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fomoria-ea

EA Fomoria, The Cursed Ones

Lore

Fomoria is a tragic nation, its history plagued with wars and curses. The Fomorians are giants who used to oversee the waters but eventually ditched their duties in favor of raiding coastal settlements. By breaking its oaths, the Fomorian race began to degenerate - every succeeding generation was smaller, weaker, and more deformed than the previous one. Children were born with the heads of goats, and the lucky ones "only" lost much of their magical prowess. Eventually, the giants were forced out of the sea, and came under attack by Tir na n'Og. The Fomorians managed to survive by casting terrible spells and causing mass famines. They also enslaved the Fir Bolg, a lesser race of elves.

Fomoria, alongside Tir na n'Og and Ys, is based on the "Invasions Cycle" of Irish folklore.

General Overview

EA Fomoria is a very versatile nation. It can easily achieve high magic levels in native paths, kit out most of its commanders for thug/SC duty, and has an above-average troop lineup. It's a healthy mix of a giant and magic nation, with a reliable expansion phase, strong middle game, and relevant late game. In some ways, Fomoria is also a dual nation - it is split between the cursed giants, who make for excellent thugs, and their elf (ew) servants. With two unit sacreds and a super-combatant chassis, Fomoria is a force to be reckoned with.

Despite these advantages, Fomoria suffers in several key areas: Most of its strong units are resource-intensive, which is a glaring issue in the Early Age. Additionally, it suffers from poor magic diversity - it has only two guaranteed paths ( Air and Death) and two-level 1 possible paths ( Nature and Water). Lastly, the nation has only two non-cap priests, who are gold intensive.

Fortunately, Fomoria's troop lineup remains relevant throughout the game. During expansion, groups of a dozen Nemedians can reliably expand into most provinces, while the above-average Fir Bolg cost as much as regular humans. Most units carry shields, but the only shooters of Fomoria have limited range. If the player manages to survive into the midgame, they can switch to recruiting Fomorian giants, who are heavily armored and can deal a lot of concentrated damage.

Fomoria is a nation that can try its hand in many strategies, always keeping its opponents on edge with strong paths and the ability to kit out multiple thugs every season. It is most certainly a good nation for new players and can be a good example for learning how to thug and use combat magic.

National Features

Fomoria players will be quick to learn that Fomoria can set up a strong magic-oriented economy by the midgame, under the protection of superior units. Once the nation is entrenched, it can pump out Super Combatant Kings, who have the capacity to cloud trapeze deep into enemy territory.

Special Race Attributes Military Magic Access Priests Buildings
Giants!
Ocean Sailing and Water Breathing Fomorian Kings
Nemedian Elves
Superhuman Medium Infantry
Expensive Giants and Elves
air 44 (rare 5)
death 33 (rare 4)
nature 11 (rare 2)
water 11 (rare 2)
earth 11
Weak Priests (expensive and few) Giant Forts

Capital Special Sites

Isle of Balor Rath Chimbaith

Enables recruitment of
Fomorian Kings
Unmarked
Fomorian Giants
Produce 2airgem1watergem per turn

Enable recruitment of
Nemedian Champion
Nemedian Sorceress
Nemedian Warrior.
Produce 1airgem2deathgem per turn

