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rus-ea

EA Rus, Sons of Heaven

Lore

"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

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.

General Overview

Rus has an army that's similar to Ulm's with elite human barbarians, but its Magic is a lot more varied with many strong Air mages. Nothing in Rus is too impressive (despite their costs), but you can take it in a lot of directions.

National Features

Race Military Magic Access Priests Buildings
Prefers Cold Scale 2
Snow Move
Minor Cold Resistance (3 - 5)
Average Humans
Chudes:
High stats, particularly HP & MR
Good Infantry
Mage-Leaders
Stealthy Hunters
Berserkers
Shape Changers
Out-of-Fort Recruits
air 33 (rare 4)
fire 33 (rare 4)
nature 22 (rare 3)
astral 11 (rare 2)
earth 11 (uncommon)
Heroes:air 44, earth 22, water 11death 33
Summons:
air 22water 11earth 22nature 44 (requires nature 66)
water 33nature 11 (requires water 22)
air 22astral 22 (requires astral 33)
Average (holy 22)
Level 2 Priests are Capital-only
Primitive Forts
Temples cost Gold200

Capital Sites

Hall of the Dawn Pine of Skulls Oak of Storms
Recruit:
Son of Heaven
Daughter of the Sun
Produce 1airgem1firegem per turn
Recruit:
Chud Hunter
Chud Skinshifter
Produce 1naturegem1astralpearl per turn
Recruit:
Perkunu
Produce 1airgem1naturegem per turn

Units

Commanders

I feel awful having to choose between three capital-only Mage-Priests. It's like I'm choosing between puppies to adopt.

Sprite Unit Name Special Attributes Comments
Scout
25
5
1
+Foreign Rec
Cold Resistance (5)
Snow Move
Stealthy (60)
Mountain Survival
Forest Survival
Better than normal at hiding, so that it maintains its niche over the hunter Chieftains
Rusian Chieftain
40
17
1
Cold Resistance (3)
Snow Move
Your standard 60 L leader, more effective than Indy Commanders of the same price.
Rusian Priest
45
2
1
holy 11
Sacred
Cold Resistance (3)
Snow Move
Your cheap Priest.
Rusian Wizard
125
2
2
+Foreign Rec Caves
fire 11nature 11random1100%
13
Cold Resistance (3)
Snow Move
Supply Bonus (10)
Adept Researcher (+2)
Your research monkey.
If you have a Cave, you won't need to build a fort in it to recruit these guys.
Son of Heaven
270
5
2
Capital Only
fire 11air 11nature 11holy 22random1100%
13
Sacred
Cold Resistance (5)
Snow Move
Supply Bonus (10)
Your best Priest & your best leader.
They can also make ok Thug chassis as air randomes can Cloud Trapeze
Daughter of the Sun
285
5
2
Capital Only
fire 22nature 11holy 11random1100%+10%
13
Sacred
Cold Resistance (5)
Snow Move
Supply Bonus (10)
Your best Fire Mage, and also your second-best leader.
A good Prophet candidate.
Perkunu
380
5
4
Capital Only
air 33astral 11nature 22holy 11random010%
17
Sacred
Shock Resistance (20)
Cold Resistance (5)
Shape Changer: Werebear
Snow Move
Mountain Survival
Forest Survival
Recuperation
Supply Bonus (20)
Guaranteed air 33 for Air Elementals & Thunder Strike, combined with astral 11 for Communion Mastery to keep cranking out spells, is the main selling point of these mediocre leaders.
They transform into Werebears instead of dying (as long as the damage doesn't cut through their Werebear's 45 HP as well), but they'll then stop casting spells and go on a murderous rampage due to their Berserker trait.
Rusian Chieftain
45
8
1
Foreign Rec only
Cold Resistance (5)
Snow Move
Stealthy (40)
Berserker (+1)
Mountain Survival
Forest Survival
Can lead small Stealthy raiding parties.
Chud Chieftain
90
10
1
+Foreign Rec Forests
Cold Resistance (5)
Snow Move
Stealthy (40)
Berserker (+3)
Mountain Survival
Forest Survival
Ambidextrous (2)
Why must the Chudes outdo the Humans at everything?
Thunder Priest
235
2
2
+Foreign Rec Forests
air 22nature 11holy 11random1100%
11
Cold Resistance (5)
Snow Move
Mountain Survival
Forest Survival
Supply Bonus (20)
Inept Researcher (-2)
Your best off-Cap Mage & Priest.
You don't need forts to recruit them, but building forts is a good idea anyway if you somehow have the money.

