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fomoria-ea

EA Fomoria, The Cursed Ones

Lore

The bountiful land of Fomoria was claimed by giants who once guarded the dark and stormy ocean realm of the drowned dead. With death ever near, their loyalties had changed and their malice grown. With the ascendancy of a previous Pantokrator, they were punished for their sins and banished from their dark home. The full effects of the Curse became evident when the Fomorians settled in a fertile land. Their offspring were short and cursed with monstrous appearance. The few surviving Fomorian giants saw their once proud race degenerate and die. Then came the Invasions. Partholonians, Nemedians, Fir Bolg and Tuatha all claimed the land of Fomoria. Twice the Fomorians were all but defeated by foreign magic, but twice they conjured a plague that slew the invaders. The third wave of invaders, the Fir Bolg, accepted Fomorian rule and aided the giants in defeating the Tuatha. Now Fir Bolg compose much of the Fomorian population. Fomorians are skilled shipwrights, powerful storm crafters and have a legacy of mastery over the dead.

"[Fomoria and Tir na n'Og] are the predecessors of Man and Eriu. They are both heavily influenced by "The Book of Invasions" and Celtic myths and folklore. The wars and conflicts between Fomorians, Nemedians, Fir Bolg and Tuatha were used to create a common backstory for the nations. The Fomorian ideas were combined with some ideas of sailing storm giants, inhuman goat-headed giants and some concepts of Fomorians as keepers of the watery dead that struck my imagination." -Illwinter

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
air 44 (Rare 5)
death 33 (Rare 4)
glamour 33 (Rare 4)
water 11 (Rare 2)
nature 11 (Rare 2)
earth 11
holy 22
Hero
air 22water 22death 33nature 22glamour 33holy 22
air 22water 11death 44glamour 22
air 33death 11nature 22holy 22
air 33death 44holy 33
Fir Bolg infantry
Fomorian infantry
Nemedian infantry
Stealthy
Glamour
Iron Vulnerability
Sailing
Gift of Water Breathing
Darkvision
Starting affliction chance
Giant Forts

**Capitol Gems: ** 2airgem1watergem2deathgem1glamourgem

National Race Features

Fir Bolg: Hit Points + 3, Magic Resistance + 3, Morale + 1, Strength + 2, Attack Skill + 2, Defense Skill + 3, Combat Speed + 1, Map Move + 4
Fomorian: Size 6, Magic Resistance + 2, Morale + 2, Strength + 9, Precision - 3, Combat Speed + 3, Map Move + 2
Nemedian: Hit Points + 4, Magic Resistance + 4, Morale + 4, Strength + 2, Attack Skill + 5, Defense Skill + 3, Precision + 2, Combat Speed + 1, Darkvision 50, Stealthy, Iron Vulnerability, Glamour

Most Fomorians are Size 6 beings who look like goats; they are enormous by human standards, but diminutive by the standards of their human-looking, Size 9 ancestors. Most are born disfigured beyond mere goat-ness, but those spared have at least 30 HP, 5 Natural Protection, 18 Strength, 7 Precision, 12 Magic Resistance, 10 Morale (even for naked militiamen), and 15 Combat Speed naked.
The aforementioned ancestors are known as the Fomorian Giants, given that they tower over their children. Former pirates, they have only one eye due to a curse from the Pantokrator, making them relatively easy to blind if one can somehow reach their face. However, they are still Amphibious, and their history beneath the waves gives them 5 Cold Resistance and 50% Darkvision.

