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therodos-ea [2022/05/27 12:33]
wigglefig pluralized Telkhines in Lore section; they are referred to collectively as the Telkhines elsewhere
therodos-ea [2022/08/11 10:52]
wigglefig Removed 'license to take luck'
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 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 [[https://en.wikipedia.org/wiki/Telchines|Telkhines]] are also of Greek myth, and just like in myth they mixed water from the Styx with sulfur to create a terrible poison. 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 [[https://en.wikipedia.org/wiki/Telchines|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 shares an era with the other last living remnant of the Telkhine's empire: [[berytos ea | Berytos, The Phoenix Empire]].
  
 ===== Overview ===== ===== Overview =====
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 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. 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.
 +
 +===== National Features =====
  
 ^                                        Special Race Attributes ^  Military                                                      Magic Access                                                                                                                            ^  Priests                Buildings                                                                              ^ ^                                        Special Race Attributes ^  Military                                                      Magic Access                                                                                                                            ^  Priests                Buildings                                                                              ^
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 | {{:sites:sites_0033.png?nolink }} Enables recruitment of: ??Melia??, ??Hekateride??, ??Daktyl??, ??Kourete??\\ Generates {{gems>1W1A3E1D}} per turn.  |  | {{:sites:sites_0033.png?nolink }} Enables recruitment of: ??Melia??, ??Hekateride??, ??Daktyl??, ??Kourete??\\ Generates {{gems>1W1A3E1D}} per turn.  | 
  
-===== National Features ===== 
 === Freespawn === === 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. 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.
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   * Spectral javelins and bows can be fired underwater.   * Spectral javelins and bows can be fired underwater.
   * These undead are not mindless and are susceptible to morale damage.   * These undead are not mindless and are susceptible to morale damage.
-{{:nations:ea:therodos:spectral_hoplite.png?80&nolink|}} {{:nations:ea:therodos:spectral_peltast.png?80&nolink|}}  
-{{:nations:ea:therodos:spectral_archer.png?80&nolink|}}  
  
-=== Summonable Catalysts === +{{:nations:ea:therodos:spectral_hoplite.png?nolink|}}{{:nations:ea:therodos:spectral_peltast.png?nolink}}{{:nations:ea:therodos:spectral_archer.png?nolink}}{{:nations:ea:therodos:spectral_peltast.png?nolink}}{{:nations:ea:therodos:spectral_peltast.png?nolink}}
-Therodos has unique access to the spells Call Ephor and Call Spectral Philosopher at Conjuration 0. These spells both require a {{:misc:magic:death.png?15&nolink|}}D1 mage to cast and, naturally, cost {{gems>D}}Death GemsThe commanders summoned by these spells contribute to Therodos' freespawn or research, respectively. While the nation's capital generates one {{gems>D}}Death Gem per turn, mages of that path can be unreliable to get a hold of.+
  
-=== Crafters === +=== Morale penalty === 
-Therodos' Daktyloi have broad but shallow  magic path access. With the {{:abilities:master_smith.png?15&nolink|}} 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 {{path>E2}} which allows reliable access to Dwarven Hammers. The nation's coastal recruitment magi, the Kabeiroi, have even more shallow path access, but have the {{:abilities:forge_bonus.png?15&nolink|}} Forge Bonus (1) traitwhich 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.+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.
  
-Crafting in {{:misc:magic:nature.png?15&nolink|}}Nature and some of its crosspaths is also possible via the Hekaterides. +===== National Units =====
  
-=== Coastal Recruitment === 
 Therodos has a limited recruitable troop lineup to begin with, and this is further constrained by fort location.  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.    * Underwater forts that are not the capital have only Melia as national recruits. 
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 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.  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. 
- 
-===== National Units ===== 
 ==== Commanders ==== ==== Commanders ====
  
