Table of Contents
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 |
|---|---|---|---|---|
| | Hero | Fir Bolg infantry Fomorian infantry Nemedian infantry | | |
**Capitol Gems: ** 2
1
2
1
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 | | A typical Scout. |
| Fomorian Scout | | 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 | | 75 leadership, human commander. Very good melee stats for a human, but pretty light gear. |
| Fomorian Champion | Start Affliction (10%) | A more expensive 75 leadership commander, but much more survivable due to heavier gear and giant HP. |
| Unmarked Champion | | 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 | | 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 | | Fomorian Druids are reliably useful due to their |
| Nemedian Champion | | 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 | 10% Female | 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 | 10% 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 | 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 | 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 | 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 | ||
| Fomorian Militia | 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 | 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 | Start Affliction (40%) | |
| Fomorian Warrior | 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 | | 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 | | 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 | 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) | Female | Commentary here. |
| Tuan - Last Partholonian Earliest Arrival Turn (10) | | Commentary here. |
| Bres - Uncursed Earliest Arrival Turn (10) | | Commentary here. |
| Balor - High King Earliest Arrival Turn (25) | One-Eyed | Commentary here. |
National Spells
Summons
Combat
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Dance of the Morrigans // (Conjuration 8) // | Morrigan Battlefield Enchantment | 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) // | Black Dog x 20 | | 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) // | Barghest x 14 | | 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) // | Morrigan | | Although Morrigans are excellent units, 5 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)
3
1 and 1
Massive-AOE Blindness at a short range. Ironically, Balor himself cannot cast it. - Geas (Thaumaturgy 3)
2
Commentary here.
Items
- Spear of the Morrigan
(Construction 3)
1
1 and 5
5
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
4 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
1 Fir Bolg Druid (1 in 4 chance) is your only recruitable
Earth mage. Its only crosspath,
1, 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.
3 can Summon Spectre, which has a 7 in 16 chance of having at least
1.
Death
Both Nemedian Sorceress (1 in 5) and Fomorian King (1 in 4) can start with
3. No easy access to additional arms means empowerment from
3 to
4.
The heroes, Tuan - Last Partholonian and Balor - High King, are high enough in
Death, they can skip most empowerment.
Nature
1 with no useful crosspaths and no easy access to additional arms, makes
Nature a difficult climb. Some EA Fomorian heroes start at
2.
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
2
5, (a difficult climb), it can Contact Lamia Queen for a 7 in 16 chance or Awaken Treelord for a 1 in 3 chance of
1.
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
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
Weaknesses
What are the nation's weaknesses?
See More
Add links to guides or other overviews for this nation here.


