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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 (rare 5) 3 (rare 4) 2 (rare 3) 2 2 (uncommon) 2 (uncommon) 1 | Hero 1113 Summons 11 (req. 2 & GoR) 3 (req. 4) 121 (req. 3 & GoR) | Heavy infantry Chariots Flying infantry Sacred Pegasus Riders Engineers | Formation Fighter Mason Old Age Healer | Standard Forts (Can be upgraded into Castles by Engineers) Labs cost 250 |
Capitol Gems: 222
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.
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 Melee Encumbrance naked, zero Natural Protection, and 10 in everything else. The Arcoscephalian mages generally have less Combat Speed, however, which may impact their spellcasting order.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Scout 35 5 1 | Stealthy (50) Mountain Survival Forest Survival | Commentary Here | |
Engineer 55 3 1 | Siege Bonus (25) Castle Defence Bonus (25) Old Age (60/50) Mason | Commentary Here | |
Sceptic 70 1 1 | Heretic (3) Old Age (60/50) Stealthy (40) | Commentary Here | |
Icarid Champion 70 21 1 | Fire Vulnerability (5) Flying | Commentary Here | |
Chariot Commander 75 30 1 | Commentary Here | ||
Chariot | Animal Trample | Commentary Here | |
Myrmidon Champion 95 29 1 | Formation Fighter (2) | Commentary Here | |
Mystic 190 1 2 | 13100% 50% 50% 50% 12 | Commentary Here | |
Melissa 285 1 2 + rec Foreign | 111100% 9 Sacred Supply Bonus (10) Healer (3) | Commentary Here | |
Philosopher 90 1 2 Capital Only | 10 Old Age Philosopher (2) | The Philosopher trait gives +2 per point of Sloth on the Scales, and -2 per Productivity point. |
|
Wind Lord 205 38 1 Capital Only | 1 Sacred Combat Caster Skilled Rider (3) | Commentary Here | |
Armored Pegasus | Sacred Animal Flying Smart Mount (100) | Commentary Here | |
Mage Engineer 175 3 2 Capital Only | 111100% 11 Siege Bonus (30) Castle Defence Bonus (30) Old Age (60/50) Mason | Commentary Here | |
Oreiad 555 1 4 Capital Only | 2131100% 10% 19 Sacred Supply Bonus (30) Awe (6) Poison Resistance (5) Stealthy (60) Seduction (9) Mountain Survival Recuperation Female | Commentary Here |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Slinger 7 2 3 | Commentary here. | ||
Cardaces 10 8 9 | Formation Fighter (2) | Commentary here. | |
Peltast 10 5 9 | Commentary here. | ||
Icarid 14 21 18 | Fire Vulnerability (5) Flying | Commentary here. | |
Myrmidon 15 29 21 | Formation Fighter (2) | Commentary here. | |
Charioteer 30 30 24 | Commentary here. | ||
Chariot | Animal Trample | Commentary here. | |
Charioteer 40 22 24 | Commentary here. | ||
Chariot Archer | Mobile Archer | Commentary here. | |
Chariot | Animal Trample | Commentary here. | |
Wind Rider 70 38 56 Capital Only | Sacred Flying Mounted | Commentary here. | |
Armored Pegasus | Sacred Animal Flying Smart Mount (100) | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Pathos - Son of Titans | Awe (1) Inspirational (1) Invulnerability (20) | Commentary here. | |
Asterios - Monster in the Maze | Berserker (6) Invulnerability (20) Trample Blunt Resistant Slash Resistant | Commentary here. | |
Daidalos - Maker of the Maze | 1113 17 Siege Bonus (50) Castle Defence Bonus (50) Old Age (60/48) Mason Clockwork Lord (2) | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Sow Dragon Teeth (Enchantment 6) 2 and 1 | Spartae x 10 | Cold Resistance (15) Poison Resistance (25) Formation Fighter (2) Old Age Poor Amphibian Pierce Resistance Magic Being Inanimate Need Not Eat Does Not Heal Naturally Spirit Sight | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Awaken Hamadryad (Enchantment 5) 4 and 25 | Hamadryad | Resist Poison (5) Inept Researcher (-4) Innate Spellcaster (1) Supply Bonus (+30) Immobile Blunt Resistant Pierce Resistant Magic Being Need Not Eat Forest Survival Is a plant. Summons in battle: Harpy x 3d6 | Commentary here. |
Procession of the Underworld (Conjuration 5) 3 and 13 | Lampad x 10 | Invulnerability (15) Supply Bonus (10) Patrol Bonus (5) Stygian Guide (75%) Recuperation Spirit Sight Female 12113 with Divine Name or Gift of Reason | Commentary here. |