Troops

Sprite Unit Name Special Attributes Comments
Rusian Hunter
10
6
4
+Foreign Rec
Cold Resistance (5)
Snow Move
Stealthy (40)
Mountain Survival
Forest Survival
Undisciplined
Pretty decent for a human Hunter. I've seen worse.
Rusian Warrior
Gold 10
12
9
Cold Resistance (3)
Snow Move
Spear-using Medium-to-Heavy Infantry.
Rusian Warrior
Gold 10
12
9
Cold Resistance (3)
Snow Move
These guys use Axes.
Chud Warrior
Gold 20
12
13
Cold Resistance (5)
Snow Move
You could get 13 Rusian Spear-holders for the same amount of Recruitment Points you could get 9 of these guys with, but these guys are MUCH better.
Chud Hunter
Gold 25
7
9
Cold Resistance (5)
Snow Move
Stealthy (40)
Berserker (+2)
Mountain Survival
Forest Survival
Undisciplined
Get them if you need Stealthy fighters and somehow have a rare commodity known as Gold (after choosing your Cap-only Mage of the month and addressing other more-important expenses).
Chud Berserker
Gold 35
13
28
Capital Only, +Foreign Rec Forests
Cold Resistance (5)
Snow Move
Berserker (+2)
Ambidextrous (2)
Your dual-wielding, somewhat-heavily-armored semi-elites.
They make expansion easier, though they are a bit pricey.
Chud Skinshifter
Gold 65
5
33
Capital Only
Sacred
Cold Resistance (5)
Snow Move
Berserker (+3)
Mountain Survival
Forest Survival
Recuperation
Wounded Shape: Werebear
An interesting Sacred troop with essentially an extra life for each battle, which keeps its +3 Berserk bonus and has two attacks instead of its main life's single-but-stronger Battleaxe.
Even with the guarantee to survive a lethal hit, these guys don't tend to last very long without help, due to the way Berserk reduces Defense. Take that into consideration when designing your Bless.
Bear Warrior
18
4
13
+Foreign Rec Forests
Cold Resistance (5)
Snow Move
Stealthy (40)
Berserker (+3)
Mountain Survival
Forest Survival
Undisciplined
Ambidextrous (2)
Your most cost-effective Stealthy troops, with two attacks & Berserker to make them better.
Rusian Hunters have Bows, however, while Chud Hunters at least have Javelins.
These guys have a rather-small niche, since Elfing is more of a side-hobby for Rus than a way of life.

Heroes

Sprite Unit Name Special Attributes Comments
Vod - Son of the Bear astral 22nature 33holy 22 15
Sacred
Cold Resistance(5)
Poison Resistance (5)
Shape Changer: Son of the Bear
Snow Move
Stealthy (40)
Inspirational(+1)
Berserker (+5)
Mountain Survival
Forest Survival
Recuperation
Supply Bonus(30)
astral 22 is pretty rare without this guy!
Perkuna Tete - Daughter of the Thunder
Turn Arrival Limit: 15
air 44earth 11nature 22holy 11 19
Sacred
Cold Resistance(5)
Shock Resistance (22)
Shape Changer: Daughter of the Oak
Snow Move
Mountain Survival
Forest Survival
Recuperation
Supply Bonus (20)
Can flip to air 33earth 22nature 33holy 11 for Rituals and Items that require those paths, at the expense of five levels' worth of Research potential.
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)
Fills two holes in your Magic Path lineup, Water & Death, both of which are not particularly easy for Rus to fill.

