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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 |
|---|---|---|---|---|
| | Hero Summons (req. (req. | Heavy Infantry Chariots Flying infantry Sacred Pegasus Riders Engineers | | ( Labs cost 250 |
GoR: Gift of Reason or Divine Name make a unit into a commander, rarely with magic paths.
Capitol Gems: 2
2
2
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.
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Scout | | Basic scout. |
| Engineer | | Can make fortresses into castles, although castles don't give more commander points. Can help with a lot with sieges. |
| Sceptic | | Sneak into enemy dominion to reduce it. If you have awful scales that you do not want to have spread, can help slow the spread, although this does restrict the effect of your Dominion Scrying ability. |
| Icarid Champion | | Potentially an amazing thug because giving it armor improves protection, defense, map move, and encumbrance, without losing the flying ability. Usually outclassed as a thug by a Wind Lord. |
| Chariot Commander | Not really useful because of low protection and Icarid Champion having the same leadership. | |
| Chariot | |
|
| Myrmidon Champion | | Commander with the highest leadership. |
| Mystic | 50% 50% 50% | Great researcher and a phenomenal mage. All can do communions, the potential paths and crosspaths are very useful. |
| Melissa Recruit Anywhere | Female | Expensive for low paths. Healer (3) can be helpful for healing expensive armies and all those old-age commanders. |
| Philosopher | | The Philosopher trait gives + |
| Wind Lord | | Wind Riders are excellent, and this is their commander. Probably EA Arco's best thug. |
| Armored Pegasus | |
|
| Mage Engineer | | Engineers can do the engineer side of the job better, Mystics can do the magic side of the job better, and Mage Engineers are expensive and competer with other cap-only commanders for command points. The |
| Oreiad | 10% Female | A phenomenal mage, best use of cap-only command points. Biggest use is |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Slinger | 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 | | Decent, inexpensive, line holders with decent map move. |
| Peltast | Cheap javelin throwers. Their shield helps against range. | |
| Icarid | | Relatively expensive, flying infantry with low protection. Good support unit for disrupting enemy lines but shouldn't be the bulk of the army. |
| Myrmidon | | Excellent, but expensive, line holders. Encumbrance can become an issue. |
| Charioteer | Not really usable because of the low protection. | |
| Chariot | |
|
| Charioteer | 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 | |
|
| Chariot | |
|
| Wind Rider | | Decent sacred unit. Flying, with high map move. A good all-around unit. Excellent expansion. |
| Armored Pegasus | | 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. |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Pathos - Son of Titans | | Commentary here. |
| Daidalos - Maker of the Maze | Clockwork Lord (2) | Commentary here. |
| Asterios - Monster in the Maze | | Commentary here. |
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Sow Dragon Teeth (Enchantment 6) | Spartae x 10 | | A lot of high protection fighters. Usually worth the 1 cost. |
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Summon Hound of Twilight (Conjuration 5) | Hound of Twilight | Eyes (4) | EA Arco can't natively cast this summon. Not a commander, so hard to buff up. Theoretically, if there were a lot of mages who could cast it and a lot of |
| Procession of the Underworld (Conjuration 5) | Lampad x 15 | Female With Divine Name or Gift of Reason ( | EA Arco can't natively cast this summon, but it might be worth giving a pretender |
| Monster Boar (Conjuration 5) | Monster Boar Event | | Causes unrest in a province until patrolled out. Not usually worth the gems. |
| Bind Keres (Conjuration 6) | Ker x 3 | Female With Divine Name or Gift of Reason ( | EA Arco can't natively cast this summon, but it might be worth giving a pretender |
| Forge Brass Bull (Construction 6) | Khalkotauros | | Has its strengths but can be countered. Probably not worth the gems. |
| Craft Keledone (Construction 6) | Keledone | | Inanimate, Immovable, Communion Slave. Won't die to most battlefield wipes. Limited use cases. Can be moved with Stygian Paths. |
| Awaken Hamadryad (Enchantment 5) In | Hamadryad | Plant Female | Situationally useful. Can cast Regen on itself. |
This guide supplements the general Magic Access guide.
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.
Highest starting:
2 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
1
2 Mystic (1 in 8) + ![]()
![]()
Requires Unique
Astral boosters.
The Mystic can have the right crosspaths for the unique The Forbidden Light, but getting a
1
2 Mystic up to the required
5
5 is impractical.
Highest starting:
3 Oreiad (1 in 4)
Requires an expensive level of empowerment to get to
4 and the first
Air booster.
See Magic Access for path increase guide.
Tome of High Power Unique
1
1 Mage Engineer (1 in 5) + ![]()
Remember, getting the
Air booster requires an expensive level of empowerment.
Highest starting:
2 Mystic (1 in 8)
See Magic Access for path increase guide.
Contact Naiad
1
3 Oreiad (1 in 4) + ![]()
Then give the Naiad the boosters, which brings it to
5.
Trident from Beyond Unique
1
2 Mystic (1 in 8) + ![]()
Orb of Atlantis Unique
1
1 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 30
empowerment can be used.
Highest starting:
2 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
4, which costs .
See Magic Access for path increase guide.
Tome of Gaia Unique
2
3 Oreiad (1 in 4)
Highest starting:
2 Mystic (1 in 4)
See Magic Access for path increase guide.
Coin of Meteoritic Iron
1
2 Mystic (1 in 8) + Earth Boots
The Coin of Meteoritic Iron is necessary for getting the
2 Mystic to the first
Astral booster.
Golem Construction
1
2 Mystic (1 in 8) + ![]()
Golem with Coin of Meteoritic Iron and Starshine Skullcap bring it to
4.
Tome of High Power Unique
1
1 Mage Engineer (1 in 5) + ![]()
Remember, getting the
Air booster requires an expensive level of empowerment.
No national access.
Contact Forest Troll Tribe
Oreiad
Troll Shaman has
1.
Highest starting:
4 Oreiad (1 in 4)
See Magic Access for path increase guide.
Tome of Gaia Unique
2
3 Oreiad (1 in 4)
The Copper Arm
1
1 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.
No national access.
Troll King's Court
2 Mystic (1 in 8), Mage Engineer (1 in 5), Oreiad (1 in 4) + ![]()
Troll King has
1.
Forest Troll Tribe
3 Oreiad
Troll Shaman has a one in four chance of
1.
No national access.
Awaken Treelord Limited Amount, Stationary
4 Oreiad (1 in 4) +
One in three chance of Treelord, who has
1.
Ker Mage
First step, summon the Ker: Bind Keres
2 (Not available natively.)
Second step, make the Ker a commander: Gift of Reason
4 Oreiad (1 in 4)
The new commander Ker has
1. Kers are units, that, when made into commanders, have magic paths.
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:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
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
Dominions 6 - EA Arcoscephale - National Overview - Top Guides
Thanks to Top Guides for commentary.