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dom6:mekone-ea

EA Mekone, Brazen Giants

Lore

Mekone is a city of gold and marble inhabited by Gigantes, a race of exalted giants descended from an ancient god. Proud and endowed with mythical strength the Gigantes of Mekone have enslaved their neighbors and made themselves rulers over men. For ages the Gigantes have watched the lesser races and seen their kingdoms rise and fall. They witnessed the fall of Telkhinis and the injustices done to the races of old. With the aid of the Elder Cyclopes the Gigantes of Mekone have taken it upon themselves to rid the world of the gods of men. Most of Mekone’s population consists of human slaves, helotes. The population of human slaves is discontent and unrest will increase in all forts.

"Mekone and its successors are inspired by giants of Greek myth. Described either as strong and proud hoplites, or in later times, as monstrous beings with serpent legs, the idea of a nation of giants that doesn’t follow the development of most other giant nations, with smaller and smaller giants in the later ages, started to take form. The serpent legged monstrosities of the late age was at first glance the most intriguing one, but I wanted to make the nation one era at a time, so I started with Mekone. Some research into ancient Athens and Sparta transformed my first ideas into a nation heavily inspired by Sparta. Since Arcoscephale is more influenced by Athens in the early age and Hellenic Greece in later ages, a Spartan society would not overlap with previous Greek influences. I also wanted to incorporate the hubris of the giants and the Gigantomachia—the war against the gods—into the nation, which in turn created the backstory for the middle and late age versions of the nation." -Illwinter

In Greek myth, Mekone was where Zeus and Prometheus settled on what part of the animal would be sacrificed to the gods, with the latter tricking the former into choosing the scraps.

General Overview

EA Mekone is a nation of Hoplite giants on a crusade against traditional godhood using its despised human population as slave chaff. A unique and difficult nation to use. It has many giant units, but with recruitment limited per turn. The human units are slaves, with the ability to be promoted out of slavery. EA Mekone's forts cause unrest, and every fall the Ephors start a campaign against the human slave population. EA Mekone also has tools and traits to fight the growth of enemy dominion, and its Elder Cyclops are some of the best item creators in the game. And, of course, the Gigantomachia spell announces the start of the crusade against the gods, making giants easier to produce. Managing EA Mekone's restrictions while maximizing its specific advantages makes for a different and difficult playstyle unlike any other nation in Dominions 6.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
fire 33 (Rare 4)
earth 33 (Rare 4)
air 22 (Rare 3)
water 22 (Rare 3)
holy 22
Hero
fire 22earth 33holy 22
Summons
death 11blood 11
(req. death 22 & GoR)
astral 11death 22nature 11
(req. death 33 & GoR)
Few gigantes armed with magical weapons
Mostly human slave soldiers
No sacred troops
Slave
Promotion
Formation Fighter
Old Age
Inquisitor
Taskmaster
Advanced fortified cities
Forts increase unrest
Capitol has an increased recruitment limit of +4
Capitol receives 150 resources

Capitol Gems: 2firegem1airgem3earthgem

Order Limit + 1

No Puny Gods: EA Mekone's pretender cannot be smaller than Size 6. The only exception is the Demilich.

Suppression: The dominion of Mekone is extra efficient at suppressing other faiths. When trying to remove the enemy dominion, the maximum strength of Mekone is counted as one higher than it really is (+1 Conflict Bonus).

The Krypteion

All forts accrue unrest passively. This happens after Patrol in the Turn Order Sequence, meaning that it is impossible to fully prevent without someone who passively Reduces Unrest. In addition, the Krypteion event chain happens every autumn with the following event sequence:

  • In Early Fall, forted provinces gain +15 unrest. If there is an Ephor present, war is declared on the helote population. Without an Ephor to organize it, the chain ends here.
  • In Fall, the Krypteion proper begins, and helotes are slaughtered, lowering unrest by -40 or -50 and population by about 300. Some of your recruited Helotes may die.
  • In Late Fall, the Krypteion concludes and spawns an experienced Kryptes Assassin, thus ending the event chain.