National Units

Commanders

Img Unit Name Abilities Comments
Fir Bolg Scout
25
12
1
Stealthy (50)
Mountain Survival
Forest Survival
Generic scout with above-average stats.
Fomorian Scout
45
19
1
Stealthy(40)
Mountain Survival
Forest Survival
A giant version of the above. Not really worth the extra cost and it comes with 10 less stealth.
Fomorian Champion
60
29
1
Start affliction (10%) Generic giant commander. Comes with an affliction, but otherwise functions as a normal giant.
Unmarked Champion
130
29
1
sacred A superior version of the above, worth recruiting for leadership only. Has a priest level, but generic priests are more efficient. Can be kitted out and blessed, perform minor raids and back-up armies.
Nemedian Champion
175
25
2
Capital Only
air 11death 11holy 11
sacred
Stealthy (65)
Darkvision (50%)
Glamour
Spell Singer
Iron Vulnerability(1)
The leader of Nemedian raiding parties.
Capable as a light thug.
Fir Bolg Druid
70
2
2
air 11random1100% 9 Not the strongest mage you have but provides are your most gold efficient researchers especially while holding a Owl Quill.
Also, your only Earth mage if you can get Earth Boots for in combat earth 33 in combat.
Fomorian Druid
200
3
2
air 22holy 22random1100% 11
sacred
One of your important combat mages.
Has the body of an air thug with an extra path for additional utility.
As they are sacred, having a reinvigoration bless, they can Thunder Strike all game, forming large groups that constantly call lightning.
Nemedian Sorceress
245
1
2
Capital Only
air 22death 22random1100%+10% 15
Stealthy (65)
Darkvision (50%)
Glamour
Female
Spell Singer
Iron Vulnerability(1)
The the main spellcaster, Able to anbush enemys with surprise Wind of Death, Skeli-spam, and Lighting.
Fomorian King
485
37
4
Capital Only
air 33death 22holy 22random1100%+10% 17
sacred
Darkvision (50%)
Cold Resistance (5)
Shock Resistance (5)
Gift of Water Breathing (50)
Amphibious
Sailing Max Size 6
One-Eyed

Troops

Formora is made up of above-average-humans Fir Bolgs, Size 4 giants but can get afflictions that lower their value, and Capital only Glamoured elves. Most lower ranks don't were hats, which is a problem until you get Arrow Fend. A good trick when recruiting is to alternate between a human-sized unit and a Fomorian to guarantee that the two will share the same square.

Sprite Unit Name Special Attributes Comments
Fir Bolg Slinger
11
2
10
Your most spamable ranged unit.
Fir Bolg Warrior
10
13
15
Your worst troops, out-classed by the Fomorians and the Nemedians.
Better to get indies that get this over costed militia if you need size 2 chaff.
Fir Bolg Warrior
10
13
15
Fomorian Militia
15
3
7
Start affliction (60%) Cheap, large, high strength. Horrible in a fight as they have a hard time hitting and die too easily.
Best as cost-effective siege chaff.
Fomorian Javelinist
20
15
11
Start affliction (40%) Practically living ballistae, dealing 22 damage with throw. Wind Guide can help compensate for their relatively poor precision.
Fomorian Spearman
20
17
11
Start affliction (40%) Blockers. Their lack of a helmet makes them somewhat more vulnerable to headshots, but this is mitigated by their large size. Being size 4 means they benefit from having a human-sized escort to fill the gaps in their formations. Will kill most things it hit in chaff fights but only has human attack skill.
Fomorian Warrior
30
27
17
Start affliction (20%) More expensive than spearmen, but more effective fighters. HP is slightly higher, making them a more likely target for friendly buffs and enemy evocations alike. Higher resource and gold costs make them less desirable in certain circumstances.
Nemedian Warrior
35
22
24
Capital Only
Stealthy (65)
Glamour
Darkvision (50%)
Iron Vulnerability(1)
Nemedians are the elite size-2 fighters of Fomoria. Squads of these make efficient expanders in the early game. Once that is done, they may be sent to conduct stealth raids against your enemies, or paired with Unmarked to fill out the gaps in their formations. Regrettably, they do not benefit from your bless as they are not sacred.
Unmarked
55
27
28
Capital Only
Sacred
Fomorian Giant
75
37
37
Capital Only
Sacred
Amphibious
Cold Resistance (5)
Darkvision (50%)
One-Eyed
Regen + blood bond provides a lot of additional staying power to your thugs if you choose to use these as bodyguards. Alternatively, with only regeneration they can be used to power death mages casting soul vortex for practically unlimited fatigue reduction. Being size 6 provides some defense for your mages against being disrupted by air elementals.

