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dom6:ur-ea [2024/05/20 05:20] johnnydown [Expansion] Added some formatting |
dom6:ur-ea [2024/07/09 00:25] (current) johnnydown Add Dom6 version marker |
{{ :nations:flags:ea_ur.png?nolink|}} | [[..ur-ea|{{:wiki:dom6_version.png?100 }}]]{{ :nations:flags:ea_ur.png?nolink|}} |
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====== EA Ur, The First City ====== | ====== EA Ur, The First City ====== |
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^ Magic Access ^ Alt. Access ^ Unit Summary ^ Core Abilities ^ Buildings ^ | ^ Magic Access ^ Alt. Access ^ Unit Summary ^ Core Abilities ^ Buildings ^ |
| {{path>N4}} (Rare 5)\\ {{path>W3}} \\ {{path>E3}} (Rare 4)\\ {{path>A2}} \\ {{path>D2}} \\ {{path>S1}} \\ {{path>H3}} | **Hero** \\ {{path>W1E1S3H3}} \\ {{path>W4E3N2H3}} \\ **Summons** \\ {{path>A3W3E2S4N2H2}} \\ (req. {{path>S5}}) \\ {{path>A3}} \\ (req. {{path>A3}}) | Enkidu infantry \\ Recruit shamans and infantry anywhere \\ Special recruits in swamps \\ Underwater fort recruits \\ Mushussu dragons | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] \\ {{:abilities:swamp_survival.png?20&nolink}} [[Swamp Survival]] \\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] | Fortified cities | | | {{path>N4}} (Rare 5)\\ {{path>W3}} \\ {{path>E3}} (Rare 4)\\ {{path>A2}} \\ {{path>D2}} \\ {{path>S1}} \\ {{path>H3}} | **Hero** \\ {{path>W1E1S3H3}} \\ {{path>W4E3N2H3}} \\ **Summons** \\ {{path>A3W3E2S4N2H2}} \\ (req. {{path>S5}}) \\ {{path>A3}} \\ (req. {{path>A3}}) | Enkidu infantry \\ Recruit shamans and infantry anywhere \\ Special recruits in swamps \\ Underwater fort recruits \\ Mushussu dragons | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] \\ {{:abilities:swamp_survival.png?20&nolink}} [[Swamp Survival]] \\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] | Fortified cities | |
**Capitol Gems: **{{gems>2W1E3N}} | **Capitol Gems: **{{gems>2W1E3N}} |
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| {{:nations:ea:ur:enkidu_elder.png?nolink}} | **??Enkidu Elder#2178??**\\ {{:misc:gui:gold.png?15&nolink}} 20\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:old_age.png?20&nolink}} [[Old Age]] (71/50)\\ {{:abilities:uninspiring.png?20&nolink}} [[Uninspiring]] (1)\\ {{:abilities:defence_organizer.png?20&nolink}} [[Defence Organizer]] (1)\\ {{:abilities:tax_collector.png?20&nolink}} [[Tax Collector]] | Commentary here. | | | {{:nations:ea:ur:enkidu_elder.png?nolink}} | **??Enkidu Elder#2178??**\\ {{:misc:gui:gold.png?15&nolink}} 20\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:old_age.png?20&nolink}} [[Old Age]] (71/50)\\ {{:abilities:uninspiring.png?20&nolink}} [[Uninspiring]] (1)\\ {{:abilities:defence_organizer.png?20&nolink}} [[Defence Organizer]] (1)\\ {{:abilities:tax_collector.png?20&nolink}} [[Tax Collector]] | Commentary here. | |
| {{:nations:ea:ur:enkidu_commander.png?nolink}} | **??Enkidu Commander#2177??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | | Commentary here. | | | {{:nations:ea:ur:enkidu_commander.png?nolink}} | **??Enkidu Commander#2177??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | | Commentary here. | |
| {{:nations:ea:ur:gala.png?nolink}} | **??Gala#2182??**\\ {{:misc:gui:gold.png?15&nolink}} 105\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>N1H1}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:elegist.png?20&nolink}} [[Elegist]] (2)\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]] \\ [[Female]] | If going with an awake expander, recruit plenty of ??Gala#2182??s early on. Their [[Elegist]] ability means they count as a {{path>H3}} priest for recalling a dead god. Since Ur’s Pretender God doesn’t lose magic paths when being recalled, this is a great incentive to be aggressive, even reckless with your god. | | | {{:nations:ea:ur:gala.png?nolink}} | **??Gala#2182??**\\ {{:misc:gui:gold.png?15&nolink}} 105\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>N1H1}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:elegist.png?20&nolink}} [[Elegist]] (2)\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]] \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] \\ [[Female]] | If going with an awake expander, recruit plenty of ??Gala#2182??s early on. Their [[Elegist]] ability means they count as a {{path>H3}} priest for recalling a dead god. Since Ur’s Pretender God doesn’t lose magic paths when being recalled, this is a great incentive to be aggressive, even reckless with your god. | |
