
I want to write more about Dominions because I’ve been falling behind on writing and it’s a video game near and dear to my heart.
To recap, Dominions is a video game series whose 6th installment just got released. In it, you play as a god trying to overthrow every other god and become the one true Pantokrator, the almighty. Your battles against the enemy gods can involve summoning hordes of skeletons to overwhelm your enemies. Or you can rain down lightning from the skies. Or you can just make yourself unkillable.
Today’s tactic is somewhat unique to the underwater nations of the game, and it has to do with summoning so many creatures of the deep that your enemies will start to think Aquaman is OP.
Dominions has a lot of spells that summon new units, see my post on hordes of skeletons above. But skeletons are undead, and can be banished by a simple priest. The underwater war takes summoning to a whole new level.
First, there’s “school of sharks,” a simple water 2 spell that summons (what else) a school of 10 sharks to attack your enemies. 10 sharks may not tip the battle on their own, these are large underwater armies clashing together after all. But 10 mages summoning 10 sharks each? You’re going to need a bigger boat.
Next, there’s “Swarm.” Swarm is a Nature 2 spell that’s more well-known on land. There, it summons small bugs to harass the enemy. Underwater, it summons fish and shrimp.
Then there’s “Shark Attack.” Shark attack will summon a bloodthirsty shark every time an enemy or ally takes damage. These sharks will then *usually* attack the enemy lines. Sharks still aren’t necessarily as powerful as an armored underwater warrior, but the best part of Shark Attack is that they are *endless*. Sharks will continue to spawn as long as units are taking damage, a constant horde of teeth and jaws to harass and torment your enemies.
The final cherry on top is Water Elementals. Water elementals are summoned alone, and they cost gems to summon too. But unlike 10 sharks, 20 shrimp, or even infinite sharks, water elementals can regenerate underwater. This is huge in an ocean battle, having a unit that can take endless damage, regenerate it all and still pack a punch is a game changer, and before they nerfed Water Elementals heavily, they were the end-all and be-all of underwater combat. They’re still strong of course, just slightly less so.
With these 4 conjuration spells, underwater armies can send forth a tidal wave of bodies in ways land nations could only dream of. It gets better because many of these enemies get summoned behind the enemy’s lines, wrecking their weak support units and throwing their battle line into chaos.
These and other spells let water nations orchestrate a symphony of chaos against anyone they face. Land nations beware, the sea is deadly.