 ^ Image  ^ Unit Name  ^ Special Attributes  ^ Comments  ^ ^ Image  ^ Unit Name  ^ Special Attributes  ^ Comments  ^
-| {{:nations:ea:therodos:melia.png?nolink}}  | **??Melia??**\\ {{gold}} 160\\ {{resources}} 21\\ {{recpoints}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital and Coastal Fort Only  | {{path>N1H1R9,100%AWE}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:awe.png?15&nolink}} [[Awe]] (+3)\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (+1)\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+20)\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]] (2/month)\\ {{:abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]]\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]]\\ [[Female]]  | The Melia is a very multipurpose commander. It is a capable thug, leader (of normal, magic and undead troops) and minor priest. The {{misc:magic:water.png?14&nolink}}water randoms are especially notable as thugs, since they can make use of the potent physmoss combo (??Liquid Body?? + ??Mossbody??) and be very difficult to kill with a few other point-buffs.  |+| {{:nations:ea:therodos:melia.png?nolink}}  | **??Melia??**\\ {{gold}} 160\\ {{resources}} 21\\ {{recpoints}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital and Coastal Fort Only  | {{path>N1H1R9,100%AWE}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:awe.png?15&nolink}} [[Awe]] (+3)\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (+1)\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+20)\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]] (2/month)\\ {{:abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]]\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]]\\ [[Female]]  | The Melia is a very multipurpose commander. It is a capable thug, leader (of normal, magic and undead troops) and minor priest. The {{misc:magic:water.png?14&nolink}}water randoms are especially notable as thugs, since they can make use of the potent physmoss combo (??Liquid Body??/??Temper Flesh?? + ??Mossbody??) and be very difficult to kill with a few other point-buffs.  |
 | {{:nations:ea:therodos:daktyl.png?nolink}}  | **??Daktyl??**\\ {{gold}} 240\\ {{resources}} 2\\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A1W1E2R15,100%FAWED,10%FAWED}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:master_smith.png?15&nolink}} [[Master Smith]] (1)\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]  | Daktyls provide good {{:misc:magic:earth.png?14&nolink|}}earth access along with the {{:abilities:master_smith.png?15&nolink|}} Master Smith trait, which allows them to craft higher-path items than they normally could. They are Therodos' only native {{:misc:magic:fire.png?14&nolink|}}fire and {{:misc:magic:death.png?14&nolink|}}death access, the latter being important for some of the nation's summonable researchers and units. As with any minimum {{path>E2}} mage, they are useful for the powerful earth buffs.  | | {{:nations:ea:therodos:daktyl.png?nolink}}  | **??Daktyl??**\\ {{gold}} 240\\ {{resources}} 2\\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>A1W1E2R15,100%FAWED,10%FAWED}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:master_smith.png?15&nolink}} [[Master Smith]] (1)\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]  | Daktyls provide good {{:misc:magic:earth.png?14&nolink|}}earth access along with the {{:abilities:master_smith.png?15&nolink|}} Master Smith trait, which allows them to craft higher-path items than they normally could. They are Therodos' only native {{:misc:magic:fire.png?14&nolink|}}fire and {{:misc:magic:death.png?14&nolink|}}death access, the latter being important for some of the nation's summonable researchers and units. As with any minimum {{path>E2}} mage, they are useful for the powerful earth buffs.  |
 | {{:nations:ea:therodos:hekateride.png?nolink}}  | **??Hekateride??**\\ {{gold}} 270\\ {{resources}} 1\\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>W2N3H2R17,100%AWEN,10%AWEN}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistant]] (+5)\\ {{:abilities:awe.png?15&nolink}} [[Awe]] (+6)\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (+2)\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+50)\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]] (3/month)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]]\\ [[Female]]  | This big cap-only mage provides Therodos' highest {{misc:magic:water.png?14&nolink}}water and {{misc:magic:nature.png?14&nolink}}nature access. This is particularly significant for ??Foul Vapors??, which synergizes wonderfully with Therodos' undead, poison-resistant troops.  | | {{:nations:ea:therodos:hekateride.png?nolink}}  | **??Hekateride??**\\ {{gold}} 270\\ {{resources}} 1\\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>W2N3H2R17,100%AWEN,10%AWEN}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistant]] (+5)\\ {{:abilities:awe.png?15&nolink}} [[Awe]] (+6)\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (+2)\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+50)\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]] (3/month)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\ {{:abilities:recuperation.png?15&nolink}} [[Recuperation]]\\ [[Female]]  | This big cap-only mage provides Therodos' highest {{misc:magic:water.png?14&nolink}}water and {{misc:magic:nature.png?14&nolink}}nature access. This is particularly significant for ??Foul Vapors??, which synergizes wonderfully with Therodos' undead, poison-resistant troops.  |
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 The following commanders can only be recruited in coastal forts. The following commanders can only be recruited in coastal forts.
 ^ Image  ^ Unit Name  ^ Special Attributes  ^ Comments  ^ ^ Image  ^ Unit Name  ^ Special Attributes  ^ Comments  ^
-| {{:nations:ea:therodos:therodian_scout.png?nolink}}  | **??Therodian Scout??**\\ {{gold}} 25\\ {{resources}} 3\\ {{recpoints}} 1  | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (+55)\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]  | Slightly stealthier than a generic scout.  |+| {{:nations:ea:therodos:therodian_scout.png?nolink}}  | **??Therodian Scout??**\\ {{gold}} 25\\ {{resources}} 3\\ {{recpoints}} 1  | {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (+55)\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]  | Slightly stealthier than a generic scout.  |
 | {{:nations:ea:therodos:therodian_commander.png?nolink}}  | **??Therodian Commander??**\\ {{gold}} 40\\ {{resources}} 31\\ {{recpoints}} 1  |   | At 60 leadership, the Therodian Commander is incapable of leading troops in formation, meaning there is little to recommend it as a commander over indies or Meliai.  | | {{:nations:ea:therodos:therodian_commander.png?nolink}}  | **??Therodian Commander??**\\ {{gold}} 40\\ {{resources}} 31\\ {{recpoints}} 1  |   | At 60 leadership, the Therodian Commander is incapable of leading troops in formation, meaning there is little to recommend it as a commander over indies or Meliai.  |
-| {{:nations:ea:therodos:kabeiros.png?nolink}}  | **??Kabeiros??**\\ {{gold}} 125\\ {{resources}} 7\\ {{recpoints}} 2  | {{path>E1R9,100%FAWE}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resource_bonus.png?15&nolink}} [[Resource Bonus]] (5)\\ {{:abilities:forge_bonus.png?15&nolink}} [[Forge Bonus]] (1)\\ {{:abilities:cause_unrest.png?15&nolink}} [[Cause Unrest]] (1/month)  | The Kabeiros' low paths makes its combat power somewhat unreliable; the most valuable path is {{path>E2}}, with the others dropping precipitously in desirability. However, it is a much more gold-efficient researcher than the Melia and comes with a forge bonus for squeezing more value out of your gem income.  |+| {{:nations:ea:therodos:kabeiros.png?nolink}}  | **??Kabeiros??**\\ {{gold}} 125\\ {{resources}} 7\\ {{recpoints}} 2  | {{path>E1R9,100%FAWE}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resource_bonus.png?15&nolink}} [[Resource Bonus]] (5)\\ {{:abilities:forge_bonus.png?15&nolink}} [[Forge Bonus]] (1)\\ {{:abilities:cause_unrest.png?15&nolink}} [[Cause Unrest]] (1/month)  | The Kabeiros' low paths makes its combat power somewhat unreliable. However, it is a much more gold-efficient researcher than the Melia and comes with a forge bonus to pair with its solid forging paths. It can potentially also help pay for the resources of Therodos' coastal troops.  |
  
