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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)
fire 22
water 22
earth 22 (rare 3)
astral 22
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

GoR: Gift of Reason or Divine Name make a unit into a commander, rarely with magic paths.
Capitol Gems: 2airgem2earthgem2astralpearl

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.

Engineers can upgrade Forts into Castles. But, while it does increase other stats such as Recruitment Point Percentage, it does not increase Commander Points. This means the build cost of 600 might not be worth it.

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 Defense (+25)
Old Age (60/50)
Mason
Commentary Here
Sceptic
70
1
1
Stealthy (+40)
Heretic (3)
Old Age (60/50)
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%
rp 1212
Prophet Shape (Mystic)
Commentary Here
Melissa
285
1
2
Recruit Anywhere
nature 11holy 11random1100%rp 99
Sacred
Healer (3)
Supply Bonus (+10)
Female
Commentary Here
Philosopher
90
1
2
Capital Only
rp 1010
Old Age (60/50)
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
Skilled Rider (3)
Combat Caster
Commentary Here
Armored Pegasus Sacred
Smart Mount (100)
Animal
Flying
Commentary Here
Mage Engineer
175
3
2
Capital Only
air 11earth 11random1100%rp 1111
Siege Bonus (+30)
Castle Defense (+30)
Old Age (60/50)
Mason
Commentary Here
Oreiad
555
1
4
Capital Only
air 22earth 11nature 33random1100%
10%
rp 1919
Sacred
Poison Resistance (5)
Stealthy (+60)
Awe (+6)
Supply Bonus (+30)
Seduction (Morale vs. 9)
Mountain Survival
Recuperation
Female
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Slinger
7
2
3
Not really useful unless buffed. Easy to amass though, and sometimes having a lot of ranged attacks can be useful, such as against glamoured units.
Cardaces
10
8
9
Formation Fighter (2) Decent, inexpensive, line holders with decent map move.
Peltast
10
5
9
Cheap javelin throwers. Their shield helps against range.
Icarid
14
21
18
Fire Vulnerability (5)
Flying
Relatively expensive, flying infantry with low protection. Good support unit for disrupting enemy lines but shouldn't be the bulk of the army.
Myrmidon
15
29
21
Formation Fighter (2) Excellent, but expensive, line holders. Encumbrance can become an issue.
Charioteer
30
30
24
Not really usable because of the low protection.
Chariot Animal
Trample
Charioteer
40
22
24
Not really usable because of the low protection. Can't even script it to fire but keep distance because the driver doesn't have a ranged weapon.
Chariot Archer Mobile Archer
Chariot Animal
Trample
Wind Rider
70
38
56
Capital Only
Sacred
Skilled Rider (2)
Decent sacred unit. Flying, with high map move. A good all-around unit. Excellent expansion.
Armored Pegasus Sacred
Smart Mount (100)
Animal
Flying
Has lower protection and defense than the rider and no lance to help repel units, making the pegasus itself a little vulnerable. Really benefits from a defense oriented bless.

Heroes

Sprite Unit Name Special Attributes Comments
Pathos - Son of Titans Awe (+1)
Inspirational (1)
Invulnerability (20)
Commentary here.
Daidalos - Maker of the Maze fire 11air 11water 11earth 33rp 1717
Siege Bonus (+50)
Castle Defense (+50)
Clockwork Lord (2)
Old Age (60/48)
Mason
Commentary here.
Asterios - Monster in the Maze Berserker (+6)
Invulnerability (20)
Slash Resistant
Blunt Resistant
Trample
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 (540/500)
Poor Amphibian
Pierce Resistant
Magic Being
Inanimate
Need Not Eat
Never Heals
Spirit Sight
Commentary here.
Ritual
Summon Spell Unit Special Attributes Comments
Summon Hound of Twilight
(Conjuration 5)
earth 22death 11 and 3earthgem

Hound of Twilight
Poison Resistance (15)
Darkvision (100%)
Fear (+5)
Patrol Bonus (+20)
Eyes (4)
Unsurroundable (2)
Spirit Sight
Commentary here.
Procession of the Underworld
(Conjuration 5)
death 33 and 13deathgem

Lampad x 15
Invulnerability (15)
Supply Bonus (+10)
Patrol Bonus (+5)
Stygian Guide (75%)
Recuperation
Spirit Sight
Female
With Divine Name or Gift of Reason
(astral 11death 22nature 11rp 1313)
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
Forest Survival
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
With Divine Name or Gift of Reason
(death 11blood 11rp 99)
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
Never Heals
Poor Amphibian Slash Resistance Blunt Resistance Pierce Resistance Magic Being Inanimate 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
Never Heals
Spell Singer
Communion Slave
Slash Resistance Blunt Resistance Pierce Resistance Amphibious Magic Being Inanimate Need Not Eat Spirit Sight
Commentary here.
Awaken Hamadryad
(Enchantment 5)
nature 44 and 25naturegem
In Forest

Hamadryad
nature 33rp 77
Fire Vulnerability (5)
Poison Resistance (5)
Innate Spellcaster (1)
Supply Bonus (+30)
Immobile
Blunt Resistant
Pierce Resistant
Magic Being
Need Not Eat
Forest Survival
Plant
Female
Summons in battle (Harpy x 3d6)
Commentary here.

