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therodos-ea [2022/05/28 09:51]
wigglefig Moved some information from the long national features section to more specific subsections
therodos-ea [2022/12/06 01:08]
wigglefig
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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 remnant of the Telkhine's empire: [[berytos ea | Berytos, The Phoenix Empire]].
  
 ===== Overview ===== ===== Overview =====
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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|}} +{{: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}}
  
 === Morale penalty === === Morale penalty ===
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 ^ 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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 | {{:nations:ea:therodos:spectral_peltast.png?nolink}}  | **??Spectral Peltast??**    |                                                                                                                                                         | spectral javelin  | | {{: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_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:spectral_commander.png?nolink}}  | **??Spectral Commander??**  | {{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: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?? | | {{: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?? |
-| {{:nations:ea:therodos:ephor.png?nolink}}  | **??Ephor#2845??**  | {{path>H1}}\\ {{abilities:sacred.png?15&nolink}} [[Sacred]]  | May also be summoned with ??Call Ephor?? | 
  
 +===Freespawn Mechanics===
  
 +//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:
  
 +<WRAP box round 800px center centeralign>
 +==== 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>
  
 +In an eligible province with 5 candles and {{misc:scales:death.png?14&nolink}}3, 2-3 spawn attempts will occur per turn. With the maximum of 10 candles and {{misc:scales:death.png?14&nolink}}3, 4-5 spawn attempts will occur per turn instead.
  
-===== Magic =====+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??s  
 +  * 21.1% exploding 1d4 ??Spectral Archer??s  
 +  * 21.1% exploding 1d4 ??Spectral Peltast??s  
 +  * 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??
  
-==== National Summons ==== +++++ Detailed Mechanics| 
-**??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+  first it checks to see if you have candles, if you don't it does nothing 
 +  then it checks something else I don't understand, if you don't have that it does nothing 
 +  then it checks for a fort in the province, if there isn't one it does nothing 
 +  * then it checks something else I don't understand, if you don't have that it does nothing 
 +  * 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.
  
-**??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.+For each spawn attempt:
  
-**??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'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.+  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??
 +    4 or 51d4 exploding ??Spectral Archer??
 +    * 6 or 71d4 exploding ??Spectral Peltast??s 
 +    * 8: 1 ??Spectral Kourete?? 
 +    * 9do nothing (notethis number cannot actually be generated given the function above) 
 +    * 10 or 11??Spectral Commander?? 
 +    * 12: 1 ??Ephor#2845?? 
 +    * 13??Spectral Philosopher??
  
-=== 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. +===== Magic =====
- +
-**??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 ====
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 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.
 +
 +==== National Spells ====
 +**??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|}} 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==== ====Notable Generic Magic====
therodos-ea.txt · Last modified: 2023/07/08 21:34 by dast