 ==== Units ==== ==== Units ====
  
 ^ Image  ^ Unit Name  ^ Special Attributes  ^ Comments  ^ ^ Image  ^ Unit Name  ^ Special Attributes  ^ Comments  ^
-| {{:nations:ea:therodos:kourete.png?nolink}}  | **??Kourete??**\\ {{gold}} 28\\ {{resources}} 23\\ {{recpoints}} 36\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ Size when Sailing: 2\\ {{:abilities:bad_formation_fighter.png?15&nolink}} [[Bad Formation Fighter]] (-2)\\ {{:abilities:berserker.png?15&nolink}} [[Berserk when Blessed]] (3)\\ {{:abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]]\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\  | Sacred dancing warriors that are Therodos' only recruitable unit from the capital. Their mixture of abilities results in some interesting strategic and tactical implications. Since they are magic beings, they can only be led by magic leaders, meaning Kourete ferries need to be more specifically planned. When blessed, they will immediately charge forward due to going berserk, which may cause them to separate from the rest of your army and engage the opponent piecemeal if blessed in small groups at a time. Finally, being poor formation fighter makes them much less efficient to buff and reduces their tankiness and damage output per square.  |+| {{:nations:ea:therodos:kourete.png?nolink}}  | **??Kourete??**\\ {{gold}} 28\\ {{resources}} 23\\ {{recpoints}} 36\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ Size when Sailing: 2\\ {{:abilities:bad_formation_fighter.png?15&nolink}} [[Bad Formation Fighter]] (-2)\\ {{:abilities:berserker.png?15&nolink}} [[Berserk when Blessed]] (3)\\ {{:abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]]\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\  | Sacred dancing warriors that are Therodos' only recruitable unit from the capital. Their mixture of abilities results in some interesting strategic and tactical implications. Since they are magic beings, they can only be led by magic leaders, meaning Kourete ferries need to be more specifically planned. When blessed, they will immediately charge forward due to going berserk, which may cause them to separate from the rest of your army and engage the opponent piecemeal if blessed in small groups at a time. Finally, being bad formation fighters makes them less efficient to buff and makes their tankiness somewhat lower than what might be expected.  |
  
