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dom6:arcoscephale-ea

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
nature 44 (rare 5)
air 33 (rare 4)
earth 22 (rare 3)
astral 22
water 22 (uncommon)
fire 22 (uncommon)
holy 11
Hero
fire 11air 11water 11earth 33
Summons
death 11blood 11
(req. death 22 & GoR)
nature 33
(req. nature 44)
astral 11death 22nature 11
(req. death 33 & 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 Gold 250

Capitol Gems: 2airgem2earthgem2astralpearl

National Special Feature

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.

National Units

Commanders

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
astral 11random3100%
50%
50%
50%
12
Commentary Here
Melissa
285
1
2
+ rec Foreign
nature 11holy 11random1100% 9
Sacred
Supply Bonus (10)
Healer (3)
Commentary Here
Philosopher
90
1
2
Capital Only
10
Old Age
Philosopher (2)
The Philosopher trait gives +rp 22 per point of Sloth
on the Scales, and -rp 22 per Productivity point.
Wind Lord
205
38
1
Capital Only
holy 11
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
air 11earth 11random1100% 11
Siege Bonus (30)
Castle Defence Bonus (30)
Old Age (60/50)
Mason
Commentary Here
Oreiad
555
1
4
Capital Only
air 22earth 11nature 33random1100%
10%
19
Sacred
Supply Bonus (30)
Awe (6)
Poison Resistance (5)
Stealthy (60)
Seduction (9)
Mountain Survival
Recuperation
Female
Commentary Here

Troops

Sprite Unit Name Special Attributes Comments
Slinger
7
2
3
Commentary here.
Cardaces
Gold 10
8
9
Formation Fighter (2) Commentary here.
Peltast
Gold 10
5
9
Commentary here.
Icarid
Gold 14
21
18
Fire Vulnerability (5)
Flying
Commentary here.
Myrmidon
Gold 15
29
21
Formation Fighter (2) Commentary here.
Charioteer
Gold 30
30
24
Commentary here.
Chariot Animal
Trample
Commentary here.
Charioteer
Gold 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.

Heroes

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 fire 11air 11water 11earth 33 17
Siege Bonus (50)
Castle Defence Bonus (50)
Old Age (60/48)
Mason
Clockwork Lord (2)
Commentary here.

National Spells and Item

Summons

Combat
Summon Spell Unit Special Attributes Comments
Sow Dragon Teeth
(Enchantment 6)
earth 22 and 1earthgem

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.
Ritual
Summon Spell Unit Special Attributes Comments
Awaken Hamadryad
(Enchantment 5)
nature 44 and 25naturegem

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)
death 33 and 13deathgem

Lampad x 10
Invulnerability (15)
Supply Bonus (10)
Patrol Bonus (5)
Stygian Guide (75%)
Recuperation
Spirit Sight
Female
astral 11death 22nature 11rp 1313 with Divine Name or Gift of Reason
Commentary here.
Monster Boar
(Conjuration 5)
nature 33 and 10naturegem

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)
earth 22death 11 and 3earthgem

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)
death 22 and 12deathgem

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
death 11blood 11rp 99 with Divine Name or Gift of Reason
Commentary here.
Forge Brass Bull
(Construction 6)
fire 33earth 33 and 25firegem

Khalkotauros
Fire Resistance (25)
Cold Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Heat Aura (3)
Trample
Does Not Heal Naturally
Poor Amphibian Inanimate Slash Resistance Blunt Resistance Pierce Resistance Magic Being Need Not Eat Mindless Spirit Sight
Commentary here.
Craft Keledone
(Construction 6)
earth 22astral 22 and 5earthgem

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
Slash Resistance Blunt Resistance Pierce Resistance Amphibious Magic Being Inanimate Need Not Eat Spirit Sight
Commentary here.

Discounted Item

  • Stymphalian Wings (Construction 7)
    earth 44 and 20earthgem
    Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Fire

A difficult and expensive climb. Use a Mystic with fire 22 (1/8 chance). A Mystic with fire 11 and increased to astral 55, can make The Staff from the Sun Unique. Also, Skull of Fire is available to any Fire mage empowered in Death.

Air

Use an Oreiad with air 33 (1/4 chance). If you empower the mage to air 44, you can start climbing the Air levels.

Water

You can use a Mystic with water 22 (1/8 chance) and an Oreiad water 11 (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 water 55. 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).

Earth

You can use a Mystic with earth 22 (1/8 chance), a Mage Engineer with earth 22 (1/5 chance), or an Oreiad earth 22 (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 earth 66. If you can't, there's not much you can do.

Astral

Use a earth 22 mage to make Earth Boots. Giving it to a Mystic with earth 11astral 22 (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.

Death

No native access. You can cast Forest Troll Tribe with an Oreiad to get a Troll Shaman.

Nature

You can get a nature 44 Oreiad (1/4 chance), which starts you pretty high. The Thistle Mace gets you to nature 55 so you can Awaken Treelord. They can't move, but they have a lot of Nature. You can also get a earth 22nature 33 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 fire 11earth 33, you can get The Copper Arm. Then you can use both the Thistle Mace and the Treelord's Staff with one mage.

Glamour

No native access. If you can get up to earth 44, 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.)

Blood

No native access. Awaken Treelord nature 55 has a one-in-three chance of getting you a unique, stationary, nature 44blood 11. A Ker, which can't be summoned natively, can be given the Gift of Reason, which is expensive, and but will grant you a death 11blood 11 mage.

Mixed Path

If can increase the paths of an Oreiad to air 44earth 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.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/arcoscephale-ea.txt · Last modified: 2024/04/11 20:51 by johnnydown