[[..arcoscephale-ea|{{:wiki:dom6_version.png?100 }}]]{{ :nations:flags:ea_arcoscephale.png?nolink|}} ====== EA Arcoscephale, Golden Era ====== ===== Lore ===== The kingdom of Arcoscephale is yet to be founded and in its place is a loose collection of city states. Bronze is more common than iron and hoplites have yet to see the light of day. Instead, myrmidons and chariots compose the core of the armies. In this time, slaves are commonly used and most free men have plenty of time to spend on fine arts and good living. Philosophers gather in the cities to discuss esoteric truths and engineers manufacture clever contraptions for civil or military use. At the heart of Arcoscephale lies Mount Cephalos, abode of the Awakening God. At the foot of the mountain is a great temple where sacred Pegasus Riders are trained. Icarids, men with mechanical wings, are also used in warfare. The philosophers are better at magical research in a slothful Dominion. //"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 ^ | {{path>N4}} (rare 5)\\ {{path>A3}} (rare 4)\\ {{path>F2}} \\ {{path>W2}} \\ {{path>E2}} (rare 3) \\ {{path>S2}} \\ {{path>H1}} | **Hero** \\ {{path>F1A1W1E3}} \\ **Summons** \\ {{path>D1B1}} \\ (req. {{path>D2}} & GoR) \\ {{path>N3}} (req. {{path>N4}}) \\ {{path>S1D2N1}} \\ (req. {{path>D3}} & GoR) | Heavy Infantry \\ Chariots \\ Flying infantry \\ Sacred Pegasus Riders \\ Engineers | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] \\ {{:abilities:mason.png?15&nolink}} [[Mason]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] \\ {{:abilities:healer.png?15&nolink}} [[Healer]] | {{:misc:gui:fortress.png?20&nolink}} Standard Forts \\ ({{:abilities:mason.png?15&nolink}} Can be upgraded into Castles by Engineers) \\ Labs cost {{gold}} 250 | GoR: ??Gift of Reason?? or ??Divine Name?? make a unit into a commander, rarely with magic paths. \\ **Capitol Gems: **{{gems>2A2E2S}} **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. {{:nations:ea:arcoscephale:mystic.png?nolink }} The Arcoscephalians are **Size 3** beings (three-to-a-square) also known as humans. The average Arcoscephalian has stats considered the average for Dominions: **14 Map Movement**, **12 Combat Speed**, and **3 [[encumbrance|Melee Encumbrance]]** naked, **zero [[Protection|Natural Protection]]**, and **10** in everything else. The Arcoscephalian mages generally have less Combat Speed, however, which may impact their spellcasting order. {{:abilities:mason.png?15&nolink}} Engineers can upgrade {{:misc:gui:fortress.png?15&nolink}} Forts into {{:misc:gui:castle.png?15&nolink}} Castles. But, while it does increase other stats such as {{:misc:gui:recruitment.png?15&nolink}} Recruitment Point Percentage, it does not increase Commander Points. This means the build cost of {{:misc:gui:gold.png?15&nolink}} 600 might not be worth it. ===== National Units ===== ==== Commanders ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:arcoscephale:scout.png?nolink}} | **??Scout#431??** \\ {{:misc:gui:gold.png?15&nolink}} 35 \\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+50)\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] | Basic scout. | | {{:nations:ea:arcoscephale:engineer.png?nolink}} | **??Engineer#1072??** \\ {{:misc:gui:gold.png?15&nolink}} 55 \\ {{:misc:gui:resources.png?15&nolink}} 3\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (+25)\\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defense]] (+25) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (60/50)\\ {{:abilities:mason.png?15&nolink}} [[Mason]] | Can make fortresses into castles, although castles don't give more commander points. Can help with a lot with sieges. | | {{:nations:ea:arcoscephale:sceptic.png?nolink}} | **??Sceptic#1071??** \\ {{:misc:gui:gold.png?15&nolink}} 70 \\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+40) \\ {{:abilities:heretic.png?15&nolink}} [[Heretic]] (3) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (60/50) | Sneak into enemy dominion to reduce it. If you have awful scales that you do not want to have spread, can help slow the spread, although this does restrict the effect of your Dominion Scrying ability. | | {{:nations:ea:arcoscephale:icarid_champion.png?nolink}} | **??Icarid Champion#1083??** \\ {{:misc:gui:gold.png?15&nolink}} 70 \\ {{:misc:gui:resources.png?15&nolink}} 21\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:vulnerability_fire.png?15&nolink}} [[elemental-vulnerability|Fire Vulnerability]] (5)\\ {{:abilities:flying.png?15&nolink}} [[Flying]] | Potentially an amazing thug because giving it armor improves protection, defense, map move, and encumbrance, without losing the flying ability. Usually outclassed as a thug by a ??Wind Lord#1075??. | | {{:nations:ea:arcoscephale:chariot_commander.png?nolink}} | **??Chariot Commander#1081??