| {{:nations:ea:ur:sal-me.png?nolink}} | **??Sal-Me#2179??**\\ {{:misc:gui:gold.png?15&nolink}} 140\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>W1N1H1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ [[Female]] | Casts ??Mossbody?? if you want thugs and Super Combatants. Casts ??Frozen Heart?? if your enemy is bringing thugs instead. | | | {{:nations:ea:ur:sal-me.png?nolink}} | **??Sal-Me#2179??**\\ {{:misc:gui:gold.png?15&nolink}} 140\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>W1N1H1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] \\ [[Female]] | Casts ??Mossbody?? if you want thugs and Super Combatants. Casts ??Frozen Heart?? if your enemy is bringing thugs instead. | |
| {{:nations:ea:ur:gudu.png?nolink}} | **??Gudu#2268??**\\ {{:misc:gui:gold.png?15&nolink}} 220\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H1,200%AE}}{{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] | Comes in either {{path>E2}} or {{path>A2}} flavors. Both can buff units with things like ??Stoneskin?? or ??Mistform??. Both can cast evocations like ??Blade Wind?? or ??Thunderstrike??. If you take a heavy morale bless or have a fire indie mage forging Dragon Helmets, they can also pull Thug duty despite their abysmal 9 Morale. \\ \\ Early game, ??Gudu#2268??s pair up well with a ??Mushussu#2962?? or two. Casting ??Ironskin?? and ??Mistform?? gives you a powerful unit with 3 attacks, great survivability, and a [[Fear]] aura that will wade forward and support your line of ??Enkidu#2161??s. | | | {{:nations:ea:ur:gudu.png?nolink}} | **??Gudu#2268??**\\ {{:misc:gui:gold.png?15&nolink}} 220\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H1,200%AE}}{{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] | Comes in either {{path>E2}} or {{path>A2}} flavors. Both can buff units with things like ??Stoneskin?? or ??Mistform??. Both can cast evocations like ??Blade Wind?? or ??Thunderstrike??. If you take a heavy morale bless or have a fire indie mage forging Dragon Helmets, they can also pull Thug duty despite their abysmal 9 Morale. \\ \\ Early game, ??Gudu#2268??s pair up well with a ??Mushussu#2962?? or two. Casting ??Ironskin?? and ??Mistform?? gives you a powerful unit with 3 attacks, great survivability, and a [[Fear]] aura that will wade forward and support your line of ??Enkidu#2161??s. | |
| {{:nations:ea:ur:ishib.png?nolink}} | **??Ishib#2180??**\\ {{:misc:gui:gold.png?15&nolink}} 275\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>W2,H2,100%AEN}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] | {{path>H2}} if you don’t have time to recruit a {{path>H2}} ??Ensi#2181??. Earth random ??Ishib#2180??s are also good for summoning ??Anzu#3064??s if you give them ??Earth Boots??. Air randoms can cast ??Freezing Mist?? with a booster or water gem. | | | {{:nations:ea:ur:ishib.png?nolink}} | **??Ishib#2180??**\\ {{:misc:gui:gold.png?15&nolink}} 275\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>W2,H2,100%AEN}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] | {{path>H2}} if you don’t have time to recruit a {{path>H2}} ??Ensi#2181??. Earth random ??Ishib#2180??s are also good for summoning ??Anzu#3064??s if you give them ??Earth Boots??. Air randoms can cast ??Freezing Mist?? with a booster or water gem. | |
