{{ :nations:flags:ea_berytos.png?nolink|}} ====== EA Berytos, The Phoenix Empire ====== ===== Lore ===== Berytos is the melting pot of the [[nations-ea | Early Ages]]. It is the surviving remnants of the empire built by the ??Telkhine??s, now a [[therodos-ea | kingdom of ghosts under the sea]]. Ruled over by an avaricious Melqart king and his wily Telkhine consort, the once-crippled colony of Berytos has birthed its own phoenix empire. [[hinnom-ea | Hinnom]]-style blood worship is in fashion, the sacrifices dedicated to the King of the City, but the cult itself is presided over by a priesthood of [[machaka-ea | Machakan]] exiles who look to turn the cult to their own ends. It is the Dominions equivalent of Carthage and the Phoenician city-states with a spicy dash of Caananite Ba'al worship, tied into the history of Therodos and its former Telkine overlords as well as the downfall of the Machakan ??Lion Queen??s. Berytos exists only during the Early Ages; by the [[nations-ma | Middle Ages]] the Phoenix Empire has been crushed by the armies of Arcoscephale. Like its parent empire, it is succeeded by just one of its colonies: [[phaeacia-ma | Phaeacia]]. ===== General Overview ===== Berytos is a nation with strong magic diversity, boasting access to all the {{:misc:magic:fire.png?14&nolink}}{{:misc:magic:air.png?14&nolink}}{{:misc:magic:water.png?14&nolink}}{{:misc:magic:earth.png?14&nolink}}elements, depth in {{:misc:magic:blood.png?14&nolink}}[[blood]] (along with crosspaths that make blood interesting), and even some minor {{:misc:magic:astral.png?14&nolink}}[[astral]] magic. Its mage corps is eminently combat-capable, it is a major blood power, and it has some very potent summons including the nation-defining ??Se'ir??im, angry sacred goat demons that can shred even the most durable front lines. Unfortunately, Berytos suffers from a mediocre unit roster that lacks the protection and damage output to compete with their contemporaries in the Early Ages. The aforementioned strengths are also highly terrain-dependent, which may be an issue on less kind map generators. In summary, Berytos has some powerful tools and the magic diversity is awesome, but balancing these strengths with its weaknesses is not a straightforward task! ===== National Features ===== ^ Special Race Attributes ^ Military ^ Magic Access ^ Priests ^ Buildings ^ | Prefers {{:misc:scales:heat.png?14&nolink}}1\\ Sailing commanders\\ Trace income across oceans | Greek light to medium infantry\\ Elephants\\ Sacred half-giants\\ National blood summons | {{path>F3}} (rare 4)\\ {{path>A3}} (rare 4) \\ {{path>B3}} (rare 4) \\ {{path>W3}}* \\ {{path>E2}} (rare 3)\\ {{path>S1}}* | {{path>H2}} Cap-only\\ {{path>H1}} in Forts\\ {{path>H3}} Summons\\ [[Blood Sacrifice]] | {{:misc:gui:castle.png?30&nolink}} [[Castles]] \\ Coastal Fort Income Bonus (10%) {{:misc:gui:gold.png?nolink}} | *only via coastal provinces ==== Capital Sites ==== ^ Temple of Storms and Flames ^ | {{:sites:sites_0064.png?nolink }} Enables recruitment of ??Bride-in-Waiting?? and ??Colossi Warrior??\\ Produces {{gems>2F3A2B}} per turn | ===== National Units ===== Berytos's unit lineup is mediocre, even for the Early Ages. The most durable of Berytos's units are the cap-only ??Colossi Warrior?? and fort-recruit ??Berytian Heavy Spearman??; both have only 14 prot which is easily pierced by even indie weapons. Most do not deal enough damage to make up for the low survivability either, which can make it difficult to expand and survive an early war against nations with more powerful national troops. Berytian mages are also highly specialized: the ??Storm Caller?? casts great combat magic, but is an inefficient researcher; the ??Berytian Priest?? blood hunts but is only slightly less inefficient at researching; the ??Berytian Sage?? //does// research efficiently, but does not fight well. This makes mage recruitment a much more deliberate task than for other nations, and limits the nation's flexibility during the early and mid game. However, they provide powerful options for combat magic as well as access to Berytos's nation-defining [[#national spells|national summons]] ==== Commanders ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:berytos:berytian_scout.png?nolink}} | **??Berytian Scout??