** \\ {{:misc:gui:gold.png?15&nolink}} 75 \\ {{:misc:gui:resources.png?15&nolink}} 30\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | | Not really useful because of low protection and ??Icarid Champion#1083?? having the same leadership. | | {{:nations:ea:arcoscephale:chariot_no_rider.png?nolink}} | //??Chariot#3563??// | {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:trample.png?15&nolink}} [[Trample]] | ::: | | {{:nations:ea:arcoscephale:myrmidon_champion.png?nolink}} | **??Myrmidon Champion#1076??** \\ {{:misc:gui:gold.png?15&nolink}} 95 \\ {{:misc:gui:resources.png?15&nolink}} 29\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) | Commander with the highest leadership. | | {{:nations:ea:arcoscephale:mystic.png?nolink}} | **??Mystic#311??** \\ {{:misc:gui:gold.png?15&nolink}} 190 \\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>S1,100%FWES,50%F,50%W,50%E}}{{path>R12}} \\ {{:abilities:prophet.png?15&nolink}} [[Prophet Shape]] (??Mystic#382??) | Great researcher and a phenomenal mage. All can do communions, the potential paths and crosspaths are very useful. | | {{:nations:ea:arcoscephale:melissa.png?nolink}} | **??Melissa#3197??** \\ {{:misc:gui:gold.png?15&nolink}} 285 \\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ Recruit Anywhere | {{path>N1H1,100%AN}}{{path>R9}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:healer.png?15&nolink}} [[Healer]] (3) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+10) \\ [[Female]] | Expensive for low paths. [[Healer]] (3) can be helpful for healing expensive armies and all those old-age commanders. | | {{:nations:ea:arcoscephale:philosopher.png?nolink}} | **??Philosopher#1070??** \\ {{:misc:gui:gold.png?15&nolink}} 90 \\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>R10}} \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (60/50) \\ {{:abilities:philosopher.png?15&nolink}} [[Philosopher]] (2) | The Philosopher trait gives +{{path>R2}} per point of {{:misc:scales:sloth.png?15&nolink}} Sloth and -{{path>R2}} per {{:misc:scales:productivity.png?15&nolink}} Productivity point. EA Arco tends to be a high Productivity nation, limiting their usefulness. Generally not as useful as the other cap-only commanders. | | {{:nations:ea:arcoscephale:wind_lord.png?nolink}} | **??Wind Lord#1075??** \\ {{:misc:gui:gold.png?15&nolink}} 205 \\ {{:misc:gui:resources.png?15&nolink}} 38 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>H1}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:skilled_rider.png?15&nolink}} [[Skilled Rider]] (3) \\ {{:abilities:combat_caster.png?15&nolink}} [[Combat Caster]] | ??Wind Rider#1074??s are excellent, and this is their commander. Probably EA Arco's best thug. | | {{:nations:ea:arcoscephale:armored_pegasus.png?nolink}} | //??Armored Pegasus#3557??// | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:smart_mount.png?15&nolink}} [[Smart Mount]] (100) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:flying.png?15&nolink}} [[Flying]] | ::: | | {{:nations:ea:arcoscephale:mage_engineer.png?nolink}} | **??Mage Engineer#1606??**\\ {{:misc:gui:gold.png?15&nolink}} 175 \\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>A1E1,100%FAWES}}{{path>R11}} \\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (+30)\\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defense]] (+30) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (60/50)\\ {{:abilities:mason.png?15&nolink}} [[Mason]] | ??Engineer#1072??s can do the engineer side of the job better, ??Mystic#311??s can do the magic side of the job better, and ??Mage Engineer#1606??s are expensive and competer with other cap-only commanders for command points. The {{:misc:magic:astral.png?15&nolink}}Astral randoms can add {{:misc:magic:air.png?15&nolink}}Air to your communions, if {{:misc:magic:air.png?15&nolink}}Air communions become necessary. | | {{:nations:ea:arcoscephale:oreiad.png?nolink}} | **??Oreiad#1650??