 The following units can only be recruited in coastal forts. The following units can only be recruited in coastal forts.
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 | {{:nations:ea:therodos:therodian_archer.png?nolink}}  | **??Therodian Archer??**\\ {{gold}} 10\\ {{resources}} 7\\ {{recpoints}} 9  |   | Very similar to ordinary indie archers.  | | {{:nations:ea:therodos:therodian_archer.png?nolink}}  | **??Therodian Archer??**\\ {{gold}} 10\\ {{resources}} 7\\ {{recpoints}} 9  |   | Very similar to ordinary indie archers.  |
 | {{:nations:ea:therodos:therodian_peltast.png?nolink}}  | **??Therodian Peltast??**\\ {{gold}} 10\\ {{resources}} 5\\ {{recpoints}} 9  |   | Cheap, militia-level troops with a javelin. Will die in droves to a stiff breeze.  | | {{:nations:ea:therodos:therodian_peltast.png?nolink}}  | **??Therodian Peltast??**\\ {{gold}} 10\\ {{resources}} 5\\ {{recpoints}} 9  |   | Cheap, militia-level troops with a javelin. Will die in droves to a stiff breeze.  |
-| {{:nations:ea:therodos:therodian_hoplite.png?nolink}} | **??Therodian Hoplite??**\\ {{gold}} 10\\ {{resources}} 31\\ {{recpoints}} 9  |   | Notably not a formation fighter, unlike other hoplites. Heavily armored but otherwise unremarkable. These may be difficult to find the resources to recruit, since Therodos, like other freespawn nations, is not overly incentivized to take unit production scales.  |+| {{:nations:ea:therodos:therodian_hoplite.png?nolink}} | **??Therodian Hoplite??**\\ {{gold}} 10\\ {{resources}} 31\\ {{recpoints}} 9  |   | Notably not a formation fighter, unlike other hoplites. Heavily armored but otherwise unremarkable, suffering from the same issue as other hoplites of not doing much damage on their own.  |
 | {{:nations:ea:therodos:korybant.png?nolink}}  | **??Korybant??**\\ {{gold}} 20\\ {{resources}} 23\\ {{recpoints}} 23  | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ Size when Sailing: 2\\ {{:abilities:bad_formation_fighter.png?15&nolink}} [[Bad Formation Fighter]] (-2)\\ {{:abilities:berserker.png?15&nolink}} [[Berserk when Blessed]] (1)  | Differs from its Kourete cousin in several ways; it is //not// [[amphibious]] nor a [[magic being]] (so no requirement for magic leadership), has a lower berserk value, and have slightly higher prot. Otherwise, the same considerations apply.  | | {{:nations:ea:therodos:korybant.png?nolink}}  | **??Korybant??**\\ {{gold}} 20\\ {{resources}} 23\\ {{recpoints}} 23  | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ Size when Sailing: 2\\ {{:abilities:bad_formation_fighter.png?15&nolink}} [[Bad Formation Fighter]] (-2)\\ {{:abilities:berserker.png?15&nolink}} [[Berserk when Blessed]] (1)  | Differs from its Kourete cousin in several ways; it is //not// [[amphibious]] nor a [[magic being]] (so no requirement for magic leadership), has a lower berserk value, and have slightly higher prot. Otherwise, the same considerations apply.  |
  
 ==== Heroes ==== ==== Heroes ====
  
-Therodos has several enormously powerful heroes due to being the legacy of the Telkhines themselves. Being a popkill nation gives Therodos the license to take luck scales too, making them more likely to show up in any given game.+Therodos has several enormously powerful heroes due to being the legacy of the Telkhines themselves.
  
 ^ Image  ^ Unit Name  ^ Special Attributes  ^ Comments  ^ ^ Image  ^ Unit Name  ^ Special Attributes  ^ Comments  ^
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 </WRAP> </WRAP>
 <WRAP third column> <WRAP third column>
-{{abilities:amphibious.png?20&nolink}} [[Amphibious]] \\ {{abilities:need_not_eat.png?20&nolink}} [[Need not eat]] \\ {{abilities:salt_vulnerability.png?20&nolink}} [[salt vulnerability]](1)+{{abilities:amphibious.png?20&nolink}} [[Amphibious]] \\ {{abilities:need_not_eat.png?20&nolink}} [[Need not Eat]] \\ {{abilities:salt_vulnerability.png?20&nolink}} [[Salt Vulnerability]] (1)
 </WRAP> </WRAP>
 </WRAP> </WRAP>
  