**\\ {{gold}} 25\\ {{resources}} 3 \\ {{recpoints}} 1 | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (55)\\ {{:abilities:mountainsurvival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | Slightly more stealthy than a generic scout. | | {{:nations:ea:berytos:berytian_captain.png?nolink}} | **??Berytian Captain??**\\ {{gold}} 100\\ {{resources}} 17\\ {{recpoints}} 1 | {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2) | 80 leadership sailing commander. Somewhat redundant given the leadership capabilities of the Berytian mages. | | {{:nations:ea:berytos:mage_pilot.png?nolink}} | **??Mage Pilot??**\\ {{gold}} 80\\ {{resources}} 2\\ {{recpoints}} 2\\ Coastal fort recruitment only | {{path>A1W1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2) | 40 leadership sailing mage with unfortunately low paths. Has very limited combat utility compared to the ??Storm Caller??, and does not research as well as the ??Berytian Sage?? either! | | {{:nations:ea:berytos:storm_caller.png?nolink}} | **??Storm Caller??**\\ {{gold}} 205\\ {{resources}} 2\\ {{recpoints}} 4\\ Coastal fort recruitment only | {{path>A2W2,100%FAWS}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2) | 40 leadership sailing mage, [[turn order sequence| magic phase]]-capable with ??Cloud Trapeze??. Strong {{:misc:magic:water.png?14&nolink}}water and especially strong {{:misc:magic:air.png?14&nolink}}air paths provide great combat utility (??Summon Air Elemental??, ??Freezing Mist??, etc.). 25% are {{:misc:magic:astral.png?14&nolink}}astral randoms who can join sabbaths. | | {{:nations:ea:berytos:berytian_sage.png?nolink}} | **??Berytian Sage??**\\ {{gold}} 80\\ {{resources}} 4\\ {{recpoints}} 2 | {{path>E1,100%AW}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2)\\ {{abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+2) | Relatively gold-efficient researcher, but lacks combat utility. | | {{:nations:ea:berytos:berytian_priest.png?nolink}} | **??Berytian Priest??**\\ {{gold}} 140\\ {{resources}} 2\\ {{recpoints}} 2 | {{path>B1H1,100%FAEB}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 2)\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] | Moderately expensive blood hunter, ??Sabbath Slave?? and ??Sabbath Master??. Expensive to bring into combat, as almost all of its combat power is unlocked with blood slave-intensive sabbaths or spells like ??Summon Imps?? and ??Leech??. Minor priest with 10 leadership. | | {{:nations:ea:berytos:bride-in-waiting.png?nolink}} | **??Bride-in-Waiting??**\\ {{gold}} 415\\ {{resources}} 8\\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F2A2E1B2}}\\ {{path>H2,100%FAEB,10%FAEB}}{{:misc:gui:research.png?15&nolink}} 21\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] | 90 leadership mage, multiple moderate-to-high paths. [[turn order sequence| Magic phase]]-capable with ??Cloud Trapeze??. The Bride-in-Waiting is very flexible due to its path spread and provides reliable access to Berytos's blood summons, but suffers from exorbitantly high cost! | ==== Troops ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:berytos:berytian_militia.png?nolink}} | **??Berytian Militia??** \\ {{:misc:gui:gold.png?15&nolink}} 7\\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 3 | | Generic militia. Cheap source of siege chaff or patrol strength. | | {{:nations:ea:berytos:berytian_archer.png?nolink}} | **??Berytian Archer??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Massable archers. Supported by national access to ??Wind Guide?? and ??Flaming Arrows??. | | {{:nations:ea:berytos:berytian_spearman.png?nolink}} | **??Berytian Spearman??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 9 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Massable javelin throwers. | | {{:nations:ea:berytos:berytian_soldier.png?nolink}} | **??Berytian Soldier??