| {{:nations:ea:ur:entu.png?nolink}} | **??Entu#2269??**\\ {{:misc:gui:gold.png?15&nolink}} 385\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>E2N1H3,100%AWEN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:inspirational_dom6.png?15&nolink}} [[Inspirational]] (2) \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ [[Female]] | ??Entu#2269??s may seem superfluous compared to the ??Enkidu Shaman#2167??, but this is your one mage with access to the Air/Earth crosspath. There’s a few goodies in spells (??Rain of Stones??) and items (??Brightmail??, ??Dancing Shield??) that can’t be gotten anywhere else. Also, consider keeping both an ??Entu#2269?? and an ??Ensi#2181?? in your capital at all times, there’s a random event that will kill your population and disease your mages if you don’t have both of them when the spring comes. | | | {{:nations:ea:ur:entu.png?nolink}} | **??Entu#2269??**\\ {{:misc:gui:gold.png?15&nolink}} 385\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>E2N1H3,100%AWEN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:inspirational_dom6.png?15&nolink}} [[Inspirational]] (2) \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] \\ [[Female]] | ??Entu#2269??s may seem superfluous compared to the ??Enkidu Shaman#2167??, but this is your one mage with access to the Air/Earth crosspath. There’s a few goodies in spells (??Rain of Stones??) and items (??Brightmail??, ??Dancing Shield??) that can’t be gotten anywhere else. Also, consider keeping both an ??Entu#2269?? and an ??Ensi#2181?? in your capital at all times, there’s a random event that will kill your population and disease your mages if you don’t have both of them when the spring comes. | |
| {{:nations:ea:ur:ensi.png?nolink}} | **??Ensi#2181??**\\ {{:misc:gui:gold.png?15&nolink}} 425\\ {{:misc:gui:resources.png?15&nolink}} 9 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>W2N1H3,100%AWEN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:inspirational_dom6.png?15&nolink}} [[Inspirational]] (1) \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) | The only leader who can make ??Enkidu#2162??s stand in lines. Also your only {{path>W3}} access on land. Earth randoms can be given ??Earth Boots?? to summon ??Anzus#3064?? (at Conjuration 7). Water randoms can cast ??Grip of Winter?? or ??Quagmire?? for fatiguing your opponent. These spells pair very well with an ??Enkidu Shaman#2167?? casting relief to keep your lads awake. | | | {{:nations:ea:ur:ensi.png?nolink}} | **??Ensi#2181??**\\ {{:misc:gui:gold.png?15&nolink}} 425\\ {{:misc:gui:resources.png?15&nolink}} 9 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>W2N1H3,100%AWEN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:inspirational_dom6.png?15&nolink}} [[Inspirational]] (1) \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] | The only leader who can make ??Enkidu#2162??s stand in lines. Also your only {{path>W3}} access on land. Earth randoms can be given ??Earth Boots?? to summon ??Anzus#3064?? (at Conjuration 7). Water randoms can cast ??Grip of Winter?? or ??Quagmire?? for fatiguing your opponent. These spells pair very well with an ??Enkidu Shaman#2167?? casting relief to keep your lads awake. | |
| {{:nations:ea:ur:enkidu_chief.png?nolink}} | **??Enkidu Chief#2166??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ //Non-fort Only// | {{:abilities:beastmaster.png?15&nolink}} [[Beastmaster]] (1) | Commentary here. | | | {{:nations:ea:ur:enkidu_chief.png?nolink}} | **??Enkidu Chief#2166??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ //Non-fort Only// | {{:abilities:beastmaster.png?15&nolink}} [[Beastmaster]] (1) | Commentary here. | |
| {{:nations:ea:ur:enkidu_shaman.png?nolink}} | **??Enkidu Shaman??**\\ {{:misc:gui:gold.png?15&nolink}} 385\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ //Non-fort Only// | {{path>E2N3,100%WEN,10%WEDN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (5) \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (30) \\ {{:abilities:beastmaster.png?15&nolink}} [[Beastmaster]] (2) | The biggest, baddest mages of Ur. With high Nature and Earth, they are masters of buffs for your melee enkidus. Water randoms are out of the box ??Foul Vapors?? casters and are worth adding poison resistance to your bless for. And with decent morale, they can do work as thugs or counter-thugs as well. They hate cities so keep an unforted lab around to recruit them game-long. | | | {{:nations:ea:ur:enkidu_shaman.png?nolink}} | **??Enkidu Shaman??**\\ {{:misc:gui:gold.png?15&nolink}} 385\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ //Non-fort Only// | {{path>E2N3,100%WEN,10%WEDN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (5) \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (30) \\ {{:abilities:beastmaster.png?15&nolink}} [[Beastmaster]] (2) | The biggest, baddest mages of Ur. With high Nature and Earth, they are masters of buffs for your melee enkidus. Water randoms are out of the box ??Foul Vapors?? casters and are worth adding poison resistance to your bless for. And with decent morale, they can do work as thugs or counter-thugs as well. They hate cities so keep an unforted lab around to recruit them game-long. | |