-===Ghost Spawn==+^ Image                                            ^ Name                    ^ Additional Attributes                                                                                                                                   ^ Comments          ^ 
 +| {{:nations:ea:therodos:spectral_archer.png?nolink}}  | **??Spectral Archer??**                                                                                                                                                             | spectral Bow      | 
 +| {{:nations:ea:therodos:spectral_peltast.png?nolink}}  | **??Spectral Peltast??**    |                                                                                                                                                         | spectral javelin 
 +| {{:nations:ea:therodos:spectral_Hoplite.png?nolink}}  | **??Spectral Hoplite??**    | {{abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2)                                                                                  |                   | 
 +| {{:nations:ea:therodos:spectral_Kourete.png?nolink}}  | **??Spectral Kourete??**    | {{abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{abilities:bad_formation_fighter.png?15&nolink}} [[Bad Formation Fighter]] (2) \\ Berserk when Blessed  |                   | 
 +| {{:nations:ea:therodos:spectral_commander.png?nolink}}  | **??Spectral Commander??**  | {{abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] (2)                                                                                  |                   | 
 +| {{:nations:ea:therodos:ephor.png?nolink}}  | **??Ephor#2845??**  | {{path>H1}}\\ {{abilities:sacred.png?15&nolink}} [[Sacred]]  | May also be summoned with ??Call Ephor??
 +| {{:nations:ea:therodos:spectral_philosopher.png?nolink}}  | **??Spectral Philosopher??**  | {{path>R10}}\\ {{:abilities:philosopher.png?15&nolink}} [[Philosopher]] (2)  | May also be summoned with ??Call Spectral Philosopher?? |
  
-=== Spectral Philosopher === +===Freespawn Mechanics===
-{{:nations:ea:therodos:spectral_philosopher.png?25&nolink |}}+
  
-The **??Spectral Philosopher??** is a summonable researcher that can occasionally appear as freespawn, though rarely. They have no magic paths but a base {{:abilities:adept_researcher.png?20&nolink|}} Research value of 10. They can be conjured with the spell ??Call Spectral Philosopher?? for 11 {{gems>D}}.+//Freespawn mechanics courtesy of [[user:loggy:freespawn|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:
  
-=== Ephor === +<WRAP box round 800px center centeralign> 
-{{:nations:ea:therodos:ephor.png?25&nolink |}}+==== Number of Freespawn Attempts ==== 
 +$\text{Freespawn Attempts} = \frac{\text{Candles}+\text{Death Scales}+\text{Random Number 0-2 Inclusive}}{3}$ \\ \\ $\text{Result rounds down. If freespawn attempts < 1, nothing happens.}$ 
 +</WRAP>
  
-The **??Ephor??** {{path>H1}} is a summonable priest that can occasionally appear as freespawnthough rarelyThey can use the action Call Spectres to accelerate freespawn yield, and can be conjured with the spell ??Call Ephor?? for 7 {{gems>D}}.+In an eligible province with 5 candles and {{misc:scales:death.png?14&nolink}}32-3 spawn attempts will occur per turnWith the maximum of 10 candles and {{misc:scales:death.png?14&nolink}}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 Hoplite??
 +  * 21.1% exploding 1d4 ??Spectral Archer??
 +  * 21.1% exploding 1d4 ??Spectral Peltast??
 +  * 10.5% 1 ??Spectral Kourete??. If the province does not have a temple built in it, the Kourete is replaced with exploding 1d4 ??Spectral Hoplite??s.
 +  * 2.50% 1 ??Spectral Commander??
 +  * 1.25% 1 ??Ephor??
 +  * 1.25% 1 ??Spectral Philosopher??
  
-^ Image                                            ^ Name                    ^ Additional Attributes                                                                                                                                   ^ Comments          ^ +++++ Detailed Mechanics| 
-| {{:nations:ea:therodos:spectral_archer.png}}     **??Spectral Archer??**     |                                                                                                                                                         | spectral Bow      | +  first it checks to see if you have candles, if you don't it does nothing 
-| {{:nations:ea:therodos:spectral_peltast.png}}    | **??Spectral Peltast??**    |                                                                                                                                                         | spectral javelin  +  then it checks something else I don't understand, if you don't have that it does nothing 
-| {{:nations:ea:therodos:spectral_Hoplite.png}}    | **??Spectral Hoplite??**    | {{abilities:formation_fighter.png?20&nolink}} [[formation fighter]](2                                                                                                   | +  then it checks for a fort in the province, if there isn't one it does nothing 
-| {{:nations:ea:therodos:spectral_commander.png}}  | **??Spectral Commander??**  | {{abilities:formation_fighter.png?20&nolink}} [[formation fighter]](2)                                                                                  |                   | +  then it checks something else I don't understand, if you don't have that it does nothing 
-| {{:nations:ea:therodos:spectral_Kourete.png}}    | **??Spectral Kourete??**    | {{abilities:sacred.png?20&nolink}} [[sacred]] \\ {{abilities:bad_formation_fighter.png?20&nolink}} [[bad formation fighter]](2) \\ Beserk when Blessed  |                   | +  * then it does (candles + [random number 0-2 incl+ death scale
 +  * then it divides this number by 3 and rounds down 
 +  if that number is less than 1, it does nothing 
 +  This number is the number of spawn attempts.
  