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Light infantry with short swords. | | {{:nations:ea:berytos:berytian_heavy_spearman.png?nolink}} | **??Berytian Heavy Spearman??**\\ {{:misc:gui:gold.png?15&nolink}} 12\\ {{:misc:gui:resources.png?15&nolink}} 19 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14 | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]](2) | Medium infantry with formation fighter. Length 4 spear enables repels against most human weapons. Acceptable line-holding unit with higher attack density, but has too little protection and damage to present serious resistance to elite units without some magic help. | | {{:nations:ea:berytos:berytian_elite_soldier.png?nolink}} | **??Berytian Elite Soldier??**\\ {{:misc:gui:gold.png?15&nolink}} 14\\ {{:misc:gui:resources.png?15&nolink}} 19 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18 | | Medium infantry with higher morale and slightly higher damage weapons than the Heavy Spearmen. Fairly expensive in gold and recruitment points, lacks the formation fighter of the Heavy Spearman. | | {{:nations:ea:berytos:berytian_lancer.png?nolink}} | **??Berytian Lancer??**\\ {{:misc:gui:gold.png?15&nolink}} 20\\ {{:misc:gui:resources.png?15&nolink}} 13 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 24 | | Light cavalry with light lances. Less attack density than infantry and low damage output, but highly mobile. Cannot be sailed. | | {{:nations:ea:berytos:colossi_warrior.png?nolink}} | **??Colossi Warrior??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 25 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 21\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (2) | Medium size 3 infantry with short swords. The Colossi Warrior has much higher damage output than other Berytian troops and decent stats at moderate cost for a sacred, but is not exceptional in any one dimension. Cannot be sailed.\\ \\ Note: 14 prot, not 13 prot as the hoverlink suggests. | | {{:nations:ea:berytos:war_elephant.png?nolink}} | **??War Elephant??**\\ {{:misc:gui:gold.png?15&nolink}} 100\\ {{:misc:gui:resources.png?15&nolink}} 20 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 33 | {{:abilities:animal.png?15&nolink}} [[Animal]]\\ {{:abilities:trample.png?15&nolink}} [[Trample]] | Size 6 tramplers. Great against low-damage units but expensive, surprisingly fragile and prone to routing. Cannot be sailed. | ==== Heroes ==== Berytos's heroes are very impressive; all are powerful mages and a big bonus if they do appear. ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:berytos:bride_of_the_gods.png?nolink}} | **??Dis Mater - Bride of the Gods??**\\ Minimum hero arrival turn: 10 | {{path>F3E1D3B3H2}} {{:misc:gui:research.png?15&nolink}}25\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (13)\\ [[Female]] | Provides moderate death access with good crosspaths. Although she looks less physically impressive than the other Berytian heroes, Dis Mater opens up the option of an immortal lategame with ??Vampire Lord??s. She can also forge ??Skull of Fire?? and ??Shademail Haubergeon??s. | | {{:nations:ea:berytos:King_of_the_City.png?nolink}} | **??Ba'al Hammon - King of the City??**\\ Minimum hero arrival turn: 20 | {{path>F3A2B3H3}} {{:misc:gui:research.png?15&nolink}}21\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (13)\\ {{abilities:adept_sacrificer.png?15&nolink}} [[Adept Sacrificer]] (1)\\ {{:abilities:fear.png?15&nolink}} [[Fear]] (5)\\ {{:abilities:gluttony.png?15&nolink}} [[Gluttony]] (20)\\ {{:abilities:blood_searcher.png?15&nolink}} [[Blood Searcher]] (3)\\ {{:abilities:cause_unrest.png?15&nolink}} [[Cause Unrest]] (+8 Per Month)\\ {{:abilities:population_killer.png?15&nolink}} [[Kills Population]] (80)\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (770/735)\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]\\ {{:abilities:wasteland_survival.png?15&nolink}} [[Wasteland Survival]] | Unlike Berytos's summonable Melqarts, Ba'al Hammon is size 6 and immune to [[trample]]. Despite being [[unit age | old]], he remains a strong heavy thug chassis and is capable of magic phase attacks with ??Cloud Trapeze??. | | {{:nations:ea:berytos:Queen_of_the_City.png?nolink}} | **??Makelo - Queen of the City#2876??