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dom6:arcoscephale-la

LA Arcoscpehale, Sibylline Guidance

Lore

Arcoscephale is an old kingdom that once ruled much of the known world. With the fall of the Old Kingdom centuries ago, tradition was the only thing that remained to the population. Mystics and priestesses of the old cult still serve the kings of Arcoscephale. The infantry and cavalry are still hopelessly archaic, but the Awakening of the New God has brought some changes. Some traditions have been abandoned and the cavalry has been improved. Skilled and lightly armed phalangites are starting to replace the heavier hoplites and the cardaces. Although the wise Astrologers who aided past kings were killed or disbanded, a new breed of seeresses called the Sibyls has appeared. The Sibyls offer great help in maneuvering the once-mighty kingdom to a powerful platform for the Awakening God. Priestesses with great knowledge of healing are trained in ancient temples built during the peak of the Old Kingdom. The priestesses are able to scry upon enemy troops and provinces that are located within the God's Dominion. The former conquest of the known world has led to an acceptance of strange cultures and beliefs. The Arcoscephalian population are quick to adopt foreign cults, but only to incorporate them into their own belief system. The Awakening God is viewed as the Master of All and all other gods are just aspects of the Great One. Temples and religious sites of other faiths are converted and the faith of the Awakening One is imposed upon newly conquered lands.

"Arcoscephale is together with Pythium the first nation conceived in the creation of Dominions. After having played GMT's Great Battles of Alexander and S.P.Q.R. I got fascinated by ancient warfare, and the hoplites were among the first units to appear in Dominions. At first the two nations were one, with a troop rooster of ancient units, while Man and later on Ulm had troop roosters with a more medieval touch. Soon, however, it became clear that Pythium and Arcoscephale should be two distinct nations. Arcoscephale is heavily influenced by ancient Greek city states and Hellas. The Golden Age is influenced by the mythical past and the archaic age. Later ages boast Hellenic and Mesopotamian influences: elephants, mysteries and Chaldean astrologers." -Illwinter

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
astral 33 (Rare 4)
fire 22
water 22
earth 22
death 22
nature 22 (Rare 3)
glamour 22
holy 22
Heroes
fire 11air 11water 11earth 11astral 22holy 22
Summons
nature 33
(req. nature 44)
death 11blood 11
(req. death 22 & GoR)
astral 11death 22nature 11
(req. death 33 & GoR)
Heavy, Spear-Armed Infantry
Elephants
Companion Cavalry
Ape Warriors
Formation Fighter
Healer
Fortune Teller
Carcass Collector
Standard Forts
Labs cost 300

Capitol Gems: 1naturegem3astralpearl

National Special Features

Order Limit + 1

Scry: Arcoscephale will scry on all provinces under its dominion. This scrying is very accurate and will also reveal enemy units that are using the glamour ability to hide. The information gained from this will be available to disciple players as well.

