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EA Therodos, Telkhine Spectre


Therodos was once a kingdom of sages and craftsmen ruled by the Telkhine. When the Telkhine declared themselves god-kings, their kingdom was visited by divine judgement that plunged their island homes into the sea. Now, what remains of the living toil away alongside spectres of their former kinsmen, who were barred from entering the underworld and have not yet fully grasped their incorporeal condition. The more powerful remaining mages, the Hekaterides and Daktyloi, are brothers and sisters of one ilk; and while the Daktyloi toiled away on crafts the Hekaterides flowered in dance, and gave birth to the satyr race.

Many of the units in this nation's lineup are adapted from Greek myths surrounding the crafter daimones who protected an infant Zeus from his father Cronos. The story of a race plunged underwater as part of divine retribution is also reminiscent of the flood after the end of the war with the giants in Ovid. The nation's Telkhines are also of Greek myth, and just like in myth they mixed water from the Styx with sulfur to create a terrible poison.


Therodos is an underwater amphibious nation whose dominion kills population and generates units. The units generated in this way (termed freespawn) are a mix of ethereal ghosts with spectral weapons, a very small number of which are sacred. Therodos' recruitable units and commanders are fairly limited in variety but include berserkers (Kourete), good commanders (Melia), powerful Nature and Water mages (Hekateride), and versatile crafters (Daktyl), all of which are sacred. Other unit options include the conjuration of Telkhine at Conjuration 8, as well as regional Mediterranean summons.

Therodos has an easy time expanding early with its troops, owing largely to their etherealness. However, it can take a few turns to get an expansion force out and the troop composition that is offered up by their dominion's popkill is out of the player's control. Dealing with other players can be an area where Therodos struggles, either after expansion is finished or due to someone else's early aggression. There are a few spells and tactics they deploy effectively, but their versatility falls off when dealing with certain kinds of opponents, notably high morale or poison-resistant foes, or anything with plentiful weapons.

Gold is a constant concern for Therodos. A fort is required in a province in order for ethereal units to spawn there, which means Therodos wants to scramble for income early and get the funds for a few forts before their dominion kills too much of the population. Recruiting mages until the lategame also requires gold, but their dominion largely prohibits growing an economy. It is sometimes preferable for Therodos to keep high-income provinces free of their own dominion, allowing the enemy's dominion to fill in instead, in order to maintain an income from there. Acquiring new territory is another source of income, but it comes with its own vicissitudes.

Special Race Attributes Military Magic Access Priests Buildings
Spectral Humans
Powerful Magic Beings
Neutral Temperature
Spectral hoplites
Spectral skirmishers
Sacred berserkers
nature 44 (Rare 5)
earth 33 (Rare 4)
water 33 (Rare 4)
air 22 (Rare 2)
death 11 (Rare 2)
fire 11 (Rare 2)
Average (holy 22) Advanced Forts(Castle)
Can build Underwater Forts

The magic paths listed above do not include paths obtained through summons or low-percent randoms.

  • Mercenaries are 25% more expensive.

Capital Special Sites

Enables recruitment of:





Generates 1watergem1airgem3earthgem1deathgem per turn.

National Features


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.

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.

Summonable Catalysts

Therodos has unique access to the spells Call Ephor and Call Spectral Philosopher at Conjuration 0. These spells both require a D1 mage to cast and, naturally, cost deathgemDeath Gems. The commanders summoned by these spells contribute to Therodos' freespawn or research, respectively. While the nation's capital generates one deathgemDeath Gem per turn, mages of that path can be unreliable to get a hold of.


Therodos' Daktyloi have broad but shallow magic path access. With the Master Smith trait, they add one effective level to each magic path for the purposes of crafting. This allows potential access to several maic path boosters, or other desired items. Notably, all Daktyloi have at least earth 22 which allows reliable access to Dwarven Hammers. The nation's coastal recruitment magi, the Kabeiroi, have even more shallow path access, but have the Forge Bonus (1) trait, which reduces the gem cost of anything they make by 1. Paired with Dwarven hammers, this can reduce the cost of items that can be made with the Kabeiroi's paths by 3 gems. Path boosting items can increase the variety of items that these magi can make.

Crafting in Nature and some of its crosspaths is also possible via the Hekaterides.

Coastal Recruitment

Therodos has a limited recruitable troop lineup to begin with, and this is further constrained by fort location.

  • Underwater forts that are not the capital have only Melia as national recruits.
  • Land forts with no connection to a water province have no national recruitment at all.

Coastal forts (land forts that have a connection to a water province) allow the recruitment of the national mage Kabeiroi as well as a slew of average human units. In addition, every coastal fort can recruit Korybantes, sacred berserker troops very similar to the cap-only Kourete without being amphibious.