The Fir Bolg are Size 3 (three-to-a-square) fellows who live among the Fomorians. They have a little elven blood in their veins, giving them superhuman abilities in spite of their mundanity; even their untrained militiamen have 13 HP, 11 Strength, 10 Attack Skill, 11 Defence Skill, 9 Morale, 13 Magic Resistance, 13 Combat Speed naked. They also have sharp eyes with 12 Precision, or at least the trained Fir Bolg do.
The Fir Bolg are here because their ancestors, the Nemedians, are also here. Sometimes regarded as "elves", these Size 3 beings are Stealthy and possess the fay art of Glamour. They also have 50% Darkvision. Being so close to the fay has not come without weaknesses, however, for Nemedians take 1 more damage from iron. Otherwise, Nemedians are like the Fir Bolg, but slightly better in a variety of ways.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Fir Bolg Scout
35
12
1
Stealthy (50)
Mountain Survival
Forest Survival
A typical Scout.
Fomorian Scout
60
19
1
Stealthy (40)
Mountain Survival
Forest Survival
A considerably more expensive, less stealthy, giant Scout. It is unclear why these would be useful compared to their Fir Bolg equivalent, except perhaps for ferrying gems using a slightly more durable commander.
Fir Bolg Champion
60
12
1
Stealthy (50)
Mountain Survival
Forest Survival
75 leadership, human commander. Very good melee stats for a human, but pretty light gear.
Fomorian Champion
80
29
1
Start Affliction (10%) A more expensive 75 leadership commander, but much more survivable due to heavier gear and giant HP.
Unmarked Champion
180
29
1
holy 11
Sacred
A 100 leadership commander with minor priestly ability. With reasonable base stats and the ability to take a bless, Unmarked Champions are good for leading armies as well as sacred expansion parties. They could potentially be made into army thugs with minimal gear.
Fir Bolg Druid
105
2
2
air 11random1100% 9
Stealthy (40)
Mountain Survival
Fir Bolg Druids are Fomoria's cheapest researcher, and they are the only way for Fomoria to get Earth magic. These are good for researching, low-path site searching and forging Earth equipment.
Fomorian Druid
285
3
2
air 22holy 11random1100% 11
Sacred
Fomorian Druids are reliably useful due to their air 22 path, allowing them to throw lightning evocations and summon Air Elementals. Their randoms provide interesting crosspaths, but not at a high enough level to do anything spectacular with.
Nemedian Champion
245
25
2
Capital Only
death 11glamour 11holy 11rp 99
Sacred
Stealthy (65)
Darkvision (50%)
Glamour
Spell Singer
Iron Vulnerability (1)
Nemedian Champions are expensive, cap-only and weak mages, but they are great Stealthy leaders. Still, they compete with Fomoria's other, much more powerful cap-only commanders.
Nemedian Sorceress
370
1
2
Capital Only
air 11death 22glamour 22random1100%
10%
17
Stealthy (65)
Darkvision (50%)
Glamour
Female
Spell Singer
Iron Vulnerability (1)
Nemedian Sorceresses are excellent mages that are fairly reasonable in price and take only one turn to recruit each. Death/Air and Glamour/Air are both excellent crosspaths, and come in high enough levels to do strong plays like Wind of Death and Wailing Winds. Early on, this mage enables fearsome Cloud of Dreamless Slumber spam, a potent counter to many elite troop strategies; consider taking the Unsleeping bless to enable your sacreds to fight underneath the sleep clouds. They can also just spam Lightning Bolt or Horde of Skeletons.
Fomorian King
675
37
4
Capital Only
Holy Points x 2
air 33death 22holy 22random1100%
10%
17
Sacred
Darkvision (50%)
Cold Resistance (5)
Shock Resistance (5)
Gift of Water Breathing (250)
Amphibious
Sailing Max Size 10, Sailing Ship Size 999
One-Eyed
Fomorian Kings are very expensive, but powerful mages. They are notable for guaranteeing high Air magic for spells like Storm and Wrathful Skies, and being durable Wind of Death casters that can Cloud Trapeze.

They can also be Twiceborn to gain a second life as undead, Size 9 Wight Mages, though this process is expensive. These so-called "wightans" (a portmanteau of "wight" and "titan") are the subject of much theory-crafting in the community, and with the right bless and gear are very difficult to kill.

Still, Nemedian Sorceresses are probably the more generically useful commander to recruit in the capital, with Fomorian Kings coming in when the research is available to make the best use of them.