Gigantomachia

Gigantomachia (Thaumaturgy 7) fire 44earth 44 and 60earthgem
The giants declare war upon the gods. Worldwide enchantment. Recruitment Limit + 1 in friendly dominion. Dominion gets a +3 Conflict Bonus. Recruitment cost 10 Gold less for giant units.

The Gigantes are Size 6 Giants of humanlike physique. Most Size-6 beings would fit only one-to-a-square, but most Gigantes are trained to fit in pairs. The average Gigante has 30 HP, 3 Natural Protection, 20 Strength, and 13's in Attack Skill, Defence Skill, Magic Resistance, and Morale. They also have 2 Encumbrance, 18 Map Movement, and 16 Combat Speed naked.
The Gigantes are too arrogant to serve anyone smaller than them, however.

Most denizens of Mekone are Helots, Size 3 humans (three-to-a-square) who are property of the state. Helots are perfectly-average humans by Dominions standards (3 Encumbrance, 14 Map Movement, 12 Combat Speed, no Natural Protection, and 10 in everything else), aside from their extremely low 7 Morale. As Slaves, however, their low Morale may be boosted in battle by having a Taskmaster lead them.
Helots can earn their freedom by accruing 50 Experience, becoming Neodamodes. This happens outside of battle. Neodamodes have +4 Morale over their equally-experienced Helot peers, but Mekone must pay them additional Upkeep; 150% more, to be exact, up from 3.2 gold every 12 turns to 8.

National Units

EA Mekone's units run the gamut from cheap and weak to strong and limited in number, requiring extra care.

Commanders

Sprite Unit Name Special Attributes Comments
Perioeci Scout
35
5
1
Stealthy (+50)
Mountain Survival
Forest Survival
Standard scout.
Neodamode Commander
60
30
1
Formation Fighter (2) Not a good unit. Lacks Taskmaster for leading the human slaves and too small to lead giants.
Lochos
115
75
1
Formation Fighter (2)
Taskmaster (2)
10 Gold Cheaper When Active (Gigantomachia)
Pretty good. Cheap for being a giant commander. Has Taskmaster and a good morale bonus. Consider equipping with a Trueshot Longbow to take advantage of its strength and precision.
Geronte
145
1
2
holy 11random1100%rp 77
Sacred
Formation Fighter (2)
Taskmaster (1)
Old Age (272/250)
Inquisitor
10 Gold Cheaper When Active (Gigantomachia)
There are better choices for each of the roles a Geronte can fulfill. Moving troops? Lochos. Researching? Ephor. Mage? Any of the other mages is more useful, and worth the additional cost.
Ephor
235
1
2
fire 11earth 11holy 11random1100%rp 1111
Sacred
Formation Fighter (2)
Taskmaster (1)
Old Age (276/238)
Inquisitor
10 Gold Cheaper When Active (Gigantomachia)
EA Mekone's primary researcher. Fire and Earth randoms are perfectly good combat casters. Air randoms can site-search, maybe make some Owl Quills if there aren't any Elder Cyclops, or cast some small (mostly ranged) buffs. Must have a Ephor in every fort during the fall or suffer unrest penalties and miss out on a free assassin. See The Krypteion
Archon
430
1
4
fire 11earth 11holy 11random2200%rp 1313
Sacred
Formation Fighter (2)
Taskmaster (1)
Inquisitor
10 Gold Cheaper When Active (Gigantomachia)
Good combat caster. Not a gold-efficient researcher. Not cap-only, so once EA Mekone's economy is rolling, they're going to want to be recruiting these.
Polemarch
415
79
2
Capital Only
fire 22earth 22rp 1313
Sacred
Formation Fighter (2)
Taskmaster (2)
Combat Caster
10 Gold Cheaper When Active (Gigantomachia)
Good leader but expensive and cap-only. Only requires two command points though. Excellent weapon that does fatigue damage to gods and sacreds with area of effect one. Great thug. Has good thugging paths, boost them with Phoenix Power and Earth Power. With Bracers of Protection, he'll have four items that can be boosted by Temper Armors. Fire Shield damages other units without causing fatigue. Requires a priest or Flask of Holy Water to be blessed. Combat Caster allows it to cast short-range combat spells. Encumbrance can be an issue. One at a time can be the target of Blessing of the God-slayer.
Elder Cyclops
465
3
4
Capital Only
fire 22air 11earth 22random1100%
10%
rp 1717
Resist Fire (15)
Resource Bonus (25)
Master Smith (1)
Eyes (1)
Mountain Survival
10 Gold Cheaper When Active (Gigantomachia)
Efficient and powerful item creator. Extremely useful, although slow-to-recruit and expensive. Remember, Water randoms can create some helpful items, such as a Flask of Holy Water. Also, the resource bonus can be helpful in recruiting as many giants as possible.
Basileus
485
1
4
Capital Only
fire 22water 11earth 22holy 22random1100%
10%
rp 1717
Sacred
Formation Fighter (2)
Taskmaster (2)
Inquisitor
Old Age (257/226)
10 Gold Cheaper When Active (Gigantomachia)
Always useful, but being slow-to-recruit and cap-only, there won't be many of them. Being holy 22, can cast Sermon of Courage, which is helpful for the low morale units.