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.




The Melia nature 11random1100% is a sacred, low-path mage priestess who can lead troops in formations, including undead. Along with being Therodos' cheapest researcher before building a coastal fort, they can contribute to combat with low-requirement magic such as Swarm and Protection.


The Daktyl air 11water 11earth 22random1100%+10% is a sacred cap-only mage that requires 4 commander points to produce. They provide good Earth access along with the Master Smith trait, which allows them to craft higher-path items than they normally could. They are Therodos' only native Fire and Death access, the latter being important for some of the nation's summonable researchers and units. They are useful in combat for several Alteration options, as well as Strength of Giants and Legions of Steel. Later in the game, some of them can enchant whole armies with Army of Gold or Army of Lead.


The Hekateride holy 22water 22nature 33random1100%+10% is another sacred cap-only mage that requires 4 commander points to produce. They are the nation's highest Water access, which is of great import when fighting other underwater nations. They are the only Nature access for the nation, and provide a solid level of it. They can contribute to combat in a variet of ways with their paths, but one of the more notable power gains for the nation come when Enchantment 5 is reached, and Hekaterides are used to cast Foul Vapors. This is not a mandatory strategy nor is it universally effective; but the amount of damage that the battlefield poisoning spell does to non-resistant units can provide a significant mid-game tool for conquest or defense. This is in large part due to Therodos' spectres being nigh-immune to poison. It is worth noting that the Hekateride casting this spell and other non-undead on the field should seek protection from poison through some means.


The Kabeiros earth 11random1100% is a sacred human mage recruitable by Therodos in coastal forts. It has low paths, with unreliable diversity. However, they can contribute to research at a lower cost than the Melia, which is the only other mage the nation can recruit outside its capital, barring independents. In addition, they possess the Forge Bonus (1) trait, reducing the gem cost of items they make. With these on repeated recruitment, the player will likely end up with a variety of cross-paths that are of varying degrees of usefulness for crafting or for combat. In combat, much of their usefulness rests in spamming out low-level Evocation or Alteration spells.

Therodian Scout

Very similar to independent scouts, but slightly more stealthy and wearing no body armor, the Therodian Scout can be recruited in coastal forts.

Therodian Commander

With decent leadership capacity, but no ability to use formations, the Therodian Commander is at least well-armored for a mundane leader. They can be recruited in coastal forts only.

Spectral Philosopher

The Spectral Philosopher is a summonable researcher that can occasionally appear as freespawn, though rarely. They have no magic paths but a base Research value of 10. They can be conjured with the spell Call Spectral Philosopher for 11 deathgem.


The Ephor holy 11 is a summonable priest that can occasionally appear as freespawn, though rarely. They can use the action Call Spectres to accelerate freespawn yield, and can be conjured with the spell Call Ephor for 7 deathgem.



The Kourete are sacred dancing warriors that are Therodos' only recruitable unit from the capital. They possess many quirks, such as automatically going berserk (3) when blessed, having the bad formation fighter (-2) trait, and counting as magic being. This combination of traits can be tricky to manage.

  • Berserking as soon as they are blessed means that they charge in after a blessing is applied to them. Not only can this lead to them separating from the rest of the army, but also from each other if the blessing is only applied to a subset of Kouretes at a time.
  • Bad formation fighter reduces their damage output's density relative to the tiles they occupy, but can be seen more as a stat nerf than an added difficulty in managing them.
  • Being a magic being can be situationally problematic. For a commander to lead Kouretes out of the capital they must have magic leadership and be amphibious. Melia as well as Therodos' capital-only mages possess this combination. However, no other commander of the nation does. This means that deploying these units can require planning one's commander movements ahead of time.

Therodian Archer

Recruitable in coastal forts, the Therodian Archer is a very average unit with a short bow. It has 2 more map move than independent archers with the same armor, and a better helmet.

Therodian Peltast

Recruitable in coastal forts, the Therodian Peltast is a lightly armored skirmish troop armed with javelins. Their shields are made of wicker, leaving them open to occasional arrow damage even on a successful block.

Therodian Hoplite

Recruitable in coastal forts, the Therodian Hoplite is the nation's most heavily-armored troop. They do not have the formation fighter trait that some other hoplites have.


Recruitable in coastal forts, the Korybant is a sacred dancer much like the Kourete, but differs on several points.

  • Are not amphibious.
  • When blessed, their berserk value is 1 instead of the Kourete's 3.
  • They are not magic beings.
  • Their iron armaments grant them 1 more protection over the Kouretes.