Troops

Sprite Unit Name Special Attributes Comments
Fir Bolg Militia
10
5
11
Fir Bolg Militia are a good deal more expensive than most Militia troops, and are a bit better skilled in return, though not enough to make them particularly usable for combat.
Fir Bolg Slinger
11
2
12
Fir Bolg Slingers are a ranged troop with a lower damage ranged attack and higher gold cost than the average Archer, making them of limited use.
Fir Bolg Warrior
13
10
15
Fir Bolg Warriors are lightly armoured infantry but have good melee skills. The axe variety deals more damage while the spear has slightly higher Defence skill and has javelins.
Fir Bolg Warrior
13
10
15
Fomorian Militia
15
3
7
Start Affliction (60%) Fomorian Militia are the cheapest size 6 unit money can buy. They have awful melee skills but a lot of HP and strength for the gold cost, making them decent siege chaff/evo bait.
Fomorian Javelinist
20
15
11
Start Affliction (40%) The Fomorian Javelinist and Spearman are giant medium infantry with fairly poor melee skills, and lack helmets. The Javelinist has a 22-damage javelin attack, while the Spearman has a shield for parrying enemy attacks.
Fomorian Spearman
20
17
11
Start Affliction (40%)
Fomorian Warrior
30
27
17
Start Affliction (20%) The Fomorian Warrior is a giant heavy infantry unit with mediocre melee skills. They are the most competent of the goat-headed Fomorian infantry at standing in a line and not dying, but their low unit density and mediocre Attack skill means they still have low DPS against squares of human-sized infantry.
Nemedian Warrior
35
22
24
Capital Only
Stealthy (40)
Glamour
Darkvision (50%)
Iron Vulnerability (1)
Nemedian Warriors are elite, stealthy infantry. Though their protection is fairly low, the mirror images they receive from the Glamour ability and their high Defence skill protect them against enemy attacks. They also have a magic weapon for countering Ethereal or Invulnerable units. Being size 3, they can sit in the same square as Fomorian infantry, ameliorating the Fomorians' low unit density. Their main issue is that their damage is fairly low for their cost, meaning they struggle into high Protection elites. They are also be very expensive if squares of Nemedians start dying to evocations.
Unmarked
55
27
28
Capital Only
Sacred The Unmarked is essentially a sacred version of the Fomorian Warrior with slightly better melee skills. While unspectacular, they hold a bless and can help to deal with the sacred rushes that scales troops are weak to.
Fomorian Giant
75
37
37
Holy Points x 2
Capital Only
Sacred
Amphibious
Cold Resistance (5)
Darkvision (50%)
One-Eyed
Fomorian Giants are extremely cheap for a size 9 sacred, about half the price of a Muspel Giant, but are significantly less powerful to match, and they are still difficult to recruit due to costing two Holy points. Their Attack/Defence skill is merely okay, they have 16 body protection and no helmet, and basically no other special abilities aside from Amphibious. Still, they deal a lot of damage with their basic attack and are a big bag of hitpoints for relatively low cost. Nevertheless, Fomorian Giants are not typically the focus of Fomorian pretender designs due to their deficiencies compared to other similar sacreds.

Heroes

Sprite Unit Name Special Attributes Comments
Macha - Nemedian Queen
Earliest Arrival Turn (10)
air 22water 22death 33nature 22glamour 33holy 22 29
Stealthy (40)
Darkvision (50%)
Glamour
Spell Singer
Iron Vulnerability (1)
Supply Bonus (20)
Female
Commentary here.
Tuan - Last Partholonian
Earliest Arrival Turn (10)
air 22water 11death 44glamour 22 33
Stealthy (40)
Darkvision (50%)
Glamour
Spell Singer
Iron Vulnerability(1)
Immortal
Commentary here.
Bres - Uncursed
Earliest Arrival Turn (10)
air 33death 11nature 22holy 22 17
Sacred
Darkvision (50%)
Cold Resistance (5)
Shock Resistance (5)
Gift of Water Breathing (250)
Amphibious
Supply Bonus (+20)
Sailing Max Size: 10 Ship Size: 999
Commentary here.
Balor - High King
Earliest Arrival Turn (25)
air 33death 44holy 33 19
Sacred
Fear (9)
Cold Resistance (5)
Shock Resistance (5)
Gift of Water Breathing (400)
Amphibious
Sailing Max Size: 10 Ship Size: 999
Spirit Sight
Gluttony (10)
One-Eyed
Commentary here.