**\\ Minimum hero arrival turn: 25 | {{path>F3A4W4E4N2H3}} {{:misc:gui:research.png?15&nolink}}39\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (5)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15)\\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (20)\\ {{:abilities:healer.png?15&nolink}} [[Healer]] (1)\\ {{:abilities:fear.png?15&nolink}} [[Fear]] (5)\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 4)\\ Pathboost: +1{{misc:magic:air.png?14&nolink}} +1{{misc:magic:water.png?14&nolink}}\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (20)\\ {{:abilities:shapechanger.png?15&nolink}} [[Shapechanger]] (??Makelo - Queen of the City??) \\ {{:abilities:master_smith.png?15&nolink}} [[Master Smith]] (1) (second shape only)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] | An incredibly powerful mage. Makelo is a [[master smith]] with a plethora of crosspaths, a high path ritual caster, and is capable of singlehandedly laying down battlefield wide buffs and army killers. She can even heal wounded Melqarts!\\ \\ Having avoided the study of stygian magic that caused the rest of her kind to be imprisoned in Tartarus, Makelo does not cast ??Foul Vapors?? at the start of battle or kill 5% of the population in her province every month like other ??Telkhine??s.\\ \\ Strangely, Makelo does not have the [female] tag (unlike her daughters, who are both [[therodos-ea | Therodian]] heroes). | ===== Magic ===== ==== Magic Access ==== Berytos gets excellent magic diversity from the coastal fort ??Storm Caller?? and cap-only ??Bride-in-Waiting??. **Elemental** * {{path>F3}} on Brides-in-Waiting * {{path>A3}} on both Brides-in-Waiting and Storm Callers * {{path>W3}} on Storm Callers, {{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea?? and [[Elemental Royalty#Queens of Elemental Water | Queen of Elemental Water]] * {{path>E2}} on Brides-in-Waiting, {{path>E6}} via ??Earth Boots??, a ??Blood Stone??, ??Troll King's Court?? and [[Elemental Royalty#Kings of Elemental Earth | King of Elemental Earth]] **Sorceries** * {{path>S1}} on Storm Callers * No {{misc:magic:death.png?14&nolink}}death magic at all except for a {{path>D3}} hero * No {{misc:magic:nature.png?14&nolink}}nature magic at all except for a {{path>N2}} hero * {{path>B3}} on Brides-in-Waiting, as much {{misc:magic:blood.png?14&nolink}}blood as required via [[empowering]] and boosters. **Notable Crosspaths**: * {{misc:magic:fire.png?14&nolink}}{{misc:magic:blood.png?14&nolink}} for ??Call Melqart?? on Brides-in-Waiting * {{misc:magic:air.png?14&nolink}}{{misc:magic:blood.png?14&nolink}} for ??Summon Shedim?? on Brides-in-Waiting * {{misc:magic:earth.png?14&nolink}}{{misc:magic:blood.png?14&nolink}} for ??Blood Stone??s, ??Father Illearth?? on Brides-in-Waiting * {{misc:magic:air.png?14&nolink}}{{misc:magic:water.png?14&nolink}} for ??Freezing Mist??, ??Summon Telkhine?? on Storm Callers Berytos is relatively unique in that it can natively summon a mage that opens up even more magic diversity, the ??Telkhine??. The new paths you get include: * {{path>F2}}, {{path>F3}} for forging. {{misc:magic:fire.png?14&nolink}}Fire randoms open up ??Flame Helmet??s and [[Elemental Royalty#Kings of Elemental Fire | Kings of Elemental Fire]] * {{path>A4}} for ??Winged Helmet??s and [[Elemental Royalty#Queens of Elemental Air | Queens of Elemental Air]] * {{path>D2}}, {{path>D3}} for forging. {{misc:magic:death.png?14&nolink}}Death randoms equipped with a ??Skull Staff?? open up ??Skullface??s for {{path>D5}} rituals. They can also forge the ??Staff of Elemental Mastery?? using either the {{misc:magic:fire.png?14&nolink}}{{misc:magic:water.png?14&nolink}} or {{misc:magic:air.png?14&nolink}}{{misc:magic:earth.png?14&nolink}} crosspath. ==== National Spells ==== **Combat**\\ * Berytos does not have any national combat spells. **Ritual** *Conjuration 3 {{path>N2}} for {{gems>25N}}: **??Herd of Elephants??