Heroes

FIXME

Sprite Unit Name Special Attributes Comments
Macha - Nemedian Queen
Hero turn arrival Limit:10
air 33water 22death 33nature 33holy 22 27
Stealthy (65)
Darkvision (50%)
Glamour
Spell Singer
Iron Vulnerability(1)
Poison Resistance (5)
Shock Resistance (5)
Female
Tuan - Last Partholonian
Hero turn arrival Limit:10
air 22water 11death 44 29
Stealthy (65)
Darkvision (50%)
Glamour
Spell Singer
Iron Vulnerability(1)
immortal
Bres - Uncursed
Hero turn arrival Limit:10
air 33death 11nature 22holy 22 17
sacred
Darkvision (50%)
Cold Resistance (5)
Shock Resistance (5)
Gift of Water Breathing (50)
Amphibious
Sailing Max Size 6
Balor - High King
Hero turn arrival Limit:25
air 33death 44holy 33 17
sacred
Darkvision (50%)
fear (9)
Cold Resistance (5)
Shock Resistance (5)
Gift of Water Breathing (75)
Amphibious
Sailing Max Size 6
spirit-sight
One-Eyed

Magic

National Spells & Summons

EA Fomoria has 4 national spells:

Summon Black Dogs, a minor 2 Conj 2 spell that summons 20 Black Dogs. These are stealthy animals, with very little survivability. However, if massed, these fey beasts can deal noticeable damage to lightly armored opponents. They Do their best work when Darkness is cast. Costs 8.

Summon Barghests, which is basically a stronger version of the above spell. It does come later at Conj 4 but costs a single gem less. This spell summons 9 Barghests, who, like Black Dogs, come with defense and protection inferior for the price. However, these hounds can curse enemy units, are sacred, and do 18 damage + poisonous bites. These creatures can perform decent flanking maneuvers in the midgame but are also relatively easy to amass.

Summon Morrigan conjures a vengeful spirit of death. Coming late at Conj 6 and requiring 21 to cast, alongside 5, the Morrigan is a fearsome opponent. Literally (+5 fear). Although undead, the Morrigan wields a life-draining spear and is difficult to hit thanks to glamour, flight, and natural defense skill of 20(!). Its 16 MR renders generic banishment spells near useless. Naturally, the spell is expensive for a single unit, which leads to the absolute meme spell of…

Dance of the Morrigans, Fomoria's ultimate battlefield-wipe spell. Conj 8, 52, and costing 4 (that's 400 fatigue!), this spell causes Morrigans to spawn at the edge of the battlefield. Continuously. What you end up having is a steady stream of light thugs for the entire length of the battle, slaying any unprepared army. Due to its awesomeness, the spell comes very late in the technology race but is preferably castable with a Fomorian King wielding a booster staff.

Magic Access

EA Fomoria can access the following paths on their recruitable mages, without counting 10% randoms;

Air 4

Death 3

Earth 1

Nature 1

Water 1

This leaves Fomoria heavily focused in two paths, if strong ones; they will have to work a little to branch out or advance in E/W/N. Thirty-gem empowerments in earth, water, or nature will open the way to boosters and troll mages, and rolling the dice with Summon Spectre may produce E2, W2, or astral mages. Fomoria's main paths otherwise do not lend themselves to summoning into diversity unless you plan on making a more expensive gamble with a Hidden in X spell or building up to Tartarian Gate.

With this in mind, you may wish to use a NE pretender. Not only do both paths allow for more diverse magic, but are the go-to bless for giant thugs (Regeneration and Reinvigoration). Alternatively, Fomoria can also go for a rainbow pretender, considering that it can rely on magic over bless, and badly needs more diversity.

Combat Magic

Ritual Magic

Magic Items

Strategy

Early Game

How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

How do you close out the game if you are in it, is the high level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

Strategy Guides

fomoria-ea.txt · Last modified: 2021/03/15 19:03 by meat-horse-array