** \\ {{:misc:gui:gold.png?15&nolink}} 555 \\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>A2E1N3,100%AWEN,10%AWEN}}{{path>R19}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (5) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+60) \\ {{:abilities:awe.png?15&nolink}} [[Awe]] (+6) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+30) \\ {{:abilities:seduction.png?15&nolink}} [[Seduction]] (Morale vs. 9) \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] \\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]]\\ [[Female]] | A phenomenal mage, best use of cap-only command points. Biggest use is {{:misc:magic:air.png?15&nolink}}Air and {{:misc:magic:nature.png?15&nolink}}Nature casting. Probably not worth risking them to seduce too much, but with elemental spam and [[Awe]] they tend to survive. They have no {{:misc:magic:holy.png?15&nolink}}Holy magic and so can't self-bless. | ====Troops==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:generic_slinger.png?nolink}} | **??Slinger#50??** \\ {{:misc:gui:gold.png?15&nolink}} 7\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 3 | | Not really useful unless buffed. Easy to amass though, and sometimes having a lot of ranged attacks can be useful, such as against [[glamour-skill|glamoured]] units. | | {{:nations:ea:arcoscephale:cardaces.png?nolink}} | **??Cardaces#199??** \\ {{:misc:gui:gold.png?15&nolink}} 10 \\ {{:misc:gui:resources.png?15&nolink}} 8 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) | Good, inexpensive, line holders, with decent map move. | | {{:nations:ea:arcoscephale:peltast.png?nolink}} | **??Peltast#201??** \\ {{:misc:gui:gold.png?15&nolink}} 10 \\ {{:misc:gui:resources.png?15&nolink}} 5 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Cheap javelin throwers. Their shield helps against range. | | {{:nations:ea:arcoscephale:icarid.png?nolink}} | **??Icarid#1082??** \\ {{:misc:gui:gold.png?15&nolink}} 14 \\ {{:misc:gui:resources.png?15&nolink}} 21 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18 | {{:abilities:vulnerability_fire.png?15&nolink}} [[Fire Vulnerability]] (5) \\ {{:abilities:flying.png?15&nolink}} [[Flying]] | Relatively expensive, flying infantry with medium protection. Good support unit for disrupting enemy lines but shouldn't be the bulk of the army. | | {{:nations:ea:arcoscephale:myrmidon.png?nolink}} | **??Myrmidon#1077??** \\ {{:misc:gui:gold.png?15&nolink}} 15 \\ {{:misc:gui:resources.png?15&nolink}} 29 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 21 | {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) | Excellent, but expensive, line holders. Encumbrance can become an issue if combat becomes too grindy. Benefit from ??Relief??. | | {{:nations:ea:arcoscephale:chariot.png?nolink}} | **??Charioteer#1078??** \\ {{:misc:gui:gold.png?15&nolink}} 30 \\ {{:misc:gui:resources.png?15&nolink}} 30 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 24 | | Not really usable because of the low protection. | | {{:nations:ea:arcoscephale:chariot_no_rider.png?nolink}} | //??Chariot#3563??// | {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:trample.png?15&nolink}} [[Trample]] | ::: | | {{:nations:ea:arcoscephale:chariot_archer.png?nolink}} | **??Charioteer#1079??** \\ {{:misc:gui:gold.png?15&nolink}} 40 \\ {{:misc:gui:resources.png?15&nolink}} 22 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 24 | | Not really usable because of the low protection. Can't even script it to fire but keep distance because the driver doesn't have a ranged weapon. | | {{:nations:ea:arcoscephale:archer.png?nolink}} | //??Chariot Archer#4016??// | {{:abilities:mobile_archer.png?15&nolink}} [[Mobile Archer]] | ::: | | {{:nations:ea:arcoscephale:chariot_no_rider.png?nolink}} | //??Chariot#3563??// | {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:trample.png?15&nolink}} [[Trample]] | ::: | | {{:nations:ea:arcoscephale:wind_rider.png?nolink}} | **??Wind Rider#1074??** \\ {{:misc:gui:gold.png?15&nolink}} 70 \\ {{:misc:gui:resources.png?15&nolink}} 38 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 56 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:skilled_rider.png?15&nolink}} [[Skilled Rider]] (2) | Good sacred unit. Flying, with high map move. A good all-around unit. Excellent expansion. | | {{:nations:ea:arcoscephale:armored_pegasus.png?nolink}} | //??Armored Pegasus#3557??// | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:smart_mount.png?15&nolink}} [[Smart Mount]] (100) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:flying.png?15&nolink}} [[Flying]] | Has lower protection and defense than the rider and no lance to help repel units, making the pegasus itself a little vulnerable. Really benefits from a defense oriented bless. | ==== Heroes ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:arcoscephale:son_of_titans.png?nolink}} | **??Pathos - Son of Titans??** | {{:abilities:awe.png?15&nolink}} [[Awe]] (+1)\\ {{:abilities:inspirational_dom6.png?15&nolink}} [[Inspirational]] (1) \\ {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (20) | Commentary here. | | {{:nations:ea:arcoscephale:maker_of_the_maze.png?nolink}} | **??Daidalos - Maker of the Maze??