Magic

Research Priorities

National Magic & Summons

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

  • Summon Simargl Conjure 2, air 11 1airgem, ( Simarglx1). Too slow if your trying to amass a flying fores but fine as Patrol chaff.
  • Summon Firebird Conjure 3, fire 11astral 11 2firegem, ( Firebirdx1) mages with the needed paths are not common, but worth spamming for the influx of lucky events in your fort, especially since they also something Siegers should mess with.
  • Summon Bears Conjure 3, nature 11holy 11 8naturegem, ( Great Bearx7) Summon the good bears, Secred HP bags and High strength, love the same bless as Chud Skinshifters.
  • Sloth of Bears Conjure 3, nature 22 8naturegem, ( Great Bearx10 + [lv]) Summon more bears for Sieges but not soo good in combate.
  • Contact Sirin Conjure 3, astral 22 8astralpearl, ( Sirin) Hard to Summon for Rus. 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 Conjure 4, death 11 10deathgem, ( Likho) Lacks national Death to use her. Summon and let her sit in a eneimy Provence to cause annoyances.
  • Contact Alkonost Conjure 4, astral 22 15astralpearl, ( Alkonost) Summable Flying Greater Priest, leader, and Throne Claimer. Decent alround Utiltiy.
  • Summon Rusalka Conjure 4, water 11death 11 16watergem, ( Rusalka) Hard for EA 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 Conjure 4, water 22 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 Conjure 5, air 11death 11 10airgem, ( Lady Midday) Basically summons a weak Disease Demon. Is Very fragle. Hard for EA to use.
  • Summon Zmey Conjure 5, fire 22 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 Conjure 5, astral 33 25astralpearl, ( Gamayun) Get a Flying Air and Astral mage. Is a way for EA to produce more strong astral mages and it can Fly or Cloud Trapeze to support your army with Paralyze and Mind Burn.
  • Send Bukavac Conjure 5, water 44 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 Conjure 6, water 33earth 11 35watergem, ( Beregina) a amphibious Water mage with nature support spells and may to take a decently sized force underwater.
  • Contact Cloud Vila Conjure 7, air 44 40airgem, ( Cloud Vila) Mountain and borders only. Take a Perkunu and make it a flying true Healer instead of a Werebear. You could be spending those Air gems on Air Queens while having an easier time summoning Mountain Vilas.
  • Contact Mountain Vila Conjure 7, nature 44 40naturegem, ( Mountain Vila) Mountain and borders only. Nature Air communioning, True Healer 2 mage comes prepage 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 Conjure 8, nature 66 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

Lot of Lighting striker air mages, with Fire and some nature.

Many air 22 and air 33 with a rare Perkunu breaks you into high air

having nature 22 with that astral randoms to make Moonvine Bracelet can make nature 66 on a Ivy King, nature 88 on a Leshy with a The Copper Arm.

A Daughter of the Sun give the greatest fire magic of fire 33, fire 44 in combate. Going higher needs a communion, empowering, or getting someone with fire 11death 11.

you have some astral and earth but no way to climb from your forts. if you get that rare water 11death 11 you now have some self-replicating Ruslka. Vodyanoy will break you into water magic if you establish a lake holding.

if you can get astral 33 Gamayun can take you to astral 44 if you can craft Crystal Coins, though making them a communion master will handle most your astral needs.

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 mages are thunder batteries, use Summon Storm Power when Storm is up and you Thunder Strike.

As you have some good troops buffs like Mass Flight, Fog Warriors and Wooden Warriors.

Some Fire gives some clear spells like Sulfur Haze, and Seven Year Fever could Halt an early game thug rush.

Also having Air and Fire are the paths for archery buffs those that don't synergy if your going Thunderstrike spam.

Your going to get a few astral mages as your recruit. Probably save the communions for important battles for those big spells. a mage can also Cast Power of the Spheres to boost up their magic, but you need to put some reinvigoration items on some so they don't fall asleep for most of the battle.

SHould also remember that, despite laking water in your recruitable lineup, you several summonable aquatic water magic, so don't sleep on claiming those untaped resources. Foul Vapors does work underwater. if taken above you also have Cold attacks that synergies with your nation's preference for cold.

Air, Fire, Nature, and Astral do have many defensive self buffs, along with their above-average HP, letting them survive specific scenarios if you script them right.

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)?

Strategy

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

Strategy Guides

FIXME Link here to guides for the nation, on and off(?) the wiki. This should likely include things like suggested pretender designs as well as strategy guides.

rus-ea.txt · Last modified: 2021/03/17 23:32 by joste