Troops

Your Gigante troops are powerful units with their stats and magic gear. The downsides are they cost a lot of gold and resources, can only be led by Size 6 commanders, and many can only be recruited in the capital. This is somewhat offset by having cheap human slaves to fill out your numbers.

Promotions When a Helote gains 50 XP, they become a Neodamode. They are no longer slaves (3 more gold per year in upkeep), and gain +4 base Morale and +2 MapMove. Except Peltasts, who only get +3 and their leather caps upgraded to bronze. Being free, they no longer benefit from Taskmasters but by 50 experience they have already gained +1 or +2 bonus morale.

Sprite Unit Name Special Attributes Comments
Helote Peltast
8
5
4
Slave
Promotion (50 exp.) (Neodamode Peltast)
An important unit. Very cheap, especially the upkeep. A mass of these is effective against certain units, such as barbarians, glamoured units, or low armored units.
Neodamode Peltast The upkeep is more expensive than with the Helote version, making the promotion not worth it.
Helote Ekdromos
8
15
4
Slave
Formation Fighter (2)
Promotion (50 exp.) (Neodamode Ekdromos)
Decent unit and surprisingly survivable. Because of Formation Fighter, attack density is high and it takes four to fill a square, so a ton to fill a front line.
Neodamode Ekdromos Formation Fighter (2)
Helote Hoplite
8
29
4
Slave
Formation Fighter (2)
Promotion (50 exp.) (Neodamode Hoplite)
An improvement over Helote Ekdromos, if you can afford the resources. The longer spear allows repelling against units with normal spears and protection has dramatically increased. Again, Formation Fighter improves attack density and means it takes a lot to fill a front line.
Neodamode Hoplite Formation Fighter (2)
Perioeci Peltast
10
5
9
Overshadowed by the much cheaper Helote Peltast. The added benefits are not worth the cost.
Discobolus
30
7
Recruitment Limit: 3
Minimum Leader Size (6)
10 Gold Cheaper When Active (Gigantomachia)
An okay ranged giant troop. Only has four ammunition. The long range negates some of the precision benefits, but it is deadly when it hits. The close range fists do decent damage. Really benefits from buffs.
Gigante Ekdromos
40
51
Recruitment Limit: 3
Minimum Leader Size (6)
Formation Fighter (2)
Skirmisher (1)
10 Gold Cheaper When Active (Gigantomachia)
Two per square because of Formation Fighter. Human Formation Fighters can fill in holes. Large enough to push forward into the human front lines of the army.
Gigante Hoplite
40
75
Recruitment Limit: 3
Minimum Leader Size (6)
Formation Fighter (2)
10 Gold Cheaper When Active (Gigantomachia)
An amazing unit. Very heavy unit and difficult to kill, but the limited recruitment makes it a big blow to lose them.