** ( {{:nations:ea:berytos:Elephant.png?nolink}} ??Elephant??×5+[1/2 lvl])\\ Expensive tramplers. *Conjuration 3 {{path>N2}} for {{gems>10N}}: **??Pride of Lions??** ( {{:nations:ea:berytos:Great_Lion.png?nolink}} ??Great Lion??×10+[lvl])\\ Somewhat fragile but reasonably hard-hitting. //Rulers Returned From Their Slumber// *Conjuration 8 {{path>W5A2}} for {{gems>69W}}: **??Summon Telkhine??** ( {{:nations:ea:berytos:Telkhine.png?nolink}} ??Telkhine#2873?? {{:nations:ea:berytos:Telkhine_2.png?nolink}} ??Telkhine#2874??×1)\\ Summons a size 4 amphibious {{path>F2A3W3E3D2,100%FAWED}} mage with a second form. The Telkhine autocasts ??Foul Vapors?? in battle and kills 5% of population in its province every turn. Human form has {{:abilities:master_smith.png?15&nolink}}[[Master Smith]], demon form has a {{:abilities:fear.png?15&nolink}}[[Fear]] aura and a **+1** pathboost to {{misc:magic:air.png?14&nolink}}air and {{misc:magic:water.png?14&nolink}}water. An expensive but useful diversity summon, and very powerful combat mage. //The Cult of the King// *Conjuration 3 {{path>N1}} for {{gems>3N}}: **??Summon Mazzikim??** ( {{:nations:ea:berytos:mazzik.png?nolink}} ??Mazzik??×8)\\ Nature equivalent of ??Summon Imps??, but cast outside of battle. Can disrupt enemy lines, harass unprotected mages, or patrol blood hunting provinces. *Conjuration 5 {{path>N4}} for {{gems>15N}}: **??Summon Lilot??** ( {{:nations:ea:berytos:Lilot.png?nolink}} ??Lilot??×1)\\ Dream seducer. Nature equivalent to the ??Succubus??. *Blood 3 {{path>B1}} for {{gems>8B}}: **??Scapegoats??**. {{misc:gui:waste.png?nolink}}Wasteland Only ( {{:nations:ea:hinnom:seir.png?nolink}} ??Se'ir??×2)\\ Summons sacred, triple-attacking berserker demons. Extremely hard-hitting and a defining summon for the [[hinnom-ea | Hinnom]] line of nations. Just as useful for Berytos, if not more so due to Berytos's poor infantry. *Blood 4 {{path>B3A1}} for {{gems>28B}}: **??Summon Shedim??**. {{misc:gui:waste.png?nolink}}Wasteland Only ( {{:nations:ea:berytos:shed.png?nolink}} ??Shed??×3)\\ Summons lightning-flinging, flying demons. Their lightning attack is similar to ??Lightning Bolt?? but the damage is based on strength instead, making Shedim mini evocation mages that scale with strength buffs. Much more mage turn-efficient than the generic equivalent, ??Bind Storm Demon??. *Blood 6 {{path>B3F2}} for {{gems>99B}}: **??Call Melqart??** ({{:nations:ea:berytos:melqart.png?nolink}} ??Melqart#2267??×1)\\ Summons a size 5 {{path>B3H3,200%FAE}} mage which kills population and raises unrest in its province. Notably different from [[hinnom-ea | Hinnom's]] ??Melqart#2031??s in that they are {{path>H3}} (can claim thrones) and random {{misc:magic:air.png?14&nolink}}air instead of {{misc:magic:astral.png?14&nolink}}astral. Makes a great heavy thug with minimal gear! {{:nations:ea:hinnom:seir.png?100&nolink |}}{{ :nations:ea:hinnom:seir.png?100&nolink|}} Similar to [[gath la | LA Gath]], Berytos's **??Se'ir??im** are a national highlight and Berytos can summon them relatively easily with its non-cap mages. With three attacks at base 20 damage (with berserk) each, a decent amount of hitpoints, and the ability to be blessed, the threat they add to Berytian front lines is difficult to overstate. This is especially important as Berytos otherwise lacks effective troop-based options for damage outside of the cap-only Colossi Warrior. Due to their strength, Se'irim will be a part of most successful Berytian game plans. ==== Notable Generic Magic ==== Due to its total lack of {{misc:magic:nature.png?14&nolink}}nature magic, Berytos has a significant weakness to ??Foul Vapors?? early on. A Poison Resist bless may be worth considering to mitigate this problem, especially since the abundance of Jade Amazons in the Early Age can