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.
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Barbarians - Strong - Poor MR Strong medium infantry Stealthy infantry | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() Forts produce 25% more resources ![]() |
Capitol Gems: 31
2
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.
All the commanders have the following abilities:
Cold Resistance (5)
Snow Move
Mountain Survival
Forest Survival
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Warrior Scout ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Warrior Chief ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Shaman ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() 50% ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Warrior Smith ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 50% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Antlered Shaman![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
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![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Warrior ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Archer![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
![]() | Forest Warrior ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Mountain Warrior![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Warrior Maiden![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Shield Maiden![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Iron Warrior![]() ![]() ![]() | Commentary here. | |
![]() | Steel Maiden![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Steel Warrior![]() ![]() ![]() ![]() | ![]() | Commentary here. |
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 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Athalwolf - Maker of Heroes | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Warenheris - Son of Steel | ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Sloth of Bears (Conjuration 3) ![]() ![]() | ![]() Great Bear x 15+ | ![]() ![]() ![]() ![]() | Summons high strength blobs of hitpoints. Can work as evocation bait, as the bears have more HP than your troops and even lower MR, but otherwise unremarkable. |
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.
A Shaman has a 2 in 32 chance of being 1
1, which allows it to create a Skull of Fire. Both ?Shamans and Warrior Smith??s have a 1 in 32 chance of
2. Without both the Skull of Fire and a
2, empowerment is necessary.
2 Warrior Smith is a 1 in 32 chance. Without one, extra empowerment is necessary. (Climbing
Air without an
4 is always difficult.)
2 Warrior Smith is a 1 in 32 chance.
1 Warrior Smith is 12 in 32. With a
1, one level of empowerment is necessary.
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 4 and 12 in 32 chance of
3. With an
4 and a Tome of Gaia, no empowerment is necessary. Without both, a level or two is probably necessary.
No native access, except for the hero, Athalwolf - Maker of Heroes. Death random Antlered Shaman with Earth Boots at
3
1, can cast Hidden in Sand or Hidden Underneath for at least
1 (~3 in 4 chance).
Death random Antlered Shaman empowered or boosted to
3 can cast Summon Spectre for a 7 in 16 chance of at least
1.
4
5, which is difficult to get to, can forge The Magic Lamp for Al Khazim - Jinn.
1 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 2.
With 1
3 from boosters, any EA Ulm mage can create The Copper Arm, useful for holding multiple
Death boosters.
3 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 4, meaning no empowerment necessary.
With 1
3 from boosters, any EA Ulm mage can create The Copper Arm, useful for holding multiple
Nature boosters.
No native access. 4 gets Troll King's Court for
1.
Death random Antlered Shaman empowered or boosted to
3 can cast Summon Spectre for a 7 in 16 chance of at least
1.
No native access. 5 Antlered Shaman can cast Awaken Treelord for a 1 in 3 chance of a stationary
1 mage.
2
5 Antlered Shaman can Contact Lamia Queen for a 7 in 16 chance of an at least
1 mage.
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: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.