Heroes

Sprite Unit Name Special Attributes Comments
Alcyonaeus - King of Pallene
Earliest Arrival Turn (15)
fire 22earth 33holy 22rp 1515
Sacred
Formation Fighter (2)
Taskmaster (2)
Immortality Reform Time (1 Month)
Combat Caster
Commentary here.

Freespawn

Sprite Unit Name Special Attributes Comments
Kryptes
See The Krypteion
Stealthy (+40)
Patrol Bonus (+15)
Assassin
No Patience, but is a giant with good stats. Can be customized to handle whatever the target is.

National Spells and Items

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
Good combat summon. EA Mekone has plenty of mages who can cast it. It is relatively cheap for 10 strong units and easy to buff.
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
Requires Death, which is non-native. Cheap, has magic weapons, and a Fear aura. Worth summoning if you can.
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)
Requires Death, which is non-native. Unarmored but Invulnerable to regular attacks. Their Torch has an AOE 1, (so cannot miss,) effect that inflicts Decay, if it overcomes the enemy's Magic Resistance.
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)
Requires Death, which is non-native. Can be made into mages with Divine Name or Gift of Reason, but Nature and Astral are non-native as well. Their claws Paralyze Undead units.
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
EA Mekone doesn't have any other trampling units, so it might be a surprise tactic. Can trample and attack at the same time.

Other Spells

Ritual

  • Blessing of the God-slayer (Enchantment 0)
    water 11holy 11 and 5watergem
    Cast by Basileus targeting Polemarch
    Only one Polemarch can be given this buff at a time, and it lasts for one year. Halt Heretic is a special type of Awe that works against enemy Sacred units. Well worth casting.
  • Gigantomachia (Thaumaturgy 7)
    fire 44earth 44 and 60earthgem
    The giants declare war upon the gods. Worldwide enchantment. Recruitment Limit + 1 in friendly dominion. Dominion gets a +3 Conflict Bonus. Recruitment cost 10 Gold less for giant units.
    Getting a mage to the necessary fire 44earth 44 might require empowering, a lot of investing in boosters, and/or a pretender designed for the purpose.
    Having a Recruitment Limit of 4 instead of 3 in each of the forts, (and 8 in the capital,) can make a large difference. A total Conflict Bonus of +4 will push enemy dominion away very quickly. (Maybe even opening the potential for a DomKill, which is extremely rare in Dominions 6.)

Items

  • God-Slayer Spear (Construction 3)
    earth 11 and 5earthgem
    The same weapon Polemarchs use. Giants make it into a Length 4 weapon from a Length 3. The added effect adds Fatigue to Gods and Sacred units. A powerful weapon but with Polemarchs already using it, and with no area-of-effect attack other than the fatigue, it might not be worth making, unless specifically trying to fatigue out sacreds.

Discounted Items

  • Golden Hoplon (Construction 5) fire 22 and 8firegem
  • Shield of Gleaming Gold (Construction 7) fire 11glamour 22 and 4firegem4glamourgem
  • Elemental Armor (Construction 5) fire 11earth 22 and 4firegem8earthgem

Magic Access

General Access

The Elements

  • fire 33 on one-in-three Archons
  • air 22 on one-in-three Archons
  • water 22 on roughly every fourth Basileus (capital only)
  • earth 33 on one-in-three Archons

The Sorceries

  • No astral magic
  • No death magic
  • No nature magic
  • No glamour magic

The Rites

  • No blood magic
  • holy 22 on every Basileus (capital only), holy 11 on Gerontes off-capital (cheapest option)

Crosspaths

  • fire 22air 11water 11earth 22: A lot of stuff, really!
    • Fire/Air: Clouds of fire and poison, Breath of the Desert
    • Fire/Water: Acid spells and items, Geyser, Rune Smasher
    • Fire/Earth: Magma spells, various monster summons, various combat items
    • Air/Water: Frost Cloud spells and items, Yetis, Amulet of the Fish (for bringing holy 33's on-shore)
    • Air/Earth: Flying Shield, Shroud of Flying Shards, Rain of Stones, various combat items
    • Water/Earth: Rust Mist, cave monster summons, Jade Armor (Quickness), Dragon Crown (Dragon Mastery)

Boosted Access

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

Elder Cyclops have Master Smith, increasing their paths by one for the purpose of forging items. With their broad elemental paths, this opens up a lot of possibilities. Master Smith does not help with summoning, though.