Freespawn Troops

Ghost Spawn

Image Name Additional Attributes Comments
Spectral Archer spectral Bow
Spectral Peltast spectral javelin
Spectral Hoplite formation fighter(2)
Spectral Commander formation fighter(2)
Spectral Kourete sacred
bad formation fighter(2)
Beserk when Blessed


National Summons

Call Spectral Philosopher Conj0 death 11 for 11deathgem ( Spectral Philosopherx1). These ghostly commanders have no magic paths but a base research value of 10.

Call Ephor Conj0 death 11 for 7deathgem ( Ephorx1). These ghostly priests can perform the Call Spectres action to yield more of Therodos' freespawn ghosts.

Summon Telkhine Conj8 water 55air 22 for 69 watergem ( Telkhine Telkhinex1). Telkhines are very powerful magi with diverse paths, which can be difficult to obtain due to the spell's path requirement. A Hekateride that randoms air still requires 1 and 2 to be able to cast the spell. The Telkhine is amphibious and has the sailing ability, which can offer Therodos mobility across the coastlines they wish to control. Two features that represent the curse placed upon the Telkhine are their reaper trait, which kills 5% of the population they are in each month, and the Telkhine Malediction spell that they automatically cast at the start of each battle. This spell behaves exactly like Foul Vapors. As a mage, the Telkhine possesses baseline paths of fire 22water 44air 44earth 22death 22random1100%, which when the random path is applied, is usually the highest base value in any of those paths that Therodos can achieve, barring rare randoms and empowerment. Additionally, when it shapechanges into its human form, it gains the master smith (1) ability, allowing it to forge items even one level higher than their paths (at the cost of -1 and -1). This can open up many path boosters not previously accessible and allow Therodos to continue climbing in effective path levels. The human form also possesses hand slots that the demon shape does not, and a better leadership and morale value. The demon shape, meanwhile, emits a fear aura.

Regional Summons

Procession of the Underworld Conjuration 5, death 33 13deathgem, (summon 12x Lampad). is an unarmored torch-bearer of the underworld with limited invulnerability, recuperation, and patrol bonus. Their torch grants them an area of effect 1 attack that can also apply decay. While these are units, the spells Gift of Reason and Divine Name can make them into commanders, whereupon they become astral 11death 22nature 11 mages.

Summon Hound of Twilight Conjuration 5, earth 22death 11 4earthgem, (summon a Hound of Twilight). is a ritual that summons a single large two-headed dog that has a snake for a tail, at the cost of 4earthgem. The Hound of Twilight has moderate protection but a fair amount of HP. Along with its patrol bonus, the hound has in-combat uses by providing a fear aura and resisting poison. It has three attacks: two hound bites which deal extra paralyzing damage to undead, and a strongly poisonous snake tail bite.

Bind Keres Conjuration 6, death 22 12deathgem, (summon 3x Ker). are demons that have a slew of abilities to their name, being ethereal, flying, invisible, and causing fear, to name a few of their advantages. Conversely they come with mediocre HP and protection that is only slightly mitigated by a decent defense score. When targeted by Gift of Reason or Divine Name, they become death 11blood 11 mages, which can allow a nation with death access and either or for the afore-mentioned spells to break into blood.

Sow Dragon Teeth Enchantment 6, earth 22 1earthgem, (summon 10x Spartae during Combat). has qualities in common with longdead, such as pierce resistance, poor amphibian, inanimate, cold resistance and poison resistance, and spirit sight. However, the Spartoi are not undead but magic beings. Well-armored and armed with magic spears, they can prove sturdy line holders with their formation fighter trait.

Forge Brass Bull Construction 7, fire 33earth 33 30firegem, (summon a Khalkotauros). It is a tough trampling unit with a minimum of 15 in all resistances, as well as all physical resistances, and fairly high protection. Despite all these strong points, its price tag, required research level, and its average Magic Resistance score are prices to weigh carefully when thinking of fielding these. Of note besides the basic attributes, the bull is and thus has an encumbrance score of 0, meaning that it does not accrue fatigue while trampling or attacking. It also has a heat aura and a fire breath weapon that can respectively fatigue and damage enemies not resistant to fire.

Magic Access

Despite its ghosts, Therodos is not a Death nation: Death is actually its rarest path. Therodos is also not a Communion nation, completely lacking Astral and Blood, so you should understand what you have available to you.

Nature is unusually strong with Therodos's Hekaterides and their Melia daughters; all of your usable underwater Commanders have nature 11, while you can pay 2.375x the price for a guaranteed nature 33 who might have nature 44. In my experience, hoping for that one-in-four chance in the short term is folly, but you'll eventually get one; unfortuantely, the nation doesn't start out with income, and Nature is somewhat-limited without , even at nature 44 and especially with Undead troops. Assuming you go the Enchantment route and don't get absolutely screwed with site-searching, you can meme Atlantis and R'lyeh with Foul Vapors from even your nature 33's, while your nature 44's can (if you're also doing Construction for boosters) reap the benefits of nature 66 with Gift of Health. If you choose to go the Alteration route instead, you can apply Barkskin to your Protection-less Ghosts in vast quantities (Mass Protection, Wooden Warriors even without ), and you won't have to worry about the Vulnerability to Fire (if you stay underwater), unless Atlantis gets miffed enough to try using Boil.