==Ritual== | ==Ritual== |
^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ | ^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ |
| **??Herd of Buffaloes??** \\ // (Conjuration 3) // \\ {{path>N2}} and {{gems>8N}} | {{:nations:ea:ur:buffalo.png?nolink}} \\ ??Buffalo#3009?? x 5+[1/2 lvl] | {{:abilities:berserker.png?15&nolink}} [[Berserker]] (2) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:trample.png?15&nolink}} [[Trample]] | Commentary here. | | | **??Herd of Buffaloes??** \\ // (Conjuration 3) // \\ {{path>N2}} and {{gems>8N}} | {{:nations:ea:ur:buffalo.png?nolink}} \\ **??Buffalo#3009??** x 5 + [1/2 per lvl] | {{:abilities:berserker.png?15&nolink}} [[Berserker]] (+2) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:trample.png?15&nolink}} [[Trample]] | Commentary here. | |
| **??Summon Kusarikkus??** \\ // (Conjuration 4) // \\ {{path>E1}} and {{gems>4E}} | {{:nations:ea:ur:kusarikku.png?nolink}} \\ ??Kusarikku#3068?? x 2 | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (2) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (10) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Summonable magic weapons and [[Spirit Sight]], plus [[Sacred]] and with a second Gore attack. Excellent against anything with [[Glamour]] or [[Invulnerability]], and a reason to leave [[Magic Weapons]] out of your bless without feeling too guilty. Beware their cost though, {{gems>4E}} for 2 ??Kusarikku#3068?? is still a steep price, so make sure you’re getting your gems’ worth out of them. | | | **??Summon Kusarikkus??** \\ // (Conjuration 4) // \\ {{path>E1}} and {{gems>4E}} | {{:nations:ea:ur:kusarikku.png?nolink}} \\ **??Kusarikku#3068??** x 2 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (2) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+10) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Summonable magic weapons and [[Spirit Sight]], plus [[Sacred]] and with a second Gore attack. Excellent against anything with [[Glamour]] or [[Invulnerability]], and a reason to leave [[Magic Weapons]] out of your bless without feeling too guilty. Beware their cost though, {{gems>4E}} for 2 ??Kusarikku#3068?? is still a steep price, so make sure you’re getting your gems’ worth out of them. | |
| **??Summon Ugallu??** \\ // (Conjuration 5) // \\ {{path>A3}} and {{gems>24A}} | {{:nations:ea:ur:ugallu.png?nolink}} \\ ??Ugallu#3095?? | {{path>A3R11}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (20) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:Flying.png?15&nolink}} [[Flying]] \\ {{:abilities:storm_immunity.png?15&nolink}} [[Storm Immunity]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | An excellent reason to take {{path>A3}} on your god or empower an Air ??Gudu#2268??. Magic-phasing thugs, Storm Casters, and built-in magic weapons if needed. | | | **??Summon Ugallu??** \\ // (Conjuration 5) // \\ {{path>A3}} and {{gems>24A}} | {{:nations:ea:ur:ugallu.png?nolink}} \\ **??Ugallu#3095??** | {{path>A3R11}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (20) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:Flying.png?15&nolink}} [[Flying]] \\ {{:abilities:storm_immunity.png?15&nolink}} [[Storm Immunity]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | An excellent reason to take {{path>A3}} on your god or empower an Air ??Gudu#2268??. Magic-phasing thugs, Storm Casters, and built-in magic weapons if needed. | |