Multi-Path Boosters

Staff of Elemental Mastery
Crown of the Elements Unique
fire 22water 11 Elder Cyclops (1 in 4) + + Master Smith
The three boosters necessary to craft these are easy to get.

Fire

Highest starting: fire 33 Elder Cyclops (1 in 4)
Remember, all boosters that require only Fire are one level easier to get because of Master Smith.

Air

Highest starting: air 22 Elder Cyclops (1 in 4)
Remember, all boosters that require only Air are one level easier to get because of Master Smith, so only one level of empowerment, (or a multi-booster,) is needed to get a Winged Helmet.

Water

Highest starting: water 22 Basileus (1 in 4)
Sadly, Basileus does not have Master Smith, so no help there.

Orb of Atlantis Unique
water 22earth 22 Basileus (1 in 4) +

Earth

Highest starting: earth 33 Elder Cyclops (1 in 4)
Remember, all boosters that require only Earth are one level easier to get because of Master Smith.

Astral

No national access. No simple summons.

Death

No national access. No simple summons.

Nature

No national access. No simple summons.

Glamour

No national access.

Troll King's Court
earth 33 Elder Cyclops (1 in 4) +
Troll King has glamour 11.

Blood

No national access. No simple summons.

Strategy

Build a lot of forts in order to get around the limited recruitment. Forts are expensive though, and the units resource intensive, so it's important to take a lot of decent land with high income and high resources.

The nation desperately needs to break into sorcery paths. It needs to be priority one from turn one. A properly designed pretender can help, but independent mages are important as well. Use them to get Nature, at a minimum. If needed, Scouts can even be used to Blood Hunt, and will eventually get enough Blood Slaves to empower a commander in Blood. Without sorcery paths, Mekone lacks the flexibility to respond to late-game (and some mid-game) threats. Darkness, for example, can be very dangerous.

Many of the commanders have Old Age, so consider an Unaging or Undying bless.

Consider making a prophet out of a Lochos to give them something to do in battle, or, if not a Lochos, then an Elder Cyclops or a Basileus in order to reduce their upkeep cost. EA Mekone has no other priests with holy 33, other than the prophet, so consider giving it Map Move increasing items to help it get out claiming thrones and supporting troops.

When expanding, don't feel the need to upgrade your Palisades, they are already capable of recruiting a mage per turn. Recruit an Ephor first, to handle the event in the fall. Renaming them in all-caps as a reminder not to move them is probably a good idea. This will make sure the Kryptes is recruited every year.

Expansion

Expansion parties of about ten Gigante Hoplites can take on most indies. For troublesome provinces, combine parties or add in some human soldiers, such as Helote Peltasts. Remember, the humans can form a front line to soak damage and charges, and then the Gigante Hoplites can push through the humans to the front.

Combat

EA Mekone basically has two extremely different army compositions. When facing enemy armies that are lightly armored and without shields, such as EA Ulm, a mass of Helote Peltasts can be very effective. When facing a heavier armored foe, even one with resistance of some sort to mundane weapons, Gigante Hoplites can be very useful. Both Helote Peltasts and Gigante Hoplites take Earth and Fire buffs very well.

EA Mekone's mages can also be made into capable thugs. With decent stats and great hit points, good thugging paths, the ability of some of them to Magic Phase, and the ability to make cheap items with Elder Cyclopses with Dwarven Hammers, they can take on indie armies or PD all by themselves.

Magic

Buffs are more effective no units with Formation Fighter because more of them are packed into a square.

Temper Armors and Strength of Giants, (and their more powerful versions,) are easy to cast and generally helpful.
Earth Meld (and its more powerful versions) are also easy to cast and keep enemy troops from massing.
Battle Fury (and its more powerful versions) gives Helote Peltasts the morale to stay in the fight longer and allows your hoplites to Repel successfully, landing more hits with their spears.
Incinerate is good for taking out individual, armored targets, because it's Armor Negating.
Gift of Formlessness (and its more powerful version) makes formations resistant to physical attacks. A good way for Basileus to contribute early.
Acid Rain (and its more powerful version, Acid Storm,) are useful because Acid Resistance is not common. Another good way for Basileus to contribute.
Group Stoneskin causes Cold Vulnerability. EA Mekone is vulnerable to Fatigue plays, including Grip of Winter, which Group Stoneskin makes even worse. But, with Heat Resistance in its bless, Heat from Hell can be used to negate Grip of Winter.

In the midgame, elemental weaknesses are going to become more of a problem. Use Archons, and even some Ephors, to cast elemental resistance spells.

Example Pretender Builds

Mak'out Point the Statue of Fertility
by Babel Builder

Mak'out Point tends to come out about the same time EA Mekone can really start recruiting Sacred units, so having a dormant pretender with an incarnate bless ends up not making much of a difference. Unaging helps your mages not accrue Afflictions and Regeneration, combined with their high hit points, helps them survive longer.

nature 77 allows for casting Gift of Health and other big Nature spells. Because the pretender is Immobile, it is difficult to get enough Nature Gems. It's important to find Nature indies to do site searching.

Order 3 provides more money, which is necessary, and helps with the Unrest issue caused by the forts. (Patrolling can help, but kills off population.)

Productivity 2 provides more money and resources, both of which are necessary. Elder Cyclops, while helpful, just do not provide enough resources for EA Mekone's needs.


Chassis: Dormant Statue of Fertility
Paths: earth 55nature 77rp 2929
Bless: Unaging, Regeneration
Scales: Dominion strength6Order3Productivity2Heat0Growth0Misfortune1Magic1

Death and Blood the Mother of Monsters
by Zan

Breaks EA Mekone into Death, Nature, and Blood. With good expansion and no need for a supercombatant for defense, the pretender build can focus on one of the nation's biggest weaknesses, a lack of sorcery paths.

Death, Nature, and Blood offer plenty of opportunity to summon mages with their respective paths, the difficult part is getting enough gems to do it. To help with site searching, Indie Nature mages are relatively easy to find, with indie Death mages being less easy but still doable. The pretender may need to search for Blood Slaves herself to get started.

This pretender also has the right paths for casting Bind Keres and then using Gift of Reason on the summoned Keres, who then have death 11blood 11.


Chassis: Imprisoned Mother of Monsters
Paths: death 55nature 55blood 55rp 3535
Bless: Low Light Vision, Poison Resistance x 2, Unaging, Enchanted Blood
Scales: Dominion strength7Order2Productivity2Heat2Growth2Luck0Magic2

Chicken of the Stars the Great Archon
by Zan

Breaks into Astral, and can forge a Ring of Sorcery, which empowers any sorcerer the nation may get. Earth/Astral allows forging of a Coin of Meteoritic Iron for more Astral power and getting moreAstral mages by summoning Golems.


Chassis: Imprisoned Great Archon
Paths: fire 22earth 44astral 66rp 3030
Bless: Mountain Survival, Reinvigoration x 2, Far Caster
Scales: Dominion strength6Order2Productivity2Heat2Growth2Luck0Magic3

Weaknesses

EA Mekone is susceptible to sudden fatigue plays. It also lacks late game flexibility, if it's failed to expand its magic diversity. If it hasn't found a way to break into other paths, Darkness, for example, can be difficult for it to counter.

See More

dom6/mekone-ea.txt · Last modified: 2024/07/27 21:48 by johnnydown