** | {{path>F1A1W1E3R17}} \\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (+50)\\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defense]] (+50) \\ [[Clockwork Lord]] (2) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (60/48) \\ {{:abilities:mason.png?15&nolink}} [[Mason]] | Commentary here. | | {{:nations:ea:arcoscephale:monster_in_the_maze.png?nolink}} | **??Asterios - Monster in the Maze??** | {{:abilities:berserker.png?15&nolink}} [[Berserker]] (+6)\\ {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (20) \\ {{:abilities:resist_slash.png?15&nolink}} [[Slash Resistant]] \\ {{abilities:resist_blunt.png?15&nolink}} [[Blunt Resistant]] \\ {{:abilities:trample.png?15&nolink}} [[Trample]] | Commentary here. | ===== Spells and Item ===== ==== National Summons ==== ==Combat== ^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ | **??Sow Dragon Teeth??** \\ // (Enchantment 6) // \\ {{path>E2}} and {{gems>1E}} | {{:nations:ea:arcoscephale:spartae.png?nolink}} \\ **??Spartae#3119??** x 10 | {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (25) \\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2) \\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (540/500) \\ {{:abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]] \\ {{:abilities:resist_pierce.png?15&nolink}} [[Pierce Resistant]] \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:inanimate.png?15&nolink}} [[Inanimate]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:never_heals.png?15&nolink}} [[Never Heals]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | A lot of high protection fighters. Usually worth the {{gems>1E}} cost. | ==Ritual== ^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^ | **??Summon Hound of Twilight??** \\ //(Conjuration 5)// \\ {{path>E2D1}} and {{gems>3E}} | {{:nations:ea:mekone:hound_of_twilight.png?nolink}} \\ **??Hound of Twilight#3168??** | {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (100%) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+5) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+20) \\ [[Eyes]] (4) \\ {{:abilities:unsurroundable.png?15&nolink}} [[Unsurroundable]] (2) \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | EA Arco can't natively cast this summon. Not a commander, so hard to buff up. Theoretically, if there were a lot of mages who could cast it and a lot of {{:misc:magic:earthgem.png?15&nolink}} Earth gems, it might be worth it, especially against enemy elites. It's not likely, though. | | **??Procession of the Underworld??** \\ //(Conjuration 5)// \\ {{path>D3}} and {{gems>13D}} | {{:nations:ea:mekone:lampad.png?nolink}} \\ **??Lampad#3210??** x 15 | {{:abilities:invulnerability.png?15&nolink}} [[Invulnerability]] (15) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+10) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+5) \\ {{:abilities:stygian_guide.png?15&nolink}} [[Stygian Guide]] (75%) \\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] \\ [[Female]] \\ With ??Divine Name?? or ??Gift of Reason?? \\ ({{path>S1D2N1R13}}) | EA Arco can't natively cast this summon, but it might be worth giving a pretender {{:misc:magic:death.png?15&nolink}} Death so it can. Niche anti-thug. Mostly, it is worth using ??Divine Name?? or ??Gift of Reason?? on ??Lampad#3210??s to get the {{path>S1D2}}, especially since they can join communions. | | **??Monster Boar??** \\ //(Conjuration 5)// \\ {{path>N3}} and {{gems>10N}} | {{:nations:ea:marverni:great_boar.png?nolink}} \\ **??Monster Boar#1910??** Event | {{abilities:stealthy.png?10&nolink}} [[Stealthy]] (+40) \\ {{abilities:cause_unrest.png?15&nolink}} [[Cause Unrest]] (+15 per Month) \\ {{abilities:bonus_nature_magic.png?15&nolink}} [[Bonus Nature Magic]] (50%) \\ {{abilities:undisciplined.png?15&nolink}} [[Undisciplined]] \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:Trample.png?15&nolink}} [[Trample]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] | Causes unrest in a province until patrolled out. Not usually worth the gems. | | **??Bind Keres??** \\ //(Conjuration 6)// \\ {{path>D2}} and {{gems>12D}} | {{:nations:ea:mekone:ker.png?nolink}} \\ **??Ker#3127??