====== Nation Page Template ====== =====Style Guide===== **Note:** Edits in Progress 15-09-2023 The goal of a nation page is to provide factual information about the nation that the game/[[https://larzm42.github.io/dom5inspector/ | mod inspector]] does not provide in an accessible format. Descriptions should mostly be brief and factual, with more elaborate use-cases only for standout units or spells. Nation pages should in no way instruct players on how a nation should be played or what mages are most significant, etc. //Nation pages are not guides!// Such advice belongs on dedicated strategy guides. **Exporting Strategic Information:**\\ Many pages already have a lot of strategic information included that goes beyond the scope of this nation page template. In many cases this can simply be cut, especially where the information is redundant with existing general guides such as [[melfice-belmont-boosting-and-access | MelficeBelmont's Boosting Guide]] and [[https://steamcommunity.com/sharedfiles/filedetails/?id=2023973143 | Not-Lola's Basic Magic Use Guide]]. Other pages have more extensive guide-style strategic advice, in which case you should contact the guide writer (check the editing history) and see if you can port the information to a separate page. Nation template begins below. {{ :nations:flags:ea_berytos.png?nolink|}} ====== Name and Epithet of Nation ====== ===== Lore ===== //In-game nation description.// -- Nation Description //The in-game nation description is acceptable here (please note the source like above if you are directly copying a passage), but a custom-written version of the lore that incorporates insights from commander/hero descriptions and the Dominions 5 manual also works - it helps to keep things concise! A link to related nations in earlier or later ages fits here too.// 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]]. ===== National Features ===== //The details in this table should be pulled from the Nation Description in-game. Clarify or omit anything that is unclear (e.g. use glamour instead of "illusions", amphibious instead of "can enter the sea"). Treat 25% magic randoms as guaranteed; ~12.5% randoms are "uncommon" and extremely unlikely randoms are "rare". Do not count paths from heroes as these are subject to too much variance. // ^ Race ^ Military ^ Magic Access ^ Dominion ^ Buildings ^ | Temperature preference {{:misc:scales:heat.png?14&nolink}}{{:misc:scales:cold.png?14&nolink}}\\ Unit races\\ Do not include numbers here. | Unit types\\ How heavily armored are they? | {{path>F3}} (rare 4)\\ {{path>A3}} (rare 4) \\ {{path>B3}} (rare 4) \\ {{path>W3}}* \\ {{path>E2}} (rare 3)\\ {{path>S1}}* | {{path>H2}} Capital-only\\ {{path>H1}} in Forts\\ {{path>H3}} Summons\\ {{:abilities:inquisitor.png?15&nolink}} [[Inquisitor]]?\\ [[Blood Sacrifice]]?\\ [[dominion#nation-specific-dominion-effects| Dying Dominion]]? | {{:misc:gui:castle.png?30&nolink |}} Maximum [[fort | Fort]] level\\ Cheaper/more expensive labs/temples? | *Coastal-reliant //Bless bonuses, dominion effects and other national features not included in the table can be summarized here.// ==== Capital Sites ==== ^ Site 1 ^ Site 2 etc. ^ | {{:sites:sites_0064.png?nolink }} Enables recruitment of ??Bride-in-Waiting?? and ??Colossi Warrior??\\ Produces {{gems>2F3A2B}} per turn\\ Other effects (e.g. scales) | | ==== National Mechanics ==== Mechanic NameAny mechanics and event chains unique to the nation should be explained here. Unit or commander abilities can be explained in later sections. Examples of National Mechanics include:\\ * [[mekone-ea | Mekone's]] Krypteion and related mechanics\\ * [[phaeacia-ma | Phaeacia's]] dark ships and annual Gigante visit\\ If the mechanic requires a lot of explanation, consider writing a brief description and linking to a dedicated page. ===== National Units ===== ==== Commanders ==== //Keep descriptions to the point! Discussion of what to use certain magic paths for, thug equipment, etc. quickly becomes redundant over several nation pages, so describe the unit's abilities briefly and leave it at that. Combine entries if the units are very similar.// //The following example roster has been shortened for brevity.// ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:berytos:berytian_scout.png?nolink}} | **??Berytian Scout??**\\ {{gold}} 25\\ {{resources}} 3 \\ {{recpoints}} 1 | {{:abilities:stealth.