 +For each spawn attempt:
  
 +  * Pick a random number 0-8. 
 +    * If you rolled 8 and there is no temple in the province, set this to 0 instead.
 +  * Roll another random number 0-99. If it is less than 5, set the previous number to a random number 0-3 + 10
 +  * Spawn units based on the first number in this section:
 +    * 0-3 incl: 1d4 exploding ??Spectral Hoplite??s
 +    * 4 or 5: 1d4 exploding ??Spectral Archer??s
 +    * 6 or 7: 1d4 exploding ??Spectral Peltast??s
 +    * 8: 1 ??Spectral Kourete??
 +    * 9: do nothing (note: this number cannot actually be generated given the function above)
 +    * 10 or 11: 1 ??Spectral Commander??
 +    * 12: 1 ??Ephor#2845??
 +    * 13: 1 ??Spectral Philosopher??
  
 +++++
  
 ===== Magic ===== ===== Magic =====
- 
-==== National Summons ==== 
-**??Call Spectral Philosopher??** Conj0 {{path>D1}} for {{gems>11D}} ({{:nations:ea:therodos:Spectral_Philosopher.png?nolink}} ??Spectral Philosopher??x1). These ghostly commanders have no magic paths but a base {{:abilities:adept_researcher.png?20&nolink|}}research value of 10.  
- 
-**??Call Ephor??** Conj0 {{path>D1}} for {{gems>7D}} ({{:nations:ea:therodos:ephor.png?nolink}} ??Ephor??x1). These ghostly priests can perform the Call Spectres action to yield more of Therodos' freespawn ghosts. 
- 
-**??Summon Telkhine??** Conj8 {{path>W5A2}} for 69 {{gems>W}} ( {{:nations:ea:berytos:Telkhine.png?nolink}}  ??Telkhine#2873?? {{:nations:ea:berytos:Telkhine_2.png?nolink}} ??Telkhine#2874??x1). 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 {{:misc:magic:air.png?20&nolink|}} air still requires 1{{:misc:magic:air.png?20&nolink|}} and 2{{:misc:magic:water.png?20&nolink|}} to be able to cast the spell. The Telkhine is {{:abilities:amphibious.png?20&nolink|}} amphibious and has the {{:abilities:sailing.png?20&nolink|}} 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 {{:abilities:reaper.png?20&nolink|}} 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 {{path>F2W4A4E2D2,100%FWAED}}, 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 {{:abilities:shapechanger.png?20&nolink|}} shapechanges into its human form, it gains the {{:abilities:master_smith.png?20&nolink|}} master smith (1) ability, allowing it to forge items even one level higher than their paths (at the cost of -1{{:misc:magic:air.png?20&nolink|}} and -1{{:misc:magic:water.png?20&nolink|}}). 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 {{:abilities:fear.png?20&nolink|}} fear aura. 
- 
-=== Regional Summons === 
-**??Procession of the Underworld??** Conjuration 5, {{path>D3}} {{gems>13D}}, (summon 12x {{:nations:ea:arcoscephale:lampad.png?nolink}} ??Lampad??). is an unarmored torch-bearer of the underworld with limited {{:abilities:invulnerability.png?20&nolink|}} invulnerability, {{:abilities:recuperation.png?20&nolink|}} recuperation, and {{:abilities:patrol_bonus.png?20&nolink|}} patrol bonus. Their torch grants them an area of effect 1 attack that can also apply {{:abilities:decay.png?20&nolink|}} decay. While these are units, the spells ??Gift of Reason?? and ??Divine Name?? can make them into commanders, whereupon they become {{path>S1D2N1}} mages. 
- 
-**??Summon Hound of Twilight??** Conjuration 5, {{path>E2D1}} {{gems>4E}}, (summon a {{:nations:ea:arcoscephale:hound_of_twilight.png?nolink}} ??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 4{{gems>E}}. The ??Hound of Twilight?? has moderate protection but a fair amount of HP. Along with its {{:abilities:patrol_bonus.png?20&nolink|}} patrol bonus, the hound has in-combat uses by providing a {{:abilities:fear.png?20&nolink|}} 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, {{path>D2}} {{gems>12D}}, (summon 3x {{:nations:ea:arcoscephale:ker.png?nolink}} ??Ker??). are {{:abilities:demon.png?20&nolink|}} demons that have a slew of abilities to their name, being {{:abilities:ethereal.png?20&nolink|}} ethereal, {{:abilities:flying.png?20&nolink|}} flying, {{:abilities:invisible.png?20&nolink|}} invisible, and causing {{:abilities:fear.png?20&nolink|}} 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 {{path>D1B1}} mages, which can allow a nation with {{:misc:magic:death.png?20&nolink|}} death access and either {{:misc:magic:nature.png?20&nolink|}} or {{:misc:magic:astral.png?20&nolink|}} for the afore-mentioned spells to break into {{:misc:magic:blood.png?20&nolink|}} blood. 
- 
-**??Sow Dragon Teeth??** Enchantment 6, {{path>E2}} {{gems>1E}}, (summon 10x {{:nations:ea:arcoscephale:spartae.png?nolink}} ??Spartae?? during Combat). has qualities in common with longdead, such as {{:abilities:resist_pierce.png?20&nolink|}} pierce resistance, {{:abilities:poor_amphibian.png?20&nolink|}} poor amphibian, {{:abilities:inanimate.png?20&nolink|}} inanimate, {{:abilities:resist_cold.png?20&nolink|}} cold resistance and {{:abilities:resist_poison.png?20&nolink|}} poison resistance, and {{:abilities:spirit_sight.png?20&nolink|}} spirit sight. However, the Spartoi are not undead but {{:abilities:magic_being.png?20&nolink|}} magic beings. Well-armored and armed with magic spears, they can prove sturdy line holders with their {{:abilities:formation_fighter.png?20&nolink|}} formation fighter trait. 
- 
-**??Forge Brass Bull??** Construction 7, {{path>F3E3}} {{gems>30F}}, (summon a {{:nations:ea:arcoscephale:khalkotauros.png?nolink}} ??Khalkotauros??). It is a tough {{:abilities:trample.png?20&nolink|}} 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 {{:abilities:inanimate.png?20&nolink|}} and thus has an encumbrance score of 0, meaning that it does not accrue fatigue while trampling or attacking. It also has a {{:abilities:heat_aura.png?20&nolink|}} heat aura and a fire breath weapon that can respectively fatigue and damage enemies not resistant to fire. 
  