Monster Boar (Conjuration 5) 3 and 10 | Monster Boar Event | Stealthy (40) Cause Unrest (15 per month) Bonus Nature Magic (50%) Undisciplined Animal Trample | Commentary here. |
Summon Hound of Twilight (Conjuration 5) 21 and 3 | Hound of Twilight | Poison Resistance (15) Darkvision (100%) Fear (5) Patrol Bonus (20) Unsurroundable (2) Spirit Sight Eyes (4) | Commentary here. |
Bind Keres (Conjuration 6) 2 and 12 | Ker x 3 | Cold Resistance (15) Poison Resistance (15) Stealthy (40) Fear (6) Increases Unrest (1 per month) Ethereal Flying Storm Immunity Need Not Eat Demon Spirit Sight Invisible Female 119 with Divine Name or Gift of Reason | Commentary here. |
Forge Brass Bull (Construction 6) 33 and 25 | Khalkotauros | Fire Resistance (25) Cold Resistance (15) Poison Resistance (25) Shock Resistance (15) Heat Aura (3) Trample Does Not Heal Naturally | Commentary here. |
Craft Keledone (Construction 6) 22 and 5 | Keledone | Fire Resistance (15) Cold Resistance (15) Poison Resistance (25) Shock Resistance (15) Blind Fighter (1) Immobile Does Not Heal Naturally Spell Singer Communion Slave | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
A difficult and expensive climb. Use a Mystic with 2 (1/8 chance). A Mystic with 1 and increased to 5, can make The Staff from the Sun Unique. Also, Skull of Fire is available to any Fire mage empowered in Death.
Use an Oreiad with 3 (1/4 chance). If you empower the mage to 4, you can start climbing the Air levels.
You can use a Mystic with 2 (1/8 chance) and an Oreiad 1 (1/4 chance). Use the Mystic to forge a Water Bracelet and then a Robe of the Sea. Then, give them to the Oreiad, so she can summon a Naiad. The Naiad, with the boosters, gets you to 5. You can then summon a Queen of Elemental Water. If, at some point, you can give three boosters to the Oreiad. Then it can forge an Orb of Atlantis, (if it hasn't already been forged).
You can use a Mystic with 2 (1/8 chance), a Mage Engineer with 2 (1/5 chance), or an Oreiad 2 (1/4 chance). Create Earth Boots. Cast Troll King's Court and give the Troll King the Earth Boots. If you can, make an Orb of Elemental Earth. If you use an Oreiad, then she can create The Tome of Gaia, unless it already has been created. If you can create either of those, then you can give it to the Troll King to summon the King of Elemental Earth, who can then take it to get to 6. If you can't, there's not much you can do.
Use a 2 mage to make Earth Boots. Giving it to a Mystic with 12 (1/8 chance) allows you to make a Coin of Meteoritic Iron. You can then climb the Astral levels as normal. If you climb high enough, you can get a Ring of Sorcery and a Ring of Wizardry.
No native access. You can cast Forest Troll Tribe with an Oreiad to get a Troll Shaman.
You can get a 4 Oreiad (1/4 chance), which starts you pretty high. The Thistle Mace gets you to 5 so you can Awaken Treelord. They can't move, but they have a lot of Nature. You can also get a 23 Oreiad (1/4 chance) to make a Tome of Gaia. If you can get a Mystic or Mage Engineer with both and (1/4 chance with Mystic, 1/5 chance with Mage Engineer), and then increase them to 13, you can get The Copper Arm. Then you can use both the Thistle Mace and the Treelord's Staff with one mage.
No native access. If you can get up to 4, you can cast Troll King's Court. Forest Troll Tribe has a one-in-four chance of getting a Troll Shaman with Glamour. (And will always get you Death.)
No native access. Awaken Treelord 5 has a one-in-three chance of getting you a unique, stationary, 41. A Ker, which can't be summoned natively, can be given the Gift of Reason, which is expensive, and but will grant you a 11 mage.
If can increase the paths of an Oreiad to 44, you can forge a Staff of Elemental Mastery. If you get Mystics with the right paths, and then increase them, you can get Staff of Elemental Mastery, The Forbidden Light, Atlas of Creation, and Tome of High Power.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.
Dominions 6: EA Arcoscephale Pre-game - Babel Builder