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.
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
|---|---|---|---|---|
| | Heroes: | Human Medium Infantry \\Chud Warriors Skinshifters Sacred Moose Knights | |
Starts with a Citadel |
Capitol Gems: 2
1
1
Cold Limit + 1
Magic Limit + 1
| Site 1 | Site 2 etc. |
|---|---|
Enables recruitment of Bride-in-Waiting and Colossi WarriorProduces 2 3 2 per turnOther effects (e.g. scales) |
Mechanic Name
Any 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's Krypteion and related mechanics
* 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.
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 |
|---|---|---|---|
| Berytian Scout 25 3 1 | | Slightly more stealthy than a generic scout. |
| Storm Caller 205 2 4Coastal fort recruitment only | | 40 leadership sailing mage, magic phase-capable with Cloud Trapeze. Usually old when recruited. Strong |
| Berytian Priest 140 2 2 | | Moderately expensive blood hunter, Sabbath Slave and Sabbath Master. Minor priest with 10 leadership. |
| Bride-in-Waiting 415 8 4 | 10% Female | 90 leadership mage, multiple moderate-to-high paths. Magic phase-capable with Cloud Trapeze. A flexible but expensive combat mage, capable of evocations/buffs/elemental summoning. Provides some useful forging crosspaths. |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Berytian Militia | Generic militia. Cheap source of siege chaff or patrol strength. | |
| Berytian Archer | Massable archers. Supported by national access to Wind Guide and Flaming Arrows. | |
| Berytian Heavy Spearman | | Medium infantry with formation fighter. Length 4 spear enables repels against most human weapons. Acceptable line-holding unit with higher attack density. |
| Colossi Warrior | | 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. |
| War Elephant | | Size 6 trampler. Great against low-damage units, but surprisingly fragile, prone to routing and expensive. Cannot be sailed. |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Dis Mater - Bride of the Gods Minimum hero arrival turn: 10 | 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 Lords. She can also forge Skull of Fire and Shademail Haubergeons. |
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 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
Sorceries
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'irim and Shedim are usually generated near Berytos's capital on MapNuke maps, but may be more difficult to find on other maps.
Combat
Ritual
| Summon Mazzikim | Conjuration 3 | | Mazzik×8 units |
|---|---|---|---|
| Nature equivalent of Summon Imps, but cast outside of battle. | |||
| Summon Telkhine | Conjuration 8 | | Telkhine×1 commander |
| Summons a size 4 amphibious |
|||
| Scapegoats | Blood 3 | | Se'ir×2 units |
| Summons sacred, triple-attacking berserker demons. Hard-hitting but low native protection. | |||
| Summon Shedim | Blood 4 | | 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 | | Melqart×1 commander |
| Summons a size 5 |
|||
List and describe any unique national items or discounts in this section, if any.
2
: Sword of the Five Elements
2
: Armor of the Five Elements
instead of 5
: Chi ShoesAdd links to guides or other overviews for this nation here.
Dominions 5 National Analysis: EA Berytos by Perun
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| Early Ages | |
| Middle Ages | |
| Late Ages | |