 ==== Magic Access ==== ==== Magic Access ====
Line 176: Line 187:
 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 ??Ker??es (both with boosters), allowing you to uncover **{{path>B1}}**, and uncovering **{{path>S1}}** from the ??Lampad??es is just an empowerment in Death (a mere 30 extra {{:misc:magic:deathgem.png?nolink}}) 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. 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 ??Ker??es (both with boosters), allowing you to uncover **{{path>B1}}**, and uncovering **{{path>S1}}** from the ??Lampad??es is just an empowerment in Death (a mere 30 extra {{:misc:magic:deathgem.png?nolink}}) 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==== +==== National Spells ==== 
-FIXME What is the best spell you can use in combatWhat spells the best support your national lineup, Is there weakness that you need to fixAny tricks you should be aware you have?+**??Call Spectral Philosopher??** Conj0 {{path>D1}} for {{gems>11D}} ({{:nations:ea:therodos:Spectral_Philosopher.png?nolink}} ??Spectral Philosopher??x1). These ghostly commanders have no magic paths but a base {{:abilities:adept_researcher.png?20&nolink|}}research value of 10. 
  
-====Ritual Magic==== +**??Call Ephor??** Conj0 {{path>D1}} for {{gems>7D}} ({{:nations:ea:therodos:ephor.png?nolink}} ??Ephor??x1). These ghostly priests can perform the Call Spectres action to yield more of Therodos' freespawn ghosts. 
-FIXME What is the best ritual you could castAre there any globals you want upany units you should be summoning Are there any Generic rituals few nations can cast+ 
 +**??Summon Telkhine??** Conj8 {{path>W5A2}} for 69 {{gems>W}} ( {{:nations:ea:berytos:Telkhine.png?nolink}}  ??Telkhine#2873?? {{:nations:ea:berytos:Telkhine_2.png?nolink}} ??Telkhine#2874??x1). 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 {{:misc:magic:air.png?20&nolink|}} air still requires 1{{:misc:magic:air.png?20&nolink|}} and 2{{:misc:magic:water.png?20&nolink|}} to be able to cast the spell. The Telkhine is {{:abilities:amphibious.png?20&nolink|}} amphibious and has the {{:abilities:sailing.png?20&nolink|}} 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 {{:abilities:reaper.png?20&nolink|}} 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 {{path>F2W4A4E2D2,100%FWAED}}, 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 {{:abilities:shapechanger.png?20&nolink|}} shapechanges into its human form, it gains the {{:abilities:master_smith.png?20&nolink|}} master smith (1) ability, allowing it to forge items even one level higher than their paths (at the cost of -1{{:misc:magic:air.png?20&nolink|}} and -1{{:misc:magic:water.png?20&nolink|}}). 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 {{:abilities:fear.png?20&nolink|}} fear aura. 
 + 
 +=== Regional Summons === 
 +**??Procession of the Underworld??** Conjuration 5, {{path>D3}} {{gems>13D}}, (summon 12x {{:nations:ea:arcoscephale:lampad.png?nolink}} ??Lampad??). is an unarmored torch-bearer of the underworld with limited {{:abilities:invulnerability.png?20&nolink|}} invulnerability{{:abilities:recuperation.png?20&nolink|}} recuperation, and {{:abilities:patrol_bonus.png?20&nolink|}} patrol bonus. Their torch grants them an area of effect 1 attack that can also apply {{:abilities:decay.png?20&nolink|}} decay. While these are units, the spells ??Gift of Reason?? and ??Divine Name?? can make them into commanders, whereupon they become {{path>S1D2N1}} mages. 
 + 