Discounted Item

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

Magic Access

This guide supplements the general Magic Access guide.

Multi-Path Boosters

EA Arcoscephale has the right paths and crosspaths for most of the major Multi-path boosters, (except Robe of the Magi,) but the levels of its mages are so low it makes it difficult to get any of them.

Fire

Highest starting: fire 22 Mystic (1 in 8)
A difficult and expensive climb.
See Magic Access for path increase guide.

Skull of Fire
Empower any Fire mage in Death. Cheaper than empowering multiple Fire mages.

The Staff from the Sun Unique
fire 11astral 22 Mystic (1 in 8) +
Requires Unique Astral boosters.

The Mystic can have the right crosspaths for the unique The Forbidden Light, but getting a fire 11astral 22 Mystic up to the required fire 55astral 55 is impractical.

Air

Highest starting: air 33 Oreiad (1 in 4)
Requires an expensive level of empowerment to get to air 44 and the first Air booster.
See Magic Access for path increase guide.

Tome of High Power Unique
air 11astral 11 Mage Engineer (1 in 5) +
Remember, getting the Air booster requires an expensive level of empowerment.

Water

Highest starting: water 22 Mystic (1 in 8)
See Magic Access for path increase guide.

Contact Naiad
water 11nature 33 Oreiad (1 in 4) +
Then give the Naiad the boosters, which brings it to water 55.

Trident from Beyond Unique
water 11astral 22 Mystic (1 in 8) +

Orb of Atlantis Unique
water 11earth 11 Mystic (4 in 16), Mage Engineer (1 in 5), Oreiad (1 in 4) +
The third booster needs to be either the unique Orb of Elemental Water or the unique Trident from Beyond. Or, a 30watergem empowerment can be used.

Earth

Highest starting: earth 22 Mystic (1 in 8), Mage Engineer (1 in 5), Oreiad (1 in 4)
The difficult part in climbing Earth is the second Earth booster for the Troll King. There are two options, both uniques, the Orb of Elemental Earth or The Tome of Gaia. Without at least one, the Troll King needs to be empowered to earth 44, which costs .
See Magic Access for path increase guide.

Tome of Gaia Unique
earth 22nature 33 Oreiad (1 in 4)

Astral

Highest starting: astral 22 Mystic (1 in 4)
See Magic Access for path increase guide.

Coin of Meteoritic Iron
earth 11astral 22 Mystic (1 in 8) + Earth Boots
The Coin of Meteoritic Iron is necessary for getting the astral 22 Mystic to the first Astral booster.

Golem Construction
earth 11astral 22 Mystic (1 in 8) +
Golem with Coin of Meteoritic Iron and Starshine Skullcap bring it to astral 44.

Tome of High Power Unique
air 11astral 11 Mage Engineer (1 in 5) +
Remember, getting the Air booster requires an expensive level of empowerment.

Death

No national access.

Contact Forest Troll Tribe
Oreiad
Troll Shaman has death 11.

Nature

Highest starting: nature 44 Oreiad (1 in 4)
See Magic Access for path increase guide.

Tome of Gaia Unique
earth 22nature 33 Oreiad (1 in 4)

The Copper Arm
fire 11earth 11 Mystic (1 in 4), Mage Engineer (1 in 5) +
With The Copper Arm, the Oreiad can hold both the Thistle Mace and Treelord's Staff at the same time.

Glamour

No national access.

Troll King's Court
earth 22 Mystic (1 in 8), Mage Engineer (1 in 5), Oreiad (1 in 4) +
Troll King has glamour 11.

Forest Troll Tribe
nature 33 Oreiad
Troll Shaman has a one in four chance of glamour 11.

Blood

No national access.

Awaken Treelord Limited Amount, Stationary
nature 44 Oreiad (1 in 4) +
One in three chance of Treelord, who has blood 11.

Ker Mage
First step, summon the Ker: Bind Keres
death 22 (Not available natively.)
Second step, make the Ker a commander: Gift of Reason
nature 44 Oreiad (1 in 4)
The new commander Ker has blood 11. Kers are units, that, when made into commanders, have magic paths.

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.1720507164.txt.gz · Last modified: 2024/07/09 06:39 by johnnydown