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dom6:ulm-ea

EA Ulm, Enigma of Steel

Lore

Ulm is a land of cold mountains and dense forests. These wild lands were settled by proud and fierce barbarians in ages past. Their ancestry has made the inhabitants of the forests stronger and more resilient to the cold climate than ordinary men. Upon becoming men, youngsters are given a single knife and left in the forest at first snowfall. Those who survive the winter are allowed to return to their family. The barbarians of Ulm live in small settlements ruled by chieftains and warrior-smiths who search for the Enigma of Steel. Steel is a sacred metal and its maker is as well. Smithing has become the equivalent of making a sacrifice to the Lord and no other culture has developed such skill in forging magical items. Horses are rare and those who use them in warfare are held in contempt. Sneak attacks, on the other hand, are common, and many warriors use stealth to engage opponents in hand-to-hand combat.

"Ulm is a nation that goes through major changes with the eras. In early times it is a barbarian nation. Think Conan! Or at least, think of the first five minutes of Conan, the Barbarian, when Conan's family is slaughtered by Thulsa Doom and the young boy is brought to slavery. Think of fur-dressed shamans and warrior smiths speaking of the Enigma of Steel. Then think of the German tribes described by Caesar in The Gallic Wars, the Roman disaster of the Teutoburger Forest, and the pagan temple at Irminsul. Ulm in the early era is an Ulm before the arrival of civilization" -Illwinter

While Ulm is one of the original fourteen factions of Dominions: Priests, Prophets, and Pretenders, Early Ulm was made in Dominions 2 as a "theme"; so was Late Ulm. Middle Ulm is the closest to the Ulm of the first game.

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
earth 33 (Rare 4)
nature 33 (Rare 4)
fire 11 (Rare 2)
air 11 (Rare 2)
water 11 (Rare 2)
death 11 (Rare 2)
holy 11
Hero
earth 22nature 33holy 33
earth 11astral 22death 22nature 11holy 22
Barbarians
- Strong
- Poor MR
Strong medium infantry
Stealthy infantry
Cold Resistance
Snow Move
Skirmisher
Ambidextrous
Stealthy
Mountain Survival
Forest Survival
Forge Bonus
Standard Forts
Forts produce 25% more resourcesResources

Capitol Gems: 3earthgem1deathgem2naturegem
Cold Limit + 1

The Ulmish are Size 3 beings (three-to-a-square) otherwise known as humans, with interesting quirks. The average Ulmish man has 13 HP and 12 Strength, while the average Ulmish woman has 12 HP and 11 Strength. All unmagical Ulmish have an elevated 13 Combat Speed and 16 Map Movement naked, but also a stunningly low 8 Magic Resistance. Due to generations of uncivilized living in a frigid climate, they have 5 Cold Resistance and are unimpeded by Forests, Mountains, and Snow.

National Units

Commanders

All the commanders have the following abilities: Cold Resistance (5) Snow Move Mountain Survival Forest Survival

Sprite Unit Name Special Attributes Comments
Warrior Scout
35
10
1
Forest Recruit
Mountain Recruit
Highlands Recruit
Stealthy (40)
Ambidextrous (1)
Commentary here.
Warrior Chief
105
17
1
Forest Recruit
Mountain Recruit
Highlands Recruit
Stealthy (40)
Skirmisher
Ambidextrous (1)
Commentary here.
Shaman
140
5
2
Forest Recruit
Mountain Recruit
Highlands Recruit
earth 11holy 11random2100%
50%
7
Sacred
Stealthy (40)
Commentary here.
Warrior Smith
150
13
2
earth 11random2100%
50%
9
Sacred
Resource Bonus (5)
Forge Bonus (1)
Commentary here.
Antlered Shaman
390
5
4
Capital Only
earth 22nature 22holy 11random1100%
10%
15
Sacred
Stealthy (40)
Supply Bonus (20)
Commentary here.