 +**??Summon Hound of Twilight??** Conjuration 5, {{path>E2D1}} {{gems>4E}}, (summon a {{:nations:ea:arcoscephale:hound_of_twilight.png?nolink}} ??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 4{{gems>E}}. The ??Hound of Twilight?? has moderate protection but a fair amount of HP. Along with its {{:abilities:patrol_bonus.png?20&nolink|}} patrol bonus, the hound has in-combat uses by providing a {{:abilities:fear.png?20&nolink|}} 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, {{path>D2}} {{gems>12D}}, (summon 3x {{:nations:ea:arcoscephale:ker.png?nolink}} ??Ker??). are {{:abilities:demon.png?20&nolink|}} demons that have a slew of abilities to their name, being {{:abilities:ethereal.png?20&nolink|}} ethereal, {{:abilities:flying.png?20&nolink|}} flying, {{:abilities:invisible.png?20&nolink|}} invisible, and causing {{:abilities:fear.png?20&nolink|}} 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 {{path>D1B1}} mages, which can allow a nation with {{:misc:magic:death.png?20&nolink|}} death access and either {{:misc:magic:nature.png?20&nolink|}} or {{:misc:magic:astral.png?20&nolink|}} for the afore-mentioned spells to break into {{:misc:magic:blood.png?20&nolink|}} blood. 
 + 
 +**??Sow Dragon Teeth??** Enchantment 6, {{path>E2}} {{gems>1E}}, (summon 10x {{:nations:ea:arcoscephale:spartae.png?nolink}} ??Spartae?? during Combat). has qualities in common with longdead, such as {{:abilities:resist_pierce.png?20&nolink|}} pierce resistance, {{:abilities:poor_amphibian.png?20&nolink|}} poor amphibian, {{:abilities:inanimate.png?20&nolink|}} inanimate, {{:abilities:resist_cold.png?20&nolink|}} cold resistance and {{:abilities:resist_poison.png?20&nolink|}} poison resistance, and {{:abilities:spirit_sight.png?20&nolink|}} spirit sight. However, the Spartoi are not undead but {{:abilities:magic_being.png?20&nolink|}} magic beings. Well-armored and armed with magic spears, they can prove sturdy line holders with their {{:abilities:formation_fighter.png?20&nolink|}} formation fighter trait. 
 + 
 +**??Forge Brass Bull??** Construction 7, {{path>F3E3}} {{gems>30F}}, (summon a {{:nations:ea:arcoscephale:khalkotauros.png?nolink}} ??Khalkotauros??). It is a tough {{:abilities:trample.png?20&nolink|}} 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 {{:abilities:inanimate.png?20&nolink|}} inanimate and thus has an encumbrance score of 0, meaning that it does not accrue fatigue while trampling or attacking. It also has a {{:abilities:heat_aura.png?20&nolink|}} heat aura and a fire breath weapon that can respectively fatigue and damage enemies not resistant to fire. 
 + 
 + 
 +====Notable Generic Magic==== 
 +//Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are ??Foul Vapors?? for [[c-tis-ma | MA C'tis]], ??Horde of Skeletons?? + ??Sabbath Master??/??Sabbath Slave?? for the [[niefelheim-ea | Niefelheim]] line of nations, ??Mother Oak?? for the [[pangaea | Pangaeas]], ??Wailing Winds?? access, etc. For broader advice on magic use, consider linking to [[https://steamcommunity.com/sharedfiles/filedetails/?id=2023973143 | Not-Lola's Basic Magic Use Guide]].// 
 + 
 +//This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.//
  
 ====Magic Items==== ====Magic Items====
-FIXME Do you have any National items(Construction LevelPriceand 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)?+Therodos' Daktyloi have broad but shallow  magic path access. With the {{:abilities:master_smith.png?15&nolink|}} Master Smith trait, they add one effective level to each magic path for the purposes of crafting. This allows potential access to several magic path boosters, or other desired items. Notablyall Daktyloi have at least {{path>E2}} which allows reliable access to Dwarven Hammers. The nation's coastal recruitment magithe Kabeiroi, have even more shallow path access, but have the {{:abilities:forge_bonus.png?15&nolink|}} Forge Bonus (1trait, which reduces the gem cost of anything they make by 1Paired 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 {{:misc:magic:nature.png?15&nolink|}}Nature and some of its crosspaths is also possible via the Hekaterides.  
  
 =====Strategy===== =====Strategy=====
therodos-ea.txt · Last modified: 2023/07/08 21:34 by dast