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: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??. Usually [[old-age | old]] when recruited. Strong {{:misc:magic:water.png?14&nolink}}water and especially strong {{:misc:magic:air.png?14&nolink}}air paths provide great combat utility, but their recruitment point cost makes them difficult to mass. 25% are {{:misc:magic:astral.png?14&nolink}}astral randoms who can join sabbaths. | | {{: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??. 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>F2A2E1B2H2,100%FAEB,10%FAEB}}{{:misc:gui:research.png?15&nolink}} 21\\ {{:abilities:sacred.png?15&nolink}} Sacred\\ [[Female]] | 90 leadership mage, multiple moderate-to-high paths. [[turn order sequence | Magic phase]]-capable with ??Cloud Trapeze??. A flexible but expensive combat mage, capable of evocations/buffs/elemental summoning. Provides some useful forging crosspaths. | ==== 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_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. | | {{: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. Much higher damage output than other Berytian troops. 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 trampler. Great against low-damage units, but surprisingly fragile, prone to routing and expensive. Cannot be sailed. | ==== Heroes ==== ^ 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]] | //Describe what this hero can do (thug, cast, forge, etc.) and any new options the hero opens up.//\\ \\ Moderate death access with good crosspaths. Opens up the option of an immortal lategame with ??Vampire Lord??s. She can also forge ??Skull of Fire?? and ??Shademail Haubergeon??s. | ===== Magic ===== ==== Magic Access ==== //This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to with its recruitable lineup, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in [[melfice-belmont-boosting-and-access | MelficeBelmont's Boosting and Access Guide]]. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths).// Berytos gets excellent magic diversity from the coastal fort ??Storm Caller?? and cap-only ??Bride-in-Waiting??. All of the paths available to Berytos can be boosted via [[communions]] using either astral or blood. **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 except for a {{path>D3}} hero * No {{misc:magic:nature.png?14&nolink}}nature magic except for a {{path>N2}} hero * {{path>B3}} on Brides-in-Waiting, more with boosters and [[empowerment]]. ==== National Spells ==== //List combat and ritual spells unique to the nation. Keep descriptions brief but elaborate on any particularly useful spells.// Berytos mostly borrows national spells from its varied cultural influences, but also has its own unique Melqart summon courtesy of its blood cult. Wastelands for ??Se'ir??im and ??Shed??im are usually generated near Berytos's capital on [[MapNuke]] maps, but may be more difficult to find on other maps. **Combat** * Berytos does not have any national combat spells. **Ritual** ^ ??Summon Mazzikim?? | //Conjuration 3// | {{path>N1}} • {{gems>3N}} | ??Mazzik??×8 units | | ::: | Nature equivalent of ??Summon Imps??, but cast outside of battle. ||| ^ ??Summon Telkhine?? | //Conjuration 8// | {{path>W5A2}} • {{gems>69W}} | ??Telkhine??×1 commander | | ::: | Summons a size 4 amphibious {{path>F2A3W3E3D2,100%FAWED}} mage with a second form. Autocasts ??Foul Vapors?? in battle, 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. ||| ^ ??Scapegoats?? | //Blood 3// | {{path>B1}} • {{gems>8B}} | ??Se'ir??×2 units | | ::: | Summons sacred, triple-attacking berserker demons. Hard-hitting but low native protection. ||| ^ ??Summon Shedim?? | //Blood 4// | {{path>B3A1}} • {{gems>28B}} | ??Shed??×3 units | | ::: | 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??. ||| ^ ??Call Melqart?? | //Blood 6// | {{path>B3F2}} • {{gems>99B}} | ??Melqart??×1 commander | | ::: | 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. ||| ====National Items==== //List and describe any unique national items or discounts in this section, if any.// ===National Items=== * Construction 2 {{path>F1W1}} for {{gems>2F2W}}: **??Sword of the Five Elements??**\\ Grants the user reinvigoration and a lot of attack and defence skill. * Construction 2 {{path>E1A1}} for {{gems>2E2A}}: **??Armor of the Five Elements??**\\ Light but high protection armor that grants minor fire, shock, and magic resistance. ===National Discount Items=== * Construction 2 {{path>A1}} for {{gems>4A}} instead of {{gems>5A}}: **??Chi Shoes??**\\ Grants an additional kick attack. =====See More===== //Add links to guides or other overviews for this nation here.// [[https://www.youtube.com/watch?v=b2uP6Bk4GB0&t=2963s | Dominions 5 National Analysis: EA Berytos]] by Perun {{template>nationindex}} {{tag>nation}}