make many nations Foul Vapors-capable. ====Magic Items==== Berytos has neither unique national items nor discounted items. Brides-in-Waiting have great paths for forging thug equipment, such as the ??Fire Brand??, ??Shield of Gleaming Gold?? and ??Girdle of Might??. Berytos can also forge the ??Owl Quill?? and ??Lightless Lantern?? research boosters. =====Strategy===== ====Power Curve==== Berytos starts off slow: expansion can be very challenging with its mediocre troops, and some help in the form of a significant bless on Colossi Warriors or an awake pretender is essentially mandatory to fend off a determined rush. Outside of summons and a slow-to-recruit coastal-only mage, Berytos's combat magic is not straightforward to use. However, Berytos's unique blood summons, anyfort blood hunters and powerful mages mean that it can scale very well into the mid game. Once blood hunting operations have become established and you are able to mass ??Se'ir??im, Berytos's threat level increases significantly. This can provide the breathing room for a powerful late game based on strong, plentiful magic support and blood summons (??Melqart??s and more ??Se'ir??im). ====Expansion Strategies==== Berytos has a couple of options for expansion. Berytos is not famous for lightning fast expansion like [[arcoscephale-ea | Arcoscephale]] or [[abysia-ea | Abysia]], but it is definitely possible to expand well enough. Here is a non-exhaustive list of example expansion parties: * 15-20 Berytian Light Spearmen + 4 Elephants on the flank: pretty safe against indies that do not hit very hard, but also expensive. Can make it more difficult to afford early infrastructure. * Pure Berytian Light Spearmen: use a large quantity of javelins to make up for poor quality troops as these parties will definitely suffer attrition. Not great against indies with shields or armor, but can do well against Barbarians etc. if you have at least even numbers. * 8-10 Colossi Warriors + Berytian Light Spearmen/Elite Soldiers: viable expanders with or without a stat bless. Colossi Warriors can take 50 Lion or Deer Tribe without losses in parties of this size, and can also go toe-to-toe with Heavy Cavalry/??Jade Maiden??s as long as they have a slight numbers advantage. Can expand in smaller parties with a stat bless. ====Example Pretender Builds==== {{:pretenders:drakon_smooth.png |}}**Wigglefig's Expander** \\ A reliable expander if you do not want to go through the rigors of Berytos expansion testing. The resistances make Se'irim a little more difficult to counter, but overall this build does not make as much use of these powerful demons as an imprisoned rainbow. Essentially simplifies Berytos's early game in return for reduced demon power level. **Chassis:** Awake ??Drakon?? \\ **Paths:** {{path>E5N4}} \\ **Bless:** Bless: F&SR, +1 HP, +15 PR. \\ **Scales:** {{scales>dom5T2P2H3G1M2M3}} {{:pretenders:grey_one.png |}}{{:pretenders:grey_one.png |}}{{:pretenders:grey_one.png |}}**Darkwolf's Rainbow Bless** \\ An imprisoned rainbow makes ??Colossi Warrior??s good and ??Se'ir??im fantastic by providing stats and utility that are difficult to get otherwise: extra Attack, Defence, and Strength make them more dangerous while Magic Weapons and Poison Resistance allow Berytos to counter [[ethereal]] and ??Foul Vapors??. Undead command makes transporting Berytos's demons much easier, as its highest native undead leadership is 10 on Brides-in-Waiting. Swiftness can be swapped out for Shock Resistance depending on how many {{misc:magic:air.png?14&nolink}}air nations are in a particular game. **Chassis:** Imprisoned ??Grey One??s \\ **Paths:** {{path>F3A3W7E3S4D3N3B4}} \\ **Bless:** Bless: +2 Att, Swiftness, +4 Def, +5 CR, +2 Str, Magic Weapons, 2×Undying, 1×Undead Command, +15 PR, Blood Surge. \\ **Scales:** {{scales>dom6T2P0H3G2M1M3}} =====See More===== [[https://www.youtube.com/watch?v=b2uP6Bk4GB0&t=2963s | Dominions 5 National Analysis: EA Berytos]] by Perun {{template>nationindex}} {{tag>nation stubs ea-nation}}