** x 3 | {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (+40) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+6) \\ {{:abilities:cause_unrest.png?15&nolink}} [[Increases Unrest]] (+1 per Month) \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{: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:demon.png?15&nolink}} [[Demon]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] \\ {{:abilities:invisible.png?15&nolink}} [[Invisible]] \\ [[Female]] \\ With ??Divine Name?? or ??Gift of Reason?? \\ ({{path>D1B1R9}}) | EA Arco can't natively cast this summon, but it might be worth giving a pretender {{:misc:magic:death.png?15&nolink}} Death so it can in order to use ??Divine Name?? or ??Gift of Reason?? to make them commanders. They can start getting a {{:misc:magic:blood.png?15&nolink}} Blood economy started. Without the magic paths, they're probably not worth the gems. | | **??Forge Brass Bull??** \\ //(Construction 6)// \\ {{path>F3E3}} and {{gems>25F}} | {{:nations:ea:mekone:khalkotauros.png?nolink}} \\ **??Khalkotauros#3171??** | {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (25)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15)\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (25) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (15) \\ {{:abilities:heat_aura.png?15&nolink}} [[Heat Aura]] (3) \\ {{:abilities:trample.png?15&nolink}} [[Trample]] \\ {{:abilities:never_heals.png?15&nolink}} [[Never Heals]] \\ {{:abilities:poor_amphibian.png?15&nolink|Poor Amphibian}} {{:abilities:resist_slash.png?15&nolink|Slash Resistance}} {{:abilities:resist_blunt.png?15&nolink|Blunt Resistance}} {{:abilities:resist_pierce.png?15&nolink|Pierce Resistance}} {{:abilities:magic_being.png?15&nolink|Magic Being}} {{:abilities:inanimate.png?15&nolink|Inanimate}} {{:abilities:need_not_eat.png?15&nolink|Need Not Eat}} {{:abilities:mindless.png?15&nolink|Mindless}} {{:abilities:spirit_sight.png?15&nolink|Spirit Sight}} | Has its strengths but can be countered. Probably not worth the gems. | | **??Craft Keledone??** \\ //(Construction 6)// \\ {{path>E2S2}} and {{gems>5E}} | {{:nations:ea:arcoscephale:keledone.png?nolink}} \\ **??Keledone#3164??** | {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (15) \\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (25) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (15) \\ {{:abilities:blind.png?15&nolink}} [[Blind Fighter]] (1) \\ {{:abilities:immobile.png?15&nolink}} [[Immobile]] \\ {{:abilities:never_heals.png?15&nolink}} [[Never Heals]] \\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]] \\ {{:abilities:communion_slave.png?15&nolink}} [[Communion Slave]] \\ {{:abilities:resist_slash.png?15&nolink|Slash Resistance}} {{:abilities:resist_blunt.png?15&nolink|Blunt Resistance}} {{:abilities:resist_pierce.png?15&nolink|Pierce Resistance}} {{:abilities:amphibious.png?15&nolink|Amphibious}} {{:abilities:magic_being.png?15&nolink|Magic Being}} {{:abilities:inanimate.png?15&nolink|Inanimate}} {{:abilities:need_not_eat.png?15&nolink|Need Not Eat}} {{:abilities:spirit_sight.png?15&nolink|Spirit Sight}} | [[Inanimate]], [[Immovable]], [[Communion Slave]]. Won't die to most battlefield wipes. Limited use cases. Can be moved with ??Stygian Paths??. | | **??Awaken Hamadryad??** \\ //(Enchantment 5)// \\ {{path>N4}} and {{gems>25N}} \\ In {{:misc:gui:forest.png?15&nolink}}Forest | {{:nations:ea:pangaea:hamadryad.png?nolink}} \\ **??Hamadryad#3066??** | {{path>N3R7}} \\ {{:abilities:vulnerability_fire.png?15&nolink}} [[Fire Vulnerability]] (5) \\ {{abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (5) \\ {{:abilities:innate_spellcaster.png?15&nolink}} [[Innate Spellcaster]] (1) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+30) \\ {{:abilities:immobile.png?15&nolink}}[[Immobile]] \\ {{:abilities:resist_blunt.png?15&nolink}} [[Blunt Resistant]] \\ {{:abilities:resist_pierce.png?15&nolink}} [[Pierce Resistant]] \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] \\ [[Plant]] \\ [[Female]] \\ {{:abilities:summon_allies.png?15&nolink}} Summons in battle (??Harpy#239?? x 3d6) | Situationally useful. Can cast [[Regen]] on itself. | ==== Discounted Item ==== * **??Stymphalian Wings??** {{items:stymphalian_wings.png?20&nolink}} (Construction 7) \\ {{path>E4}} and {{gems>20E}} \\ Commentary here. ==== Generic Spells ==== Conjuration, Alteration, and Evocation 5 are important. == Conjuration == ??Bind Scorpion Beast?? (Conj. 3) {{path>F1E1}} and {{gems>2F}} summons a unit with decent protection and hit-points, if in a pinch in the early game. \\ ??Summon Earthpower?? (Conj. 3) {{path>E2}} can give the entire [[Communion]] [[Reinvigoration]]. \\ ??Strength of Gaia?? (Conj. 4) {{path>1E3N}} \\ EA Arco has access to every single Elemental type. \\ ??Howl?? (Conj. 5) {{path>N3}} and {{gems>3N}}, should be spammed out. == Evocation == ??Gifts from Heaven?? (Evo. 5) {{path>E3S1}} is extremely useful for EA Arco. If fighting a [[Flying]] nation, not as useful because of the dangers of friendly fire. == Alteration == EA Arcoscephale has good troops that take buffs well, especially if the troops have [[Formation Fighter]]. ??Stone Skin?? (Alt. 4) {{path>E2}} \\ ??Group Ironskin?? (Alt. 6) {{path>E3}} \\ ??Wooden Warriors?? (Alt. 6) {{path>N3}} and {{gems>1N}} can be helpful. \\ ??Giant Warriors?? (Alt. 6) {{path>N3}} and {{gems>1N}} can also be helpful. \\ ??Marble Warriors?? (Alt. 7) {{path>E3}} and {{gems>1E}} ??Maws of the Earth?? (Alt. 5) {{path>E3}} and {{gems>1E}} \\ ??Control?? (Alt. 6) {{path>S3}} and {{gems>1S}} == Enchantment == ??Foul Vapors?? (Ench. 6) {{path>W1N4}} and {{gems>2N}} == Thaumaturgy == ??Communion Slave?? (Thau. 1) {{path>S1}} and ??Communion Master?? (Thau. 1) {{path>S1}} With ??Mystic#311??s all having {{:misc:magic:astral.png?15&nolink}} Astral, it's easy to build large [[Communions]]. \\ ??Gift of Reason?? (Thau. 5) {{path>N4}} Not a high priority, but eventually useful for making ??Ker#3127??s and ??Lampad#3210??s into mages. ===== Magic Access ===== //This guide supplements the general [[Magic Access]] guide.// ==== Multi-Path Boosters ==== EA Arcoscephale has the right paths and crosspaths for most of the major Multi-path boosters, (except ??Robe of the Magi??,) but the levels of its mages are so low it makes it difficult to get any of them. ==== Fire ==== **Highest starting:** {{path>F2}} ??Mystic#311?? (1 in 8) \\ A difficult and expensive climb. \\ //See [[https://illwiki.com/dom5/dom6/magic-access#fire|Magic Access]] for path increase guide.// **??Skull of Fire??** \\ Empower any {{:misc:magic:fire.png?15&nolink}}Fire mage in {{:misc:magic:death.png?15&nolink}}Death. Cheaper than empowering multiple {{:misc:magic:fire.png?15&nolink}}Fire mages. **??The Staff from the Sun??** //Unique// \\ {{path>F1S2}} ??Mystic#311?? (1 in 8) + {{:misc:magic:astral.png?15&nolink}}{{:misc:magic:astral.png?15&nolink}}{{:misc:magic:astral.png?15&nolink}} \\ Requires //Unique// {{:misc:magic:astral.png?15&nolink}}Astral boosters. The ??Mystic#311?? can have the right crosspaths for the unique ??The Forbidden Light??, but getting a {{path>F1S2}} ??Mystic#311?? up to the required {{path>F5S5}} is impractical. ==== Air ==== **Highest starting:** {{path>A3}} ??Oreiad#1650?? (1 in 4) \\ Requires an expensive level of empowerment to get to {{path>A4}} and the first {{:misc:magic:air.png?15&nolink}}Air booster. \\ //See [[https://illwiki.com/dom5/dom6/magic-access#air|Magic Access]] for path increase guide.// **??Tome of High Power??** //Unique// \\ {{path>A1S1}} ??Mage Engineer#1606?? (1 in 5) + {{:misc:magic:air.png?15&nolink}}{{:misc:magic:astral.png?15&nolink}} \\ Remember, getting the {{:misc:magic:air.png?15&nolink}}Air booster requires an expensive level of empowerment. ==== Water ==== **Highest starting:** {{path>W2}} ??Mystic#311?? (1 in 8) \\ //See [[https://illwiki.com/dom5/dom6/magic-access#water|Magic Access]] for path increase guide.// **??Contact Naiad??** \\ {{path>W1N3}} ??Oreiad#1650?? (1 in 4) + {{:misc:magic:water.png?15&nolink}}{{:misc:magic:water.png?15&nolink}} \\ Then give the ??Naiad#1226?? the boosters, which brings it to {{path>W5}}. **??Trident from Beyond??** //Unique// \\ {{path>W1S2}} ??Mystic#311?? (1 in 8) + {{:misc:magic:water.png?15&nolink}}{{:misc:magic:water.png?15&nolink}} **??Orb of Atlantis??** //Unique// \\ {{path>W1E1}} ??Mystic#311?? (4 in 16), ??Mage Engineer#1606?? (1 in 5), ??Oreiad#1650?? (1 in 4) + {{:misc:magic:water.png?15&nolink}}{{:misc:magic:water.png?15&nolink}}{{:misc:magic:water.png?15&nolink}} \\ The third booster needs to be either the unique ??Orb of Elemental Water?? or the unique ??Trident from Beyond??. Or, a {{gems>30W}} empowerment can be used. ==== Earth ==== **Highest starting:** {{path>E2}} ??Mystic#311?? (1 in 8), ??Mage Engineer#1606?? (1 in 5), ??Oreiad#1650?? (1 in 4) \\ The difficult part in climbing Earth is the second {{:misc:magic:earth.png?15&nolink}}Earth booster for the ??Troll King??. There are two options, both uniques, the ??Orb of Elemental Earth?? or ??The Tome of Gaia??. Without at least one, the ??Troll King?? needs to be empowered to {{path>E4}}, which costs {{gems>60E}}. \\ //See [[https://illwiki.com/dom5/dom6/magic-access#water|Magic Access]] for path increase guide.// **??Tome of Gaia??** //Unique// \\ {{path>E2N3}} ??Oreiad#1650?? (1 in 4) ==== Astral ==== **Highest starting:** {{path>S2}} ??Mystic#311?? (1 in 4) \\ //See [[https://illwiki.com/dom5/dom6/magic-access#astral|Magic Access]] for path increase guide.// **??Coin of Meteoritic Iron??