Syncretism: Enemy temples are not razed, but converted if a priest is in the army. God starts with one additional divine title.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Scout
35
5
1
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Hypaspist Commander
95
25
1
Formation Fighter (2) Commentary here.
Hoplite Commander
105
31
1
Formation Fighter (2) Commentary here.
Phalangite Commander
105
31
1
Formation Fighter (2) Commentary here.
Agema Commander
145
43
1
Inspirational (1)
Skilled Rider (3)
Commentary here.
Cataphracted War Horse Animal Commentary here.
Strategos
150
30
2
Old Age (55/50) Commentary here.
Neokoros
155
1
2
nature 11holy 11random020%rp 77
Sacred
Healer (1)
Supply Bonus (10)
Female
Commentary here.
Orphic Mystic
175
1
2
death 11nature 11glamour 11random150%
50%
rp 1313
Supply Bonus (10)
Reincarnation (25)
Spell Singer
Commentary here.
Mystic
190
1
2
astral 11random3100%
50%
50%
50%
rp 1212
Adept Researcher (+1)
Commentary here.
Panageis
285
1
2
nature 11holy 22random1100%rp 99
Sacred
Healer (2)
Supply Bonus (10)
Carcass Collector (3)
Female
Commentary here.
Cerulean Commander
105
22
1
Capital Only
Beast Master (1)
Animal
Forest Survival
Commentary here.
Sibyl
320
1
4
Capital Only
astral 22nature 11holy 22random1100%
10%
rp 1313
Sacred
Supply Bonus (10)
Fortune Teller (20%)
Spirit Sight
Female
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Slinger
7
2
3
Commentary here.
Peltast
10
5
9
Commentary here.
Hoplite
13
31
16
Formation Fighter (2) Commentary here.
Phalangite
13
20
16
Formation Fighter (2) Commentary here.
Hypaspist
16
25
23
Formation Fighter (2) Commentary here.
Cerulean Warrior
18
18
10
Capital Only
Animal
Forest Survival
Commentary here.
Agema Companion
40
43
46
Skilled Rider (2) Commentary here.
Cataphracted War Horse Animal Commentary here.
Elephant Rider
100
105
34
Commentary here.
Elephant Spearman x 2 Commentary here.
War Elephant Animal
Trample
Commentary here.
Heart Companion
20
31
23
Capital Only
Sacred
Formation Fighter (5)
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Orokestes - Hierophant fire 11air 11water 11earth 11astral 22holy 22rp 1717
Sacred
Commentary here.
Pathos - Son of Titans Awe (+1)
Inspirational (1)
Invulnerability (20)
Commentary here.
Asterios - Monster in the Maze Berserker (6)
Invulnerability (20)
Slash Resistance
Blunt Resistance
Trample
Commentary here.

National Spells

Summons

Combat

Summon Spell Unit Special Attributes Comments
Sow Dragon Teeth
(Enchantment 6)
earth 22 and 1earthgem

Spartae x 10
Cold Resistance (15)
Poison Resistance (25)
Formation Fighter (2)
Old Age
Poor Amphibian
Pierce Resistant
Magic Being
Inanimate
Need Not Eat
Does Not Heal Naturally
Spirit Sight
Commentary here.

Ritual

Summon Spell Unit Special Attributes Comments
Procession of the Underworld
(Conjuration 5)
death 33 and 13deathgem

Lampad x 15
Invulnerability (15)
Supply Bonus (10)
Patrol Bonus (5)
Stygian Guide (75%)
Recuperation
Spirit Sight
Female
astral 11death 22nature 11rp 1313 with Divine Name or Gift of Reason
Commentary here.
Summon Hound of Twilight
(Conjuration 5)
earth 22death 11 and 3earthgem

Hound of Twilight
Poison Resistance (15)
Darkvision (100%)
Fear (5)
Patrol Bonus (20)
Unsurroundable (2)
Spirit Sight
Eyes (4)
Commentary here.
Monster Boar
(Conjuration 5)
nature 33 and 10naturegem

Monster Boar Event
Stealthy (40)
Cause Unrest (15 per month)
Bonus Nature Magic (50%)
Undisciplined
Animal
Trample
Forest Survival
Commentary here.
Bind Keres
(Conjuration 6)
death 22 and 12deathgem

Ker x 3
Cold Resistance (15)
Poison Resistance (15)
Stealthy (40)
Fear (6)
Increases Unrest (1 per month)
Ethereal
Flying
Storm Immunity
Need Not Eat
Demon
Spirit Sight
Invisible
Female
death 11blood 11rp 99 with Divine Name or Gift of Reason
Commentary here.
Craft Keledone
(Construction 6)
earth 22astral 22 and 5earthgem

Keledone
Fire Resistance (15)
Cold Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Blind Fighter (1)
Immobile
Does Not Heal Naturally
Spell Singer
Communion Slave
Slash Resistance Blunt Resistance Pierce Resistance Amphibious Magic Being Inanimate Need Not Eat Spirit Sight
Commentary here.
Forge Brass Bull
(Construction 6)
fire 33earth 33 and 25firegem