Troops

All the troops have the following abilities: Cold Resistance (5), Snow Move, Mountain Survival, Forest Survival, Skirmisher

Sprite Unit Name Special Attributes Comments
Axe Warrior
10
10
9
Forest Recruit
Mountain Recruit
Highlands Recruit
Stealthy (40)
Ambidextrous (1)
Commentary here.
Warrior
10
10
9
Forest Recruit
Mountain Recruit
Highlands Recruit
Stealthy (40)
Ambidextrous (1)
Commentary here.
Archer
10
6
9
Forest Recruit
Mountain Recruit
Highlands Recruit
Commentary here.
Forest Warrior
12
16
14
Forest Recruit
Ambidextrous (1) Commentary here.
Mountain Warrior
12
16
14
Mountain Recruit
Ambidextrous (1) Commentary here.
Warrior Maiden
12
13
14
Stealthy (40) Commentary here.
Shield Maiden
13
13
16
Stealthy (40) Commentary here.
Iron Warrior
14
13
18
Commentary here.
Steel Maiden
14
13
18
Stealthy (40)
Ambidextrous (1)
Commentary here.
Steel Warrior
28
17
31
Capital Only
Sacred Commentary here.

Heroes

All the heroes have the following abilities: Sacred Snow Move Mountain Survival Forest Survival

Sprite Unit Name Special Attributes Comments
Eburhart - Guardian of the Tree earth 22nature 44holy 33 15
Cold Resistance (5)
Poison Resistance (5)
Stealthy (40)
Supply Bonus (+30)
Commentary here.
Athalwolf - Maker of Heroes earth 11astral 22death 22nature 11holy 22 17
Cold Resistance (5)
Stealthy (40)
Supply Bonus (+10)
Old Age (88/75)
Commentary here.
Warenheris - Son of Steel Cold Resistance (10) Commentary here.

National Spell

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Sloth of Bears
(Conjuration 3)
nature 22 and 6naturegem

Great Bear x 15+
Undisciplined
Animal
Mountain Survival
Forest Survival
Commentary here.

Magic Access

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

The Warrior Smith has a Forge Bonus (1), which makes forging items less expensive. Also note, with the right boosters, an Air random Warrior Smith can make the Staff of Elemental Mastery.

Fire

A Shaman has a 2 in 32 chance of being fire 11death 11, which allows it to create a Skull of Fire. Both ?Shamans and Warrior Smith??s have a 1 in 32 chance of fire 22. Without both the Skull of Fire and a fire 22, empowerment is necessary.

Air

air 22 Warrior Smith is a 1 in 32 chance. Without one, extra empowerment is necessary. (Climbing Air without an air 44 is always difficult.)

Water

water 22 Warrior Smith is a 1 in 32 chance. water 11 Warrior Smith is 12 in 32. With a water 11, one level of empowerment is necessary.

Earth

Antlered Shaman can create a unique The Tome of Gaia, if no one else has. An Antlered Shaman has a 1 in 32 chance of earth 44 and 12 in 32 chance of earth 33. With an earth 44 and a Tome of Gaia, no empowerment is necessary. Without both, a level or two is probably necessary.

Astral

No native access, except for the hero, Athalwolf - Maker of Heroes. Death random Antlered Shaman with Earth Boots at earth 33death 11, can cast Hidden in Sand or Hidden Underneath for at least astral 11 (~3 in 4 chance).

Death random Antlered Shaman empowered or boosted to death 33 can cast Summon Spectre for a 7 in 16 chance of at least astral 11.

fire 44air 55, which is difficult to get to, can forge The Magic Lamp for Al Khazim - Jinn.

Death

death 11 Antlered Shaman (1 in 4), can be empowered, or, with Earth Boots, cast Hidden Underneath to start the path up Death.

The hero Athalwolf - Maker of Heroes has death 22.

With fire 11earth 33 from boosters, any EA Ulm mage can create The Copper Arm, useful for holding multiple Death boosters.

Nature

nature 33 Antlered Shaman (1 in 4) can create the unique The Tome of Gaia. Without it, a level of empowerment is necessary.

The hero Eburhart - Guardian of the Tree has nature 44, meaning no empowerment necessary.

With fire 11earth 33 from boosters, any EA Ulm mage can create The Copper Arm, useful for holding multiple Nature boosters.

Glamour

No native access. earth 44 gets Troll King's Court for glamour 11.

Death random Antlered Shaman empowered or boosted to death 33 can cast Summon Spectre for a 7 in 16 chance of at least glamour 11.

Blood

No native access. nature 55 Antlered Shaman can cast Awaken Treelord for a 1 in 3 chance of a stationary blood 11 mage.

death 22nature 55 Antlered Shaman can Contact Lamia Queen for a 7 in 16 chance of an at least blood 11 mage.

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?

See More

dom6/ulm-ea.txt · Last modified: 2024/04/26 13:03 by fenrir