Resistance (5) Supply Bonus (+30) Magic Being Forest Survival Snow Move Spirit Sight Forest Shape (Leshiy#1950) | Commentary here. |
Leshiy Only if in Forest | 212423 Add: Regeneration (10%) Shape Changer (Great Forest Bear) | Commentary here. | |
Great Forest Bear Only if in Forest | No Magic Remove: Poison Resistance Add: Stealthy (40) Berserker (+4) Trample Shape Changer (Leshiy) | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
With Fire and Air, it is possible to get to 45 to craft The Magic Lamp for Al Khazim - Jinn, who has 5533.
3 Daughter of the Sun (1 in 4) is the best recruitable start. Neither it nor any of the other recruitable mages have useful crosspaths.
Perkunu and a 3 Thunder Priest (1 in 4) are both one level away from the key 4. If there were a way to increase the 1 of the Perkunu one level, it could potentially make the unique Tome of High Power, but all other recruitable mages in the nation have at most 1 as well. Empowerment is probably the only option.
The hero, Perkuna Tete - Daughter of the Thunder, starts at the key 4.
3 can Contact Gamayun (22) and can craft the unique Tome of High Power.
No recruitable access but Baba Yaga - Hag starts with 1. With a Water Bracelet it can make natively, it can reach 2.
2 can Send Vodyanoy who has 31.
1 Rusian Wizard (1 in 4) and 1 Thunder Priest (1 in 4) are your only options here. In a chicken-and-the-egg situation, an Earth booster is needed to make the first Earth booster. Empowerment is needed. With a Nature booster, both can potentially create the unique The Tome of Gaia.
The hero, Perkuna Tete - Daughter of the Thunder, in Daughter of the Oak shape, can craft Earth Boots and the unique The Tome of Gaia. It can't wear the boots in that shape though, so it's stuck at 3.
31 can Contact Beregina, who only needs an Earth booster to craft the unique The Tome of Gaia.
Same with Contact Leshiy by 6.
All EA Rus's mages have at least a chance of 1. Astral and Earth would be a useful crosspath, but it's one or the other. The Fire crosspath, especially 21 Daughter of the Sun (1 in 4), can potentially make the unique The Forbidden Light.
The hero, Vod - Son of the Bear, has 2 but no useful crosspaths.
4 can Contact Cloud Vila, who, with an Astral booster, can craft the unique Tome of High Power.
Similarly, N4, which is more accessible, can Contact Mountain Vila, who can do the same.
No national access except Baba Yaga - Hag with 3 and no other useful crosspaths.
3 can cast Forest Troll Tribe for 1.
2 is common among EA Rus's mages. Getting an Earth booster (Earth Boots) and a Thistle Mace to a 11 mage allows them to potentially create the unique The Tome of Gaia. Giving both the Thistle mace and The Tome of Gaia to an 11 mage allows it to make a Moonvine Bracelet. Without all three, an 2 mage cannot make it to 5 to make the next booster and empowerment will be needed.
The hero, Vod - Son of the Bear, has 23, so it can make the Moonvine Bracelet natively. It also only needs two Nature boosters to get to 5, so it's not dependent on the unique Tome of Gaia.
The hero, Perkuna Tete - Daughter of the Thunder, in Daughter of the Oak shape, can natively craft the unique The Tome of Gaia. The hero only has two Misc. slots though, limiting its usefulness.
2 can Send Vodyanoy who has 31 and can Contact Naiad (3).
No native access. 3 can cast Forest Troll Tribe for a 1 in 4 chance of 1.
No native access. 5 can cast Awaken Treelord for a 1 in 3 chance of a stationary 1.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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