** \\ {{path>E1S2}} ??Mystic#311?? (1 in 8) + ??Earth Boots?? \\ The ??Coin of Meteoritic Iron?? is necessary for getting the {{path>S2}} ??Mystic#311?? to the first {{:misc:magic:astral.png?15&nolink}}Astral booster. **??Golem Construction??** \\ {{path>E1S2}} ??Mystic#311?? (1 in 8) + {{:misc:magic:earth.png?15&nolink}}{{:misc:magic:astral.png?15&nolink}} \\ ??Golem#471?? with ??Coin of Meteoritic Iron?? and ??Starshine Skullcap?? bring it to {{path>S4}}. **??Tome of High Power??** //Unique// \\ {{path>A1S1}} ??Mage Engineer#1606?? (1 in 5) + {{:misc:magic:air.png?15&nolink}}{{:misc:magic:astral.png?15&nolink}} \\ Remember, getting the {{:misc:magic:air.png?15&nolink}}Air booster requires an expensive level of empowerment. ==== Death ==== No national access. **??Contact Forest Troll Tribe??** \\ ??Oreiad#1650?? \\ ??Troll Shaman#2220?? has {{path>D1}}. ==== Nature ==== **Highest starting:** {{path>N4}} ??Oreiad#1650?? (1 in 4) \\ //See [[https://illwiki.com/dom5/dom6/magic-access#nature|Magic Access]] for path increase guide.// **??Tome of Gaia??** //Unique// \\ {{path>E2N3}} ??Oreiad#1650?? (1 in 4) **??The Copper Arm??** \\ {{path>F1E1}} ??Mystic#311?? (1 in 4), ??Mage Engineer#1606?? (1 in 5) + {{:misc:magic:earth.png?15&nolink}}{{:misc:magic:earth.png?15&nolink}} \\ With ??The Copper Arm??, the ??Oreiad#1650?? can hold both the ??Thistle Mace?? and ??Treelord's Staff?? at the same time. ==== Glamour ==== No national access. **??Troll King's Court??** \\ {{path>E2}} ??Mystic#311?? (1 in 8), ??Mage Engineer#1606?? (1 in 5), ??Oreiad#1650?? (1 in 4) + {{:misc:magic:earth.png?15&nolink}}{{:misc:magic:earth.png?15&nolink}} \\ ??Troll King?? has {{path>G1}}. **??Forest Troll Tribe??** \\ {{path>N3}} ??Oreiad#1650?? \\ ??Troll Shaman#2220?? has a one in four chance of {{path>G1}}. ==== Blood ==== No national access. **??Awaken Treelord??** //Limited Amount, Stationary// \\ {{path>N4}} ??Oreiad#1650?? (1 in 4) + {{:misc:magic:nature.png?15&nolink}} \\ One in three chance of ??Treelord#980??, who has {{path>B1}}. **??Ker#3127??** Mage \\ 1) **??Bind Keres??** with {{path>D2}} (Not available natively.) \\ 2) **??Gift of Reason??** with {{path>N4}} ??Oreiad#1650?? (1 in 4) \\ The new commander ??Ker#3127?? has {{path>B1}}. Kers are units, that, when made into commanders, have magic paths. ===== Strategy ===== === Primary Strategy === __It's F'n Windy__ \\ Choose an imprisoned pretender, great scales, and a decent bless for ??Wind Rider#1074??s. Usually defense focused bless to help the ??Armored Pegasus#3557??. Great scales allow recruiting other expensive troops and ton of mystics. Research up early. Use ??Wind Rider#1074??s and ??Wind Lord#1075??s for excellent expansion. Early game, a big power spike because of Wind Riders and mid game, a power spike because of ??Mystic#311??s and ??Gifts from Heaven??. Late game, humans are weak to battlefield wipes, but hopefully the research advantage will compensate for that. Seduction in the later mid-game to deal with certain problems. == Bless == Consider using: \\ Blood Surge \\ Defense x 5 == Research Path == Conj. 3 \\ Evo. 5 \\ Conj. 5 \\ Alt. 7 \\ Ench. 6 \\ Con. 5 \\ Thaum. 5 If fighting a [[Flying]] nation, postpone Evo. 5 and prioritze Conj. 5 for ??Howl??. === Alternate #1 === __Scales Mages__ \\ Choose a dormant pretender who is good at research, great scales and a weak bless. This sacrifices amazing expansion (20 provinces by Turn 12), for decent expansion (14 provinces by Turn 12). But, it increases research speed, accelerating into the mid-game, hopefully getting ??Gifts from Heaven?? halfway through the first war. Use ??Cardaces#199?? to hold enemy troops while ??Mystic#311??s spam ??Gifts from Heaven??. This strategy isn't as good as the primary strategy, but is still viable. (Probably a more viable strategy with other EA nations that have better troops.) Research Path is the same as "It's F'n Windy." === Alternate #2 === __Thugopolis__ \\ Choose an Awake pretender, trash scales, and a strong bless. Through the game, using some ??Philosopher#1070??s and some ??Oreiad#1650??s is probably worthwhile, unlike in the other strategies. Send expansion parties of two ??Wind Lord#1075??s, two ??Wind Rider#1074??s. Just like with the first strategy, expansion will probably go really well. Get Con. 3 and Alt 3. early to equip and point-buff the ??Wind Lord#1075??s. Point buffing the ??Wind Lord#1075??s with [[Ethereal]], [[Quickness]], ??Temper Flesh??, etc. can make them pretty tanky. ??Engineer#1072??s and ??Peltast#201??s can be used to siege down forts. Still not as effective as the primary strategy, but viable and also fun. See [[https://youtu.be/5Uc84GvU17Y?t=3595|EA Arco Thug Expansion]] for an example of thug expansion. == Bless == Consider using: \\ Blood Surge \\ Stygian Flesh \\ And other strong blesses. == Research Path == Con. 3 \\ Alt. 3 \\ Then follow the same path as "It's F'n Windy", occasionally increasing Construction and Alteration in order to keep up with equipping and point buffing thugs. ==== Example Pretender Builds ==== **Likes Ponies** the Grey One \\ //Because pegasi deserve to fly.