| **??Call Anzus??** \\ // (Conjuration 7) // \\ {{path>E2W2}} and {{gems>4W}} | {{:nations:ea:ur:anzu.png?nolink}} \\ ??Anzu#3064?? x 2 | {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (10) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (15) \\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (10) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (10) \\ {{:abilities:Flying.png?15&nolink}} [[Flying]] \\ {{:abilities:storm_immunity.png?15&nolink}} [[Storm Immunity]] \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] | 3 Magic Weapon attacks and 2 breath weapons, all in a flying, storm-immune package. Requires giving a booster to an ??Ensi#2181??, ??Ishib#2180??, or ??Enkidu Shaman#2167?? in order to cast, but a small group can tear into an enemy’s back line or alpha-strike a super-combatant before they’ve even started their buff script. | | | **??Call Anzus??** \\ // (Conjuration 7) // \\ {{path>E2W2}} and {{gems>4W}} | {{:nations:ea:ur:anzu.png?nolink}} \\ **??Anzu#3064??** x 2 | {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (10) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (15) \\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (+10) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+10) \\ {{:abilities:Flying.png?15&nolink}} [[Flying]] \\ {{:abilities:storm_immunity.png?15&nolink}} [[Storm Immunity]] \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] | 3 Magic Weapon attacks and 2 breath weapons, all in a flying, storm-immune package. Requires giving a booster to an ??Ensi#2181??, ??Ishib#2180??, or ??Enkidu Shaman#2167?? in order to cast, but a small group can tear into an enemy’s back line or alpha-strike a super-combatant before they’ve even started their buff script. | |
| **??Contact Scorpion Man??** \\ // (Conjuration 8) //\\ {{path>F1E1}} and {{gems>12E}} | {{:nations:ea:abysia:scorpion_man.png?nolink}} \\ ??Scorpion Man?? | {{:abilities:Sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (5) \\ {{:abilities:Ambidextrous.png?15&nolink}} [[Ambidextrous]] (2) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\{{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Commentary here. | | | **??Contact Scorpion Man??** \\ // (Conjuration 8) // \\ {{path>F1E1}} and {{gems>12E}} | {{:nations:ea:abysia:scorpion_man.png?nolink}} \\ **??Scorpion Man#1649??** | {{:abilities:Sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+5) \\ {{:abilities:Ambidextrous.png?15&nolink}} [[Ambidextrous]] (2) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Commentary here. | |
| **??Call Apkallu??** \\ // (Conjuration 8) // \\ {{path>S5}} and {{gems>60S}} | {{:nations:ea:ur:umu-apkallu.png?nolink}} \\ ??Umu-apkallu#2966?? | {{path>A3W3E2S4N2H2R43}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_cold.png?20&nolink}} [[Cold Resistance]] (5) \\ {{:abilities:resist_shock.png?20&nolink}} [[Shock Resistance]] (20) \\ {{:abilities:disease_healer.png?15&nolink}} [[Disease Healer]] (1) \\ {{:abilities:inspiring_researcher.png?15&nolink}} [[Inspiring Researcher]] (1) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (20) \\ {{:abilities:Flying.png?15&nolink}} [[Flying]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] | Commentary here. | | | **??Call Apkallu??** \\ // (Conjuration 8) // \\ {{path>S5}} and {{gems>60S}} | {{:nations:ea:ur:umu-apkallu.png?nolink}} \\ **??Umu-apkallu#2966??** | {{path>A3W3E2S4N2H2R43}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (5) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (20) \\ {{:abilities:disease_healer.png?15&nolink}} [[Disease Healer]] (1) \\ {{:abilities:inspiring_researcher.png?15&nolink}} [[Inspiring Researcher]] (1) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+20) \\ {{:abilities:Flying.png?15&nolink}} [[Flying]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] | Commentary here. | |
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==== Items ==== | ==== Items ==== |
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==== Early Game ==== | ==== Early Game ==== |
