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therodos-ea

EA Therodos, Telkhine Spectre

Lore

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.

Overview

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

Telkhinis
Enables recruitment of:

Melia

Hekateride

Daktyl

Kourete


Generates 1watergem1airgem3earthgem1deathgem per turn.

National Features

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.

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.

Crafters

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.

Units

Commanders

Melia

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.

Daktyl

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.

Hekateride

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.

Kabeiroi

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.

Ephor

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.

Units

Kourete

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.

Korybant

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

Magic

National Summons

  • Call Spectral Philosopher Conj0 death 11 for 11deathgem ( Spectral Philosopher). These ghostly commanders have no magic paths but a base research value of 10.
  • Call Ephor Conj0 death 11 for 7deathgem ( Ephor). 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 is a ritual that summons 12 Lampads for 13deathgem. The 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 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 is a ritual that summons 3 Keres units for 12deathgem. 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 is a combat spell that summons 10 temporary Spartoi for the cost of 1 earthgem. A Spartae 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 is a ritual that summons one Khalkotauros for 30 firegem. 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

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

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)?

National Items

FIXME nation exclusive items

National Dicount Items

FIXME items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?

Strategy

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

Pretender

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

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

therodos-ea.txt · Last modified: 2021/03/13 02:55 by joste