// Good for the __It's F'n Windy__ strategy. Grey Ones are phenomenal. Being a [[Trinity]], they have great research when they wake up. Having three powerful mages with a lot of crosspaths is always useful. Be aware, they split the magic paths you initially assign them between themselves, and then each one gets different bonus magic. When creating, {{:misc:magic:glamour.png?15&nolink}}Glamour, {{:misc:magic:blood.png?15&nolink}}Blood, and {{:misc:magic:death.png?15&nolink}}Death, are all going to be four instead of three, because EA Arco does can't recruit mages with those paths. The [[Bless]] is primarily defensive in order to keep the horsies alive. With the scales, you can drop dominion by one increase a different scale, like Growth, by one. {{ :pretenders:grey_one.png }} \\ **Chassis:** Imprisoned ??Grey One#3204?? \\ **Paths:** {{path>F3A3W3E3S3D4N3G4B4}} \\ **Bless:** Awareness, Defence Skill x 5, Heroism, Blur, Blood Surge \\ **Scales:** {{scales>dom7O1P2H1G0M2M2}} **Hermoine** the Grey One \\ //Book learning for the win.// Good for the __Scales Mages__ strategy. Grey Ones are still phenomenal. Being a [[Trinity]], they have great research, almost {{path>R100}}, when they wake up. Having three powerful mages with a lot of crosspaths is always useful. Be aware, they split the magic paths you initially assign them between themselves, and then each one gets different bonus magic. When creating, {{:misc:magic:glamour.png?15&nolink}}Glamour, {{:misc:magic:blood.png?15&nolink}}Blood, and {{:misc:magic:death.png?15&nolink}}Death, are priority, because EA Arco does can't recruit mages with those paths. The [[Bless]] is decent for expansion. Because EA Arco has {{:abilities:healer.png?15&nolink}} [[Healer]]s, the units will live longer and benefit more from the additional experience. With a Dominion of four, regular troops will need to be used in addition to the [[Sacred]] ones. Not an optimal build, but gets research boosted while not sacrificing [[Scales]] or [[Bless]] too much. {{ :pretenders:grey_one.png }} \\ **Chassis:** Dormant ??Grey One#3204?? \\ **Paths:** {{path>W4D4G4B4}} \\ **Bless:** Heroism x 4, Enchanted Blood, Blood Surge \\ **Scales:** {{scales>dom4O2P2H1G2M2M2}} **Lossless** the Lich \\ //For the god afraid of dying and losing sacreds.// Good for the __Thugopolis__ strategy. Solves all magic problems because it has {{:misc:magic:death.png?15&nolink}}Death, {{:misc:magic:glamour.png?15&nolink}}Glamour, and {{:misc:magic:blood.png?15&nolink}}Blood. (Eventually, needs to be empowered in {{:misc:magic:blood.png?15&nolink}}Blood, which is not that difficult.) {{:abilities:fear.png?15&nolink}}[[Fear]] works especially well on mounted units because {{:abilities:fear.png?15&nolink}}[[Fear]] emanates from both the rider and the mount. Landing sacreds right into your enemy's backline can cause commanders to rout. Not the best pretender in the world, but if you want your cavalry to expand next to lossless, this is the best. Increases tempo in the early game and provides scaling for the late game. Does miss out on the scales for troops. {{ :pretenders:demilich.png }} \\ **Chassis:** Awake ??Demilich#180?? \\ **Paths:** {{path>S4D8G4B1R39}} \\ **Bless:** Stygian Flesh, Fear \\ **Scales:** {{scales>dom6O0P0H1G0M2M2}} ===== Weaknesses ===== EA Arcoscephale can be countered with small groups of mages with elite bodyguards. ??Wind Rider??s are hard to buff and have difficulty with elites. Ironically, flying troops are quite good against EA Arco as they make it difficult for ??Mystic??s to cast ??Gifts from Heaven??, the ??Mystic??s’ bread-and-butter. EA Arco’s biggest weakness overall is their reliance on human mages. The mages need forts and time for research, and are susceptible to battlefield clears. ===== See More ===== [[https://www.youtube.com/watch?v=WhpJnnJaOkk|Dominions 6: EA Arcoscephale Pre-game]] - Babel Builder \\ [[https://www.youtube.com/watch?v=ksJM-uCXWp0|Dominions 6 - EA Arcoscephale - National Overview]] - Top Guides Thanks to [[https://www.youtube.com/@topguides6991|Top Guides]] for commentary. {{template>dom6:nationindex}} {{tag>nation}}