Enkidu Archers make excellent troops for a first war (assuming no air shield blesses), so feel free to start recruiting them early in unforted provinces. Long range, high damage, and can be buffed easily with low to medium level Enchantment research, they tend to be more reliable than Ur-Guard before AoE20 buffs come out.. | ??Enkidu Archer#2163??s make excellent troops for a first war (assuming no air shield blesses), so feel free to start recruiting them early in unforted provinces. Long range, high damage, and can be buffed easily with low to medium level Enchantment research, they tend to be more reliable than ??Ur-Guard?? before AoE20 buffs come out. |
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Likewise, build an unforted lab ASAP, preferably in a swamp. Enkidu Shamans are the big mage of choice for big Nature and Earth spells like Howl and Strength of Giants. Enkidu Bone Readers (swamp-recruit only) can also add minor skellyspam to the mix if you’re researching Enchantment for Serpent Fang Arrows anyway. | Likewise, build an unforted lab ASAP, preferably in a swamp. ??Enkidu Shaman#2167??s are the big mage of choice for big Nature and Earth spells like ??Howl?? and ??Strength of Giants??. ??Enkidu Bone Reader??s (Swamp-recruit only) can also add minor skellyspam to the mix if you’re researching Enchantment for ??Serpent Fang Arrows?? anyway. |
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Finally, a Hardskin bless can make Mushussus dead killy in the early game, even in low numbers. With 1 Earth Gudu, 1 Air Gudu, and a Shaman, you can easily buff them with Ironskin, Mistform, and Regeneration, giving a Protection 25 lizard with 3 attacks and a fear aura, which can also push through the enkidus to get to the front. Even without Hardskin, 20 protection is nothing to sneeze at. | Finally, a Hardskin bless can make ??Mushussu#2962??s dead killy in the early game, even in low numbers. With one {{:misc:magic:earth.png?15&nolink}} ??Gudu#2268??, 1 {{:misc:magic:air.png?15&nolink}} ??Gudu#2268??, and an ??Enkidu Shaman#2167??, you can easily buff them with ??Ironskin??, ??Mistform??, and ??Regeneration??, giving a Protection 25 lizard with 3 attacks and a [[Fear Aura]], which can also push through the Enkidus to get to the front. Even without ??Hardskin??, 20 protection is nothing to sneeze at. |
==== Mid Game ==== | ==== Mid Game ==== |
Conjuration is a very good target for Ur’s mid game research. Conjuration 4 gets you summonable Kusarikkus with Magic Weapons. Conjuration 5 nets Howl with Shamans and Ugallu thugs/stormcasters. And Conjuration 7 gives flying, storm-flight Anzus with 3 magic weapon attacks and 2 breath weapons. | Conjuration is a very good target for Ur’s mid game research. Conjuration 4 gets you summonable ??Kusarikku#3068??s with Magic Weapons. Conjuration 5 nets ??Howl?? with ??Enkidu Shaman#2167??s and ??Ugallu?? thugs/stormcasters. And Conjuration 7 gives flying, storm-flight ??Anzu??s with three magic weapon attacks and two breath weapons. |
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Another good target is Alteration 5/6 for Mother Oak plus transformation to save upkeep on your expensive Shamans. | Another good target is Alteration 5/6 for ??Mother Oak?? plus ??Transformation?? to save upkeep on your expensive Shamans. |
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If you border a small lake or there’s no water nations, getting an underwater fort also nets you your only Astral mages plus a place to cast Maelstrom much later. | If you border a small lake or there are no water nations, getting an underwater fort also nets you your only {{:misc:magic:astral.png?15&nolink}}Astral mages plus a place to cast ??Maelstrom?? much later. |
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Finally, your battle tactics are highly flexible at this point: | Finally, your battle tactics are highly flexible at this point: |
Against non-air nations, buffed Archers can still do work, especially with Howl and Horde of Skeletons to make chaff that keeps your enemies at arm’s reach. | Against non-air nations, buffed Archers can still do work, especially with ??Howl?? and ??Horde of Skeletons?? to make chaff that keeps your enemies at arm’s reach. |
With an Ugallu or an Air3+ pretender, you can Thunderstrike spam with your Air 2 Gudus, especially with a Shock Resist bless for your Enki’s Chosen to wade in with. | With an ??Ugallu?? or an {{path>A3}}+ pretender, you can ??Thunderstrike?? spam with your {{path>A2}} ??Gudus#2268??, especially with a Shock Resist bless for your ??Enki’s Chosen?? to wade in with. |