National Spells

Summons

Combat
Summon Spell Unit Special Attributes Comments
Dance of the Morrigans
// (Conjuration 8) //
air 22death 55 and 4deathgem

Morrigan
Battlefield Enchantment
Sacred
Cold Resistance (15)
Poison Resistance (25)
Stealthy (+40)
Fear (+5)
Undead
Glamour
Flying
Need Not Eat
Spirit Sight
Female
One of the most powerful battlefield enchantments in the game, Dance of the Morrigans makes late-game Fomorian armies into absolute monsters. Morrigans are Sacred, can Fly, and have a Fear aura and drain life attack on top of incredible Attack/Defence skill, so being able to summon a stream of these throughout a battle (as long as units are being damaged) is incredibly powerful. Consider casting a battlefield AOE damage spell soon after casting Dance of the Morrigans to get the Morrigan summoning going.
Ritual
Summon Spell Unit Special Attributes Comments
Summon Black Dogs
// (Conjuration 2) //
death 22 and 5deathgem

Black Dog x 20
Dark Vision (100%)
Stealthy (+60)
Dark Power (2)
Iron Vulnerability (1)
Animal
Black Dogs are stealthy animals with a single 15-damage Bite attack. They are very inexpensive at 0.25 Death gems each, and come in large numbers, but they die fast and don't do much damage. Their 100% Darkvision and 2 Dark Power makes them significantly more effective under Darkness.
Summon Barghests
// (Conjuration 4) //
death 22 and 7deathgem

Barghest x 14
Dark Vision (100%)
Stealthy (+60)
Dark Power (3)
Iron Vulnerability (1)
Curse Attacker (5)
Animal
Although Barghests are twice the price of Black Dogs per-unit, they are sacred, have twice the HP, and have a slightly higher-damage Venomous Bite. Still, they are not exceptional, and are largely relegated to fighting under Darkness.
Summon Morrigan
// (Conjuration 6) //
air 11death 22 and 5deathgem

Morrigan
Sacred
Cold Resistance (15)
Poison Resistance (25)
Stealthy (+40)
Fear (+5)
Undead
Glamour
Flying
Need Not Eat
Spirit Sight
Female
Although Morrigans are excellent units, 5deathgem and only one unit summoned per cast is such a high price that it is difficult to justify these as permanent summons.

Other Spells

Combat

  • Curse of Balor (Enchantment 7)
    glamour 33death 11 and 1glamourgem
    Massive-AOE Blindness at a short range. Ironically, Balor himself cannot cast it.
  • Geas (Thaumaturgy 3)
    glamour 22
    Commentary here.

Items

  • Spear of the Morrigan (Construction 3)
    air 11death 11 and 5airgem5deathgem
    Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Fire

No native access. No good summons to get access.

Air

An air 44 Fomorian King (1 in 4 chance) starts at the key point in Air access where empowerment is not needed.

Water

Water is relatively easy to climb, which is good for EA Fomoria because its crosspaths are little help.

Earth

earth 11 Fir Bolg Druid (1 in 4 chance) is your only recruitable Earth mage. Its only crosspath, air 11, is not much help. With Air boosters and Earth boosters, it can forge a Staff of Elemental Mastery.

Astral

No native access. Potentially, an Earth Fir Bolg Druid with many boosters could forge The Magic Lamp for Al Khazim - Jinn. death 33 can Summon Spectre, which has a 7 in 16 chance of having at least astral 11.

Death

Both Nemedian Sorceress (1 in 5) and Fomorian King (1 in 4) can start with death 33. No easy access to additional arms means empowerment from death 33 to death 44.

The heroes, Tuan - Last Partholonian and Balor - High King, are high enough in Death, they can skip most empowerment.

Nature

nature 11 with no useful crosspaths and no easy access to additional arms, makes Nature a difficult climb. Some EA Fomorian heroes start at nature 22.

Glamour

A Nemedian Champion or a Nemedian Sorceress look like they might be good for climbing Glamour. They are not. Expect to empower.

Blood

If a Nemedian Sorceress can reach death 22nature 55, (a difficult climb), it can Contact Lamia Queen for a 7 in 16 chance or Awaken Treelord for a 1 in 3 chance of blood 11.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

fomoria-ea.txt · Last modified: by wigglefig

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