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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Heroes: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (requires ![]() ![]() | 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 | ![]() Forts prevent death of entire population. |
Capitol Gems: 11
3
1
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.
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.
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Melia ![]() ![]() ![]() ![]() ![]() Coastal Fort Recruit | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Daktyl ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Hekateride ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Therodian Scout ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Therodian Commander ![]() ![]() ![]() Coastal Fort Only | Commentary here. | |
![]() | Kabeiros ![]() ![]() ![]() Coastal Fort Only | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Kourete ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() Berserk When Blessed | Commentary here. |
![]() | Therodian Archer ![]() ![]() ![]() Coastal Fort Only | Commentary here. | |
![]() | Therodian Peltast ![]() ![]() ![]() Coastal Fort Only | Commentary here. | |
![]() | Therodian Hoplite ![]() ![]() ![]() Coastal Fort Only | Commentary here. | |
![]() | Korybant ![]() ![]() ![]() Coastal Fort Only | ![]() ![]() Supply Size (-1) Berserk When Blessed | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Axiocersa - Kabeiride | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Dexithea - Telkhine Earliest Arrival Turn (25) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Dexithea - Telkhine | ![]() ![]() ![]() ![]() ![]() ![]() Remove: ![]() Add: ![]() ![]() | Commentary here. |
![]() | Lysagora - Telkhine Earliest Arrival Turn (25) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Lysagora - Telkhine | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Remove: ![]() Add: ![]() ![]() | Commentary here. |
It has not been confirmed yet if all the following info is still accurate in Dominions 6.
They all share these special attributes:
Resist Cold (15)
Resist Poison (25)
Spirit Sight
Image | Name | Additional Attributes | Comments |
---|---|---|---|
![]() | Spectral Archer | spectral Bow | |
![]() | Spectral Peltast | spectral javelin | |
![]() | Spectral Hoplite | ![]() | |
![]() | Spectral Kourete | ![]() ![]() Berserk when Blessed | |
![]() | Spectral Commander | ![]() | |
![]() | Ephor | ![]() ![]() | May also be summoned with Call Ephor. |
![]() | Spectral Philosopher | ![]() ![]() | May also be summoned with Call Spectral Philosopher. |
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:
$\text{Freespawn Attempts} = \frac{\text{Candles}+\text{Death Scales}+\text{Random Number 0-2 Inclusive}}{3}$
$\text{Result rounds down. If freespawn attempts < 1, nothing happens.}$
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:
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Sow Dragon Teeth (Enchantment 6) ![]() ![]() | ![]() Spartae x 10 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Procession of the Underworld (Conjuration 5) ![]() ![]() | ![]() Lampad x 15 | ![]() ![]() ![]() ![]() ![]() ![]() Female With Divine Name or Gift of Reason ( ![]() ![]() ![]() ![]() | Commentary here. |
Monster Boar (Conjuration 5) ![]() ![]() | ![]() Monster Boar Event | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Hound of Twilight (Conjuration 5) ![]() ![]() ![]() | ![]() Hound of Twilight | ![]() ![]() ![]() ![]() Eyes (4) ![]() ![]() | Commentary here. |
Bind Keres (Conjuration 6) ![]() ![]() | ![]() Ker x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female With Divine Name or Gift of Reason ( ![]() ![]() ![]() | Commentary here. |
Forge Brass Bull (Construction 6) ![]() ![]() ![]() | ![]() Khalkotauros | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Craft Keledone (Construction 6) ![]() ![]() ![]() | ![]() Keledone | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Awaken Hamadryad (Enchantment 5) ![]() ![]() In ![]() | ![]() Hamadryad | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Plant Female ![]() | Commentary here. |
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 5
2. A
1 Hekateride (1 in 4) requires two
Water boosters and an
Air booster. The
Air booster can be hard to get.
1 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.
5
2 can Summon Telkhine who has
2, 1 in 5 chance of
3, and +
1 for crafting. It can create a Skull of Fire If it can make the unique The Ruby Eye, no empowerment is needed.
2 Daktyl (1 in 5) because of Master Smith, only needs one level of empowerment to get to key path
4. Still needs a level of empowerment to summon a Queen of Elemental Air. Has no useful crosspaths.
Dexithea - Telkhine, hero, starts at 5 in animal form, which makes things simple.
Lysagora - Telkhine, hero, starts at 4 in animal form.
5
2 can Summon Telkhine, who has
4 in animal form.
3 Hekateride (1 in 4) starts at the key level for
Water.
4
1 for the unique Orb of Atlantis is achievable by multiple mages with
Water boosters and multiple heroes.
3 Daktyl (1 in 5) is the highest level avaiable. A
1 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.
5
2 can Summon Telkhine, who, with a
Fire booster, can forge both Staves of Elemental Mastery.
No native access. 3
1 can cast Hidden in Sand for a 1 in 3 chance of
2 or Hidden Underneath for a 3 in 4 chance of
1.
3 can cast Summon Spectre for a 7 in 16 chance of at least
1.
1 Daktyl (1 in 5), with an
Earth booster, can cast Hidden Underneath for at least
2. It can forge a Skull Staff because of Master Smith but will still eventually need empowerment.
Lysagora - Telkhine, hero, starts at 2, (effectively
3 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.
3
1 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
5.
The Copper Arm and The Silver Arms can be forged by a Telkhine. They allow a mage to hold multiple staves.
No native access. 4 can cast Troll King's Court for
1.
3 can Summon Spectre for a 7 in 16 chance of at least
1.
3 can Forest Troll Tribe for a 1 in 4
1.
No native access. 2
5 can Contact Lamia Queen for a 7 in 16 chance of at least
1.
5 can Awaken Treelord for a 1 in 3 chance of
1.
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?
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