Wooden Warriors, Giant Strength Warriors, and Earth Shatter hammers will make your melee troops much more effective, especially against smaller foes. | ??Wooden Warriors??, ??Giant Strength Warriors??, and ??Earth Shatter Hammers?? will make your melee troops much more effective, especially against smaller foes. |
Foul Vapors with Serpent’s Blessing from your Shamans are a powerful battlefield clearing strategy against non-poison resistant foes. | ??Foul Vapors?? with ??Serpent’s Blessing?? from your Shamans are a powerful battlefield clearing strategy against non-poison resistant foes. |
Against Thugs or Supercombatants, you can cast Blood Poisoning, Frozen Heart, and Stream of Life. | Against Thugs or Supercombatants, you can cast ??Blood Poisoning??, ??Frozen Heart??, and ??Stream of Life??. |
And don’t underestimate your own Thug or Supercombatant potential with either Shamans or a Titan Pretender. | And don’t underestimate your own Thug or Supercombatant potential with either Shamans or a Titan Pretender. |
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==== Late Game ==== | ==== Late Game ==== |
Water and Earth gems give Ur a big powerspike thanks to their national summons. Earth Blood Deep Well and Maelstrom should thus both be something you look into casting, plus Forge of the Ancients for the boosters you may need to cast them. | {{:misc:magic:watergem.png?15&nolink}}Water and {{:misc:magic:earthgem.png?15&nolink}}Earth gems give Ur a big powerspike thanks to their national summons. ??Earth Blood Deep Well?? and ??Maelstrom?? should thus both be something you look into casting, plus ??Forge of the Ancients?? for the boosters you may need to cast them. |
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Bone Readers with a Skull Staff can summon Mound Fiends, opening up higher death spells such as Darkness, which your Spirit-Sighted summons don’t mind. | ??Enkidu Bone Reader#2171??s with a ??Skull Staff?? can summon ??Mound Fiend??s, opening up higher death spells such as ??Darkness??, which your [[Spirit-Sight]]ed summons don’t mind. |
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And with very high Nature on your Shamans, you can pull off fatigue plays with Relief. Ensis can cast Quagmire or Grip of Winter (in Cold provinces), Mound Fiends can cast Rigor Mortis, and with Relief up your troops can stay fighting while the enemy naps. Add in Curse of Stones if you can trade or make penetration-boosting items. | And with very high Nature on your Shamans, you can pull off fatigue plays with ??Relief??. ??Ensi#2181??s can cast ??Quagmire?? or ??Grip of Winter?? (in Cold provinces), ??Mound Fiend??s can cast ??Rigor Mortis??, and, with ??Relief?? up, your troops can stay fighting while the enemy naps. Add in ??Curse of Stones?? if you can trade or make penetration-boosting items. |
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==== Example Pretender Builds ==== | ==== Example Pretender Builds ==== |
<WRAP box centeralign> | <WRAP box leftalign> |
<WRAP column twothirds> | <WRAP column twothirds > |
{{:pretenders:titan_of_crossroads_1.png |}} Format for putting a pretender build in. | **Tabby** \\ |
| The Lion expands well even without a bless. But a ??Barkskin Bless?? is also good on ??Enki's Chosen?? and helps your priest-mages survive wayward arrows. {{:misc:magic:fire.png?15&nolink}}Fire access also opens up ??Flaming Arrows?? for early game ??Enkidu Archer#2163??s. |
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| High {{:misc:magic:nature.png?15&nolink}}Nature also lets him cast ??Mother Oak?? natively, and later on {{:misc:magic:fire.png?15&nolink}}Fire can be leveraged further for summons including ??King of Elemental Fire?? if you can trade for the F/D fire booster. |
</WRAP> | </WRAP> |
<WRAP column third> | <WRAP column third> |