Water is a staple of all Underwater nations, and Therodos is no exception; however, Therodos has the weakest and least-efficient Water Magic of the five Underwater nations. Disregarding summons, its depth is tied with Oceania's (though Therodos has better Water depth than Oceania on land), but its access is quite limited outside of its capital. Hekaterides are the "big" casters once again here, all of them having water 22 and a quarter of them having water 33. Unlike the major Underwater Water powers (Atlantis, R'lyeh, and Pelagia), Therodos can't exactly churn out Water Elementals to dominate the seas, since its Hekaterides are slow-to-recruit and capital-only while its Meliai don't consistently have even water 11. Water has other underwater functions that you only need a mage or two for, however; Alteration has Wave Warriors and Prison of Sedna (as well as Liquid Body and Encase in Ice for amateurs), while Enchantment has Friendly Currents and Water Ward. With Construction boosters, you can boost your Hekaterides to water 44/water 55.

Earth is the specialty of the Daktyloi, as well as your coastal mages. All of your dwarves have earth 22, and one-in-five of them have earth 33. Since all dwarves can make and wear Earth Boots, you are guaranteed earth 33 for at least them; only one-in-four of your coastal Kabeiros jerks will have earth 22 innately, but that's not the end of the world. Typically, Earth's earliest power-boost comes from getting Legions of Steel in the Construction school; while you're encouraged to get deep into that school for your dwarves to have more shiny things to make, Legions of Steel is ineffective on your ghosts (who lack physical armor), and your earliest useful power-bump is actually in Enchantment via Strength of Giants. Alteration (while it takes a little longer to bear fruit) is one of the best-known schools for Earth, and for good reason; Maws of the Earth, Earth Gem Alchemy, and Marble Warriors are all quite useful, especially Earth Gem Alchemy for making up for your laughbable income. You can even juice your earth 44 dwarves (earth 33's wearing boots) to cast Army of Gold or Army of Lead.

Air is a Telkhine path, and not exactly a Daktyloi or Hekateride one, though all of your dwarves will have air 11 with a one-in-five chance of air 22. This is just below what you need for forging Air boosters, unfortunately, but it adds some elemental variety to your magic. Atlantis's Iron Warriors won't like an Orb Lightning or two messing them up, for example. One-in-250 Daktyloi have air 33 and can (and should) craft the Air boosters.

Fire is a lot more limited than Air, since your dwarves aren't guaranteed a level (and since you start underwater). One-in-four Kabeiros guys will have fire 11, versus one-in-five of your Daktyloi. Fortunately, you can still hammer other underwater Barkskin-exploiters with Geyser, you can convert directly into money with Distill Gold, and your Fire-dwarves who wear Water-boosters can exploit the game's lack of Acid Resistance on land. Should you luck into a fire 11death 11 dwarf (these guys make up one-in-250 of the world's Daktyloi), you can (and probably should) craft a Skull of Fire or two, just so you can cast Phoenix Power in battle and Boil unsuspecting foes.

That leaves Death, which appears on one-in-five of your Daktyloi as a mere death 11. Fortunately, your Daktyloi are Master Smiths and only need death 11, since they can craft a Skull Staff to reach death 22. Your Staff-wielding dwarves will provide everything you really need from the dark path: Wights and Banes from Conjuration, Enfeeble and Soul Vortex from Alteration, and the dreaded Horde of Skeletons from Enchantment.

If you want the extra paths from Telkhines (they deepen your access regardless of their random1100% random), your cheapest setup option is to spend 30 to empower a water 33air 11 Hekateride up to water 33air 22, and then fill the missing Water levels with a Robe of the Sea and a Water Bracelet.

By the way, Therodos has a virtually-unique opportunity to take advantage of the hidden paths on "Greek" summons; they possess both the prerequisite paths for Gift of Reason and the prerequisite paths for summoning Keres (both with boosters), allowing you to uncover blood 11, and uncovering astral 11 from the Lampades is just an empowerment in Death (a mere 30 extra ) away. Granted, you're probably not going to find much use for Blood with your tainted tax base, while getting Astral this way is a bit of a novelty as well.

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is there weakness that you need to fix? Any tricks you should be aware you have?

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?


FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?


FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME 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

FIXME 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

FIXME 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

therodos-ea.txt · Last modified: 2021/10/24 04:00 by wigglefig