Khalkotauros
Fire Resistance (25)
Cold Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Heat Aura (3)
Trample
Does Not Heal Naturally
Poor Amphibian Inanimate Slash Resistance Blunt Resistance Pierce Resistance Magic Being Need Not Eat Mindless Spirit Sight
Commentary here.
Awaken Hamadryad
(Enchantment 5)
nature 44 and 25naturegem
In Forest

Hamadryad
Fire Vulnerability (5)
Poison Resistance (5)
Innate Spellcaster (1)
Supply Bonus (+30)
Immobile
Blunt Resistant
Pierce Resistant
Magic Being
Need Not Eat
Forest Survival
Plant
Female
Summons in battle (Harpy x 3d6)
Commentary here.

Other Spells

Combat

  • Curse Tablet (Conjuration 3)
    death 11 and 3deathgem
    Commentary here.
  • Rhapsody of the Dead (Thaumaturgy 3)
    death 11
    Commentary here.
  • Rhapsody of Life (Thaumaturgy 3)
    nature 11
    Commentary here.

Magic Access

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

Cross-Path Boosters

LA Arcoscephale has the right paths and crosspaths for all the major boosters, (except Robe of the Magi,) but getting enough of the correct boosters is tough.

Fire

Highest Starting: fire 22 Mystic (1 in 8)

Skull of Fire
fire 11death 11 Orphic Mystic (1 in 8)

Air

No national access.

The hero, Orokestes - Hierophant has air 11. With one level of empowerment, it might make the unique Tome of High Power.

Water

Highest Starting: water 22 Mystic (1 in 8)

Trident from Beyond Unique
water 11astral 22 Sibyl (1 in 4) +

Orb of Atlantis Unique
water 11earth 11 Mystic (1 in 16) +

Earth

Highest Starting: earth 22 Mystic (1 in 8)
The Astral crosspath it has requires many, many boosters to be useful.

The Tome of Gaia Unique
earth 11nature 11 Orphic Mystic (1 in 8) +

Astral

Highest Starting: astral 44 Astrologer (1 in 4)

Coin of Meteoritic Iron
earth 11astral 22 Astrologer (1 in 8) +

Technically, a fire 11 Astrologer (1 in 4) or a fire 22 Mystic (1 in 8), with many boosters, can create the unique The Forbidden Light. It's a lot of boosters.

Death

No national access.

Forest Troll Tribe
nature 22 Mage, (there are many,) + Nature
Troll Shaman has death 11.

Nature

Highest Starting: nature 22 Many different mages.

Contact Naiad
water 11nature 11 Sibyl (1 in 4) or Orphic Mystic (1 in 8) +
Naiad has nature 33.

Moonvine Bracelet
astral 22nature 22 Sibyl +

The Tome of Gaia Unique
earth 11nature 11 Orphic Mystic (1 in 8) +

The Copper Arm
fire 11earth 11 Mystic +
Allows a Nature mage to hold a Thistle Mace and a Treelord's Staff.

Glamour

Highest Starting: glamour 22 Orphic Mystic (1 in 6)
Needs a level of empowerment to get to a booster.

Mirage Crystal
earth 11glamour 11 Orphic Mystic (1 in 6) +

The Sword of Many Colors Unique
fire 11glamour 11 Orphic Mystic (1 in 6) +

Blood

No national access.

Awaken Treelord Limited Amount, Stationary
nature 22 Mage, (there are many,) +
One in three chance of Treelord (stationary), who has blood 11.

First step, summon the Ker: Bind Keres
death 22 Orphic Mystic (1 in 6)

Second step, make the Ker a commander: Gift of Reason
nature 22 Mage, (there are many,) +
The new commander Ker has blood 11. Kers are units, that, when made into commanders, have magic paths.

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/arcoscephale-la.txt · Last modified: 2024/05/18 08:49 by johnnydown