**Chassis:** Awake ??Titan of Crossroads?? \\ | {{ :pretenders:golden_lion.png }} \\ |
**Paths:** {{path>S4D5N7}} \\ | **Chassis:** Awake ??Golden Lion?? \\ |
**Bless:** MW/Arcane Finesse, Invuln 10, Regen. \\ | **Paths:** {{path>F4N6}} \\ |
**Scales:** {{scales>dom6T2P0H3D1M2M3}} | **Bless:** Fire Resistance, Barkskin \\ |
| **Scales:** {{scales>dom8T1S2H2G0L0M1}} |
</WRAP></WRAP> | </WRAP></WRAP> |
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<WRAP box centeralign> | <WRAP box leftalign> |
<WRAP column twothirds> | <WRAP column twothirds> |
{{:pretenders:titan_of_crossroads_1.png |}} Format for putting a pretender build in. | **Moderna Major General** \\ |
| You can take her Dormant for a few more points, but the Annunaki expands well as early as turn 3. Lucid’s Trusty Research mod improves things, but your “Turn 3” research targets are Construction 1 and any amount of Alteration you can get. |
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| On Turn 1, recruit a ??Gudu#2268?? and hope it’s an {{:misc:magic:earth.png?15&nolink}}Earth ??Gudu#2268??. On Turn 2, alchemize all your gems to {{:misc:magic:earth.png?15&nolink}}Earth and forge ??Blacksteel Plate?? either with the ??Gudu#2268?? or the Annunaki. Turn 3+, expand. Once you have ??Mistform??, ??Ironskin??, and ??Personal Regen??, she’s essentially immune to independent armies. |
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| Mid Game, her role as a teleporting Super Combatant opens up a new threat vector for Ur. And Late Game she can hold up global spells like ??Earth Blood Deep Well?? and ??Forge of the Ancients??. |
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</WRAP> | </WRAP> |
<WRAP column third> | <WRAP column third> |
**Chassis:** Awake ??Titan of Crossroads?? \\ | {{ :pretenders:annunaki_of_love_and_war.png }} \\ |
**Paths:** {{path>S4D5N7}} \\ | **Chassis:** Awake ??Annunaki of Love and War?? \\ |
**Bless:** MW/Arcane Finesse, Invuln 10, Regen. \\ | **Paths:** {{path>A3E6N3}} \\ |
**Scales:** {{scales>dom6T2P0H3D1M2M3}} | **Bless:** Hard Skin, Poison Resistance, Low Light Vision \\ |
| **Scales:** {{scales>dom7T1S2H2G0L1M2}} |
</WRAP></WRAP> | </WRAP></WRAP> |
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===== Weaknesses ===== | ===== Weaknesses ===== |
What are the nation's weaknesses? | Ur units trade attack density for HP and Strength, which isn’t always a good trade in Dominions. Gold for gold, you may find Ur’s melee troops underperforming against enemy elites, especially high defense troops that might otherwise get harassed down by human-sized enemies with 50% more attack density. |
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| Ur may struggle against elemental resistance blesses, as elemental damage from Poison, Cold and Lightning is generally your best way to take down hard targets. An awake or dormant Pretender can help in the early game while you research higher level magic counters. |
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| Finally, Ur is a very gem-hungry nation and can have troubles if site searching is not in your favor. ??Kusarikku#3068??s, ??Ugallu#3095??s, and ??Anzu#3064??s are often much-needed problem solvers with their [[Magic Weapons]] and [[Spirit Sight]], Shaman Thugs want gear and big AoE20 buffs now cost gems as well. In multiplayer games, try to be diligent trading the gems you can’t use ({{:misc:magic:firegem.png?15&nolink}}Fire, {{:misc:magic:astralpearl.png?15&nolink}}Astral, {{:misc:magic:glamourgem.png?15&nolink}}Glamour) for the ones you can. |
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===== See More ===== | ===== See More ===== |
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[[https://www.youtube.com/watch?v=9G_8-nu85Ao|Dominions 6 National Overview EA Ur Part 1]] (Units) - ChazzyBurger | [[https://www.youtube.com/watch?v=9G_8-nu85Ao|Dominions 6 National Overview EA Ur Part 1]] (Units) - ChazzyBurger |
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| ==== Thanks ==== |
| EclecticEel for much of the commentary and the pretender builds. |
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{{template>dom6:nationindex}} | {{template>dom6:nationindex}} |
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{{tag>nation}} | {{tag>nation}} |