Berytos is the melting pot of the Early Ages. It is the surviving remnants of the empire built by the Telkhines, now a 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-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 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 Queens.
Berytos exists only during the Early Ages; by the 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.
Berytos is a nation with strong magic diversity, boasting access to all the elements, depth in blood (along with crosspaths that make blood interesting), and even some minor 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'irim, 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!
Special Race Attributes | Military | Magic Access | Priests | Buildings |
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Prefers 1 Sailing commanders Trace income across oceans | Greek light to medium infantry Elephants Sacred half-giants National blood summons | 3 (rare 4) 3 (rare 4) 3 (rare 4) 3* 2 (rare 3) 1* | 2 Cap-only 1 in Forts 3 Summons Blood Sacrifice | Castles Coastal Fort Income Bonus (10%) |
*only via coastal provinces
Temple of Storms and Flames |
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Enables recruitment of Bride-in-Waiting and Colossi Warrior Produces 232 per turn |
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 summons
Sprite | Unit Name | Special Attributes | Comments |
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Berytian Scout 25 3 1 | Stealthy (55) Mountain Survival Forest Survival | Slightly more stealthy than a generic scout. | |
Berytian Captain 100 17 1 | Sailing (Max size 2) | 80 leadership sailing commander. Somewhat redundant given the leadership capabilities of the Berytian mages. | |
Mage Pilot 80 2 2 Coastal fort recruitment only | 11 9 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! | |
Storm Caller 205 2 4 Coastal fort recruitment only | 221100% 15 Sailing (Max size 2) | 40 leadership sailing mage, magic phase-capable with Cloud Trapeze. Strong water and especially strong air paths provide great combat utility (Summon Air Elemental, Freezing Mist, etc.). 25% are astral randoms who can join sabbaths. | |
Berytian Sage 80 4 2 | 11100% 11 Sailing (Max size 2) Adept Researcher (+2) | Relatively gold-efficient researcher, but lacks combat utility. | |
Berytian Priest 140 2 2 | 111100% 9 Sailing (Max size 2) 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. | |
Bride-in-Waiting 415 8 4 Capital Only | 2212 21100% 10% 21 Sacred | 90 leadership mage, multiple moderate-to-high paths. 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! |
Sprite | Unit Name | Special Attributes | Comments |
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Berytian Militia 7 5 3 | Generic militia. Cheap source of siege chaff or patrol strength. | ||
Berytian Archer 10 7 9 | Massable archers. Supported by national access to Wind Guide and Flaming Arrows. | ||
Berytian Spearman 10 9 9 | Massable javelin throwers. | ||
Berytian Soldier 10 14 9 | Light infantry with short swords. | ||
Berytian Heavy Spearman 12 19 14 | 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. | |
Berytian Elite Soldier 14 19 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. | ||
Berytian Lancer 20 13 24 | Light cavalry with light lances. Less attack density than infantry and low damage output, but highly mobile. Cannot be sailed. | ||
Colossi Warrior 35 25 21 Capital Only | Sacred 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. |
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War Elephant 100 20 33 | Animal Trample | Size 6 tramplers. Great against low-damage units but expensive, surprisingly fragile and prone to routing. Cannot be sailed. |
Berytos's heroes are very impressive; all are powerful mages and a big bonus if they do appear.
Sprite | Unit Name | Special Attributes | Comments |
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Dis Mater - Bride of the Gods Minimum hero arrival turn: 10 | 31332 25 Sacred 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 Lords. She can also forge Skull of Fire and Shademail Haubergeons. | |
Ba'al Hammon - King of the City Minimum hero arrival turn: 20 | 3233 21 Sacred Fire Resistance (13) Adept Sacrificer (1) Fear (5) Gluttony (20) Blood Searcher (3) Cause Unrest (+8 Per Month) Kills Population (80) Old Age (770/735) Need not Eat Wasteland Survival | Unlike Berytos's summonable Melqarts, Ba'al Hammon is size 6 and immune to trample. Despite being old, he remains a strong heavy thug chassis and is capable of magic phase attacks with Cloud Trapeze. | |
Makelo - Queen of the City Minimum hero arrival turn: 25 | 344423 39 Sacred Fire Resistance (5) Cold Resistance (5) Poison Resistance (15) Shock Resistance (20) Healer (1) Fear (5) Sailing (Max size 4) Pathboost: +1 +1 Supply Bonus (20) Shapechanger (Makelo - Queen of the City) Master Smith (1) (second shape only) 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 Telkhines. Strangely, Makelo does not have the [female] tag (unlike her daughters, who are both Therodian heroes). |
Berytos gets excellent magic diversity from the coastal fort Storm Caller and cap-only Bride-in-Waiting.
Elemental
Sorceries
Notable Crosspaths:
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:
They can also forge the Staff of Elemental Mastery using either the or crosspath.
Combat
Ritual
Rulers Returned From Their Slumber
The Cult of the King
Similar to LA Gath, Berytos's Se'irim 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.
Due to its total lack of 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.
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.
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'irim, 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 (Melqarts and more Se'irim).
Berytos has a couple of options for expansion. Berytos is not famous for lightning fast expansion like Arcoscephale or Abysia, but it is definitely possible to expand well enough. Here is a non-exhaustive list of example expansion parties:
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: 54
Bless: Bless: F&SR, +1 HP, +15 PR.
Scales: 5223123
Darkwolf's Rainbow Bless
An imprisoned rainbow makes Colossi Warriors good and Se'irim 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 air nations are in a particular game.
Chassis: Imprisoned Grey Ones
Paths: 33734334
Bless: Bless: +2 Att, Swiftness, +4 Def, +5 CR, +2 Str, Magic Weapons, 2×Undying, 1×Undead Command, +15 PR, Blood Surge.
Scales: 6203213
Dominions 5 National Analysis: EA Berytos by Perun
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |