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dom6:therodos-ea

EA Therodos, Telkhine Spectre

Lore

Therodos was once a kingdom of sages and craftsmen ruled by the Telkhines, sea daimones of almost godlike powers. When the Telkhines made themselves god-kings and threatened the divine order, their entire kingdom was drowned and cast under the waves. The people of the old kingdom suffered the full wrath of the divine judgment and unaware became ghosts inhabiting the ruins of a sunken kingdom. Of the Telkhine kingdom only a few islands remain, inhabited by survivors of the cataclysm. On these islands the living serve the unaware dead out of fear and respect. On the islands of the shattered kingdom also live the Daktyloi, dwarven smiths and servants of the Telkhines. With the death of the Telkhines the Daktyloi replaced them and became revered by the Therodian ghosts. The Daktyloi and their Hekateride sisters bring life to the remains of the ancient kingdom and prevent the total destruction of their home. Now Therodos is a drowned kingdom of ghosts and human islanders ruled by Daktyloi master smiths.

"Therodos is based on Greek legends and ideas of a golden-age kingdom swallowed by the waves as punishment by the gods. Since I made Berytos I wanted to elaborate on the Telkhines. Previous concepts of the Berytian Telkhine ancestry and new ideas of a spectral nation unaware of its undead precondition were merged and Therodos started to take form. Additional ideas of craftsmen daimones, such as Daktyls and associated Kouretes and Korybantes found a place in the backstory of the nation." - 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)
water 33 (rare 4)
earth 33 (rare 4)
air 22 (rare 3)
fire 11 (Rare 2)
death 11 (Rare 2)
holy 22
Heroes:
water 22nature 33holy 11
air 55water 44earth 33nature 33holy 33
air 44water 44earth 33death 22nature 22holy 22 and Master Smith
Summons:
fire 22air 33water 33earth 33death 22random1100% and Master Smith
fire 22air 44water 44earth 33death 22random1100%
(requires water 55air 22)
Ghosts do not need supplies and can enter the sea.
Kouretes can enter the sea.
Spectral hoplites and infantry.
Kourete and human sacred war-dancers.
Skilled Daktyloi mage-smiths.
Berserk when Blessed Advanced Forts
Forts prevent death of entire population.

Capitol Gems: 1airgem1watergem3earthgem1deathgem

Death limit: + 1
Magic limit: + 1

Population Death: Population will die off slowly but surely under the dominion of Therodos. Friendly forts under this dominion will generate ghosts that will help the Pretender God. In disciple games this will also affect the disciples.
Spectral Troop Summon: Dominion summons spectral troops.

Freespawn As mentioned earlier, Therodos' dominion kills population to generate ethereal units in forts. Death scales increase the number of units generated. Forts also prevent the complete depletion of population.

The rate at which dominion kills population is not completely clear, but Dom4 wiki says it is 1% of the population per candle. So that growth 3 only goes 0.6 of the way to cancelling out a single candle.

It is worth noting a few things about the ethereal units.

  • They have a protection of 0, meaning that anything that makes its way past their etherealness (which is 25% of mundane attacks) will inflict serious or lethal damage.
  • One exception is the Spectral Hoplite unit, which while still having 0 protection, carries a shield. This shield is treated as mundane and anything that this unit blocks will be treated as a hit against 15 protection.
  • All of these units have Spectral weapons, which prompt the targets they hit for a MR check for half damage. This reduces the spectral freespawn's damage output against all units to some degree.
  • Spectral javelins and bows can be fired underwater.
  • These undead are not mindless and are susceptible to morale damage.

Morale penalty Non-undead units controlled by Therodos suffer a -1 morale penalty their dominion instead of receiving a +1 bonus. This is a national trait which is not negated by being a disciple and is not shared with disciple nations should Therodos be the pretender.

National Units

Commanders

Image Unit Name Special Attributes Comments
Melia
225
21
2
Capital Recruit
Sea Recruit
Coastal Fort Recruit
nature 11holy 11random1100%rp 99
Sacred
Awe (+3)
Inspirational (1)
Supply Bonus (+25)
Reduces Unrest (2 per Month)
Poor Amphibian
Magic Being
Recuperation
Female
Commentary here.
Daktyl
335
3
4
Capital Only
air 11water 11earth 22random1100%
10%
rp 1515
Sacred
Master Smith (1)
Magic Being
Amphibious
Commentary here.
Hekateride
530
1
4
Capital Only
water 22nature 33holy 22random1100%
10%
rp 1717
Sacred
Poison Resistance (5)
Awe (+6)
Inspirational (2)
Supply Bonus (+60)
Reduces Unrest (3 per Month)
Magic Being
Amphibious
Recuperation
Female
Commentary here.
Therodian Scout
35
3
1
Stealthy (55)
Mountain Survival
Forest Survival
Commentary here.
Therodian Commander
55
31
1
Coastal Fort Only
Commentary here.
Kabeiros
175
8
2
Coastal Fort Only
earth 11random1100%rp 99
Sacred
Resource Bonus (5)
Forge Bonus (1)
Cause Unrest (1 per Month)
Commentary here.

Troops

Image Unit Name Special Attributes Comments
Kourete
28
23
36
Capital Only
Sacred
Bad Formation Fighter (-2)
Poor Amphibian
Magic Being
Berserk When Blessed
Commentary here.
Therodian Archer
10
7
9
Coastal Fort Only
Commentary here.
Therodian Peltast
10
5
9
Coastal Fort Only
Commentary here.
Therodian Hoplite
10
31
9
Coastal Fort Only
Commentary here.
Korybant
20
23
23
Coastal Fort Only
Sacred
Bad Formation Fighter (-2)
Supply Size (-1)
Berserk When Blessed
Commentary here.

Heroes

Image Unit Name Special Attributes Comments
Axiocersa - Kabeiride water 22nature 33holy 11rp 1515
Sacred
Poison Resistance (5)
Awe (+4)
Inspirational (1)
Sailing (Max Size 3, Ship Size 999)
Supply Bonus (+45)
Reduces Unrest (5 per Month)
Poor Amphibian
Magic Being
Recuperation
Female
Commentary here.
Dexithea - Telkhine
Earliest Arrival Turn (25)
air 44water 33earth 33nature 33holy 33rp 3535
Sacred
Cold Resistance (5)
Poison Resistance (20)
Shock Resistance (22)
Healer (2)
Sailing (Max Size 7, Ship Size 999)
Supply Bonus (+30)
Master Smith (1)
Reduces Unrest (5 per Month)
Amphibious
Shapechanger (Dexithea - Telkhine)
Commentary here.
Dexithea - Telkhine air 55water 44earth 33nature 33holy 33rp 3131
Remove:
Master Smith
Add:
Fear (+5)
Shapechanger (Dexithea - Telkhine)
Commentary here.
Lysagora - Telkhine
Earliest Arrival Turn (25)
air 33water 33earth 33death 22nature 22holy 22rp 3131
Sacred
Cold Resistance (5)
Poison Resistance (15)
Shock Resistance (20)
Healer (1)
Sailing (Max Size 7, Ship Size 999)
Supply Bonus (+20)
Master Smith (1)
Amphibious
Shapechanger (Lysagora - Telkhine)
Commentary here.
Lysagora - Telkhine air 44water 44earth 33death 22nature 22holy 22rp 3535
Remove:
Master Smith
Add:
Fear (+7)
Shapechanger (Dexithea - Telkhine)
Commentary here.

Freespawn

It has not been confirmed yet if all the following info is still accurate in Dominions 6.

They all share these special attributes:

Image Name Additional Attributes Comments
Spectral Archer spectral Bow
Spectral Peltast spectral javelin
Spectral Hoplite Formation Fighter (2)
Spectral Kourete Sacred
Bad Formation Fighter (2)
Berserk when Blessed
Spectral Commander Formation Fighter (2)
Ephor holy 11
Sacred
May also be summoned with Call Ephor.
Spectral Philosopher rp 1010
Philosopher (2)
May also be summoned with Call Spectral Philosopher.

Freespawn Mechanics

Freespawn mechanics courtesy of Loggy's Freespawn Reverse Engineering Notes.

Therodos' freespawn is generated only in forted provinces under Therodian dominion. The number of freespawn attempts in an eligible province in a given turn is determined as follows:

Number of Freespawn Attempts

$\text{Freespawn Attempts} = \frac{\text{Candles}+\text{Death Scales}+\text{Random Number 0-2 Inclusive}}{3}$

$\text{Result rounds down. If freespawn attempts < 1, nothing happens.}$

In an eligible province with 5 candles and 3, 2-3 spawn attempts will occur per turn. With the maximum of 10 candles and 3, 4-5 spawn attempts will occur per turn instead.

For each spawn attempt:

  • Overall, there is a 95% chance of generating units, with commanders spawning in only 5% of freespawn attempts.
  • 42.2% exploding 1d4 Spectral Hoplites
  • 21.1% exploding 1d4 Spectral Archers
  • 21.1% exploding 1d4 Spectral Peltasts
  • 10.5% 1 Spectral Kourete. If the province does not have a temple built in it, the Kourete is replaced with exploding 1d4 Spectral Hoplites.
  • 2.50% 1 Spectral Commander
  • 1.25% 1 Ephor
  • 1.25% 1 Spectral Philosopher

Detailed Mechanics

National Spells

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
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
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
Forest Survival
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.
Awaken Hamadryad
(Enchantment 5)
nature 44 and 25naturegem
In Forest

Hamadryad
Fire Vulnerability (5)
Poison Resistance (5)
Inept Researcher (-4)
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.

Magic Access

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

The Telkhine summons and heroes have powerful magic and, in human form, Master Smith, creating many possibilities. Dexithea - Telkhine and Lysagora - Telkhine can craft a Staff of Elemental Mastery. Telkhine, the summons, can forge both Staves of Elemental Mastery, with a Fire booster.

Summon Telkhine requires water 55air 22. A air 11 Hekateride (1 in 4) requires two Water boosters and an Air booster. The Air booster can be hard to get.

Fire

fire 11 Daktyl (1 in 5) or Kabeiros (1 in 4) is as high up the path as the EA Therodos recruitable mages start. No useful crosspaths.

water 55air 22 can Summon Telkhine who has fire 22, 1 in 5 chance of fire 33, and +fire 11 for crafting. It can create a Skull of Fire If it can make the unique The Ruby Eye, no empowerment is needed.

Air

air 22 Daktyl (1 in 5) because of Master Smith, only needs one level of empowerment to get to key path air 44. Still needs a level of empowerment to summon a Queen of Elemental Air. Has no useful crosspaths.

Dexithea - Telkhine, hero, starts at air 55 in animal form, which makes things simple.

Lysagora - Telkhine, hero, starts at air 44 in animal form.

water 55air 22 can Summon Telkhine, who has air 44 in animal form.

Water

water 33 Hekateride (1 in 4) starts at the key level for Water. water 44earth 11 for the unique Orb of Atlantis is achievable by multiple mages with Water boosters and multiple heroes.

Earth

earth 33 Daktyl (1 in 5) is the highest level avaiable. A earth 11 Hekateride (1 in 4), with an Earth booster, can create the unique The Tome of Gaia.

Dexithea - Telkhine and Lysagora - Telkhine can craft a Staff of Elemental Mastery, which means one less level of empowerment.

water 55air 22 can Summon Telkhine, who, with a Fire booster, can forge both Staves of Elemental Mastery.

Astral

No native access. earth 33death 11 can cast Hidden in Sand for a 1 in 3 chance of astral 22 or Hidden Underneath for a 3 in 4 chance of astral 11.

death 33 can cast Summon Spectre for a 7 in 16 chance of at least astral 11.

Death

death 11 Daktyl (1 in 5), with an Earth booster, can cast Hidden Underneath for at least death 22. It can forge a Skull Staff because of Master Smith but will still eventually need empowerment.

Lysagora - Telkhine, hero, starts at death 22, (effectively death 33 because of Master Smith), but will still need a level of empowerment to climb high in Death.

The Copper Arm and The Silver Arms can be forged by a Telkhine. They allow a mage to hold multiple staves.

Nature

nature 33earth 11 Hekateride (1 in 4), with an Earth booster, can create the unique The Tome of Gaia. Otherwise, it will need another level of empowerment to get to earth 55.

The Copper Arm and The Silver Arms can be forged by a Telkhine. They allow a mage to hold multiple staves.

Glamour

No native access. earth 44 can cast Troll King's Court for glamour 11.

death 33 can Summon Spectre for a 7 in 16 chance of at least glamour 11.

nature 33 can Forest Troll Tribe for a 1 in 4 glamour 11.

Blood

No native access. death 22nature 55 can Contact Lamia Queen for a 7 in 16 chance of at least blood 11.

nature 55 can Awaken Treelord for a 1 in 3 chance of blood 11.

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/therodos-ea.txt · Last modified: 2024/04/12 03:18 by johnnydown