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dom6:atlantis-ea

EA Atlantis, Emergence of the Deep Ones

Lore

For centuries the seas have been the domain of the Tritons, but recently a nation of beings resembling a cross between fish, frog and human has emerged in the deepest gorges of the oceans. The race is not entirely unknown, for there are a few of them who have made shallow coastal reefs their home, but the Triton Kings never imagined that they were numerous or powerful enough to form a nation. These Atlantians of the deeps never stop growing and will live for several hundred years unless killed. The Atlantian society is organized in a strict hierarchy of size and age. The oldest and most cunning Atlantians have made themselves kings and queens of the Basalt City in the deepest reaches of the ocean. The Atlantians of the Deeps use weapons of enchanted basalt made by the Basalt Kings

"[R'lyeh and Atlantis] are heavily influenced by H.P. Lovecraft. While R'lyeh is closer to the Cthulhu mythos with Starspawns and strange beings from the stellar void, Atlantis is a nation of deep ones native to the depths." - Illwinter

General Overview

EA Atlantis boasts strong troops and a recruitable Super Combatant in the Basalt King. A focus on Construction will truly make the Basalt Kings shine, while the troops can easily hold the line even with no buff spells whatsoever.

Atlantis troops often have either good armor, or Fire and Cold resistance, but rarely both. Most have darkvision, but not all of them do. Bringing the right troops for the right fight can be a challenge, but can also open up very powerful strategies. So plan ahead for what magic you want to cast when deciding what troops to recruit.

Finally, beware of your Magic Resistance. The Mages and Priests are decently resistant, but some of your best troops are sporting MR 8 or below.

National Features

AQUATIC

Magic Access Alt. Access Unit Summary Core Abilities Buildings
earth 44 (rare 5)
water 33 (uncommon 4)
fire 22 (rare 3)
astral 11
holy 33
Light Infantry
Shamblers
No Missile Weapons
Amphibious
Darkvision
Poison Barbs
Fire Resistance
Cold Resistance
Advanced Forts

Capitol Gems: 1firegem2watergem3earthgem

Average Atlantians of Atlantis are Size 3 Amphibians (three-to-a-square). Whether they're silly frogmen or eldritch abominations is not too clear, but it is clear that they're strong and clumsy; 12 HP, 3 Natural Protection, 11 Strength, 9 Defence Skill (naked), 8 Precision, and 10's in Combat Speed & Map Movement (also while naked). Originating from the gorges, they have 50% Darkvision, which is handy in deep seas.
Shamblers are middle-aged Atlantians, having grown to Size 4 (two-to-a-square). On top of the innate Atlantian traits (and their low Defence and Precision), they have 22 HP, 7 Natural Protection, 15 Strength, 11's in Morale and Combat Speed while buck-naked, and 14 Map Movement while nude. Geared Shamblers are even capable of wielding Two-handed Weapons and a shield at the same time (an impressive feat other races can't naturally accomplish despite shamblers having average defense skill),

The Deep Atlantians (or Deep Ones) are bestial folks with riblike teeth and angler lures. Also Size 3 Amphibians, these guys have 100% Darkvision due to their environment, along with 5 Fire Resistance and 5 Cold Resistance (like a caveman). Many Deep Ones use their monstrous jaws in battle, giving them a bonus attack (if a basic one). Statistically, the average Deep One has 14 HP, 4 Natural Protection, 12 Strength, 12's in Morale and Map Movement while naked, 9 Combat Speed (also naked), and 7's in Defence Skill, Precision, & Magic Resistance.
Shamblers of the Deep are slightly less beastly than their younger Deep siblings, but they still have their bonus attack and their other traits beneath the stat block. The average Size 4 one has 26 HP, 9 Natural Protection, 16 Strength, 7 Defence Skill (still), 8's in Precision & Magic Resistance, an impressive 13 Morale in the buff, and the same mobility as an unarmored human (14 Map Movement and 12 Combat Speed). And they get bigger than this…

National Units

Commanders

Image Unit Name Special Attributes Comments
Scout
35
1
1
Darkvision (50%)
Stealthy (50)
Amphibious
An amphibious scout for the same price as a normal one.
Shambler Chief
70
2
1
Darkvision (50%)
Amphibious
Coral Commander
110
23
1
Darkvision (50%)
Amphibious
Poison Barbs (5)
Can make Atlanteans stand in lines, and is useful if only for that. Your primary leader if you don’t need priests blessing your troops.
Coral Priest
65
3
1
Coastal Fort Recruit
holy 11
Sacred
Darkvision (50%)
Amphibious
If focusing on Basalt Kings for expansion and war, these are your best priests. Terrible leadership, but all you need them to do is bless the Basalt King and retreat, so 1 Command point is a plus.
Mother of the Deep
135
5
2
holy 22
Sacred
Darkvision (50%)
Amphibious
Female
If focusing on Pillars of the Deep for expansion and war, Mothers of the Deep are better than Coral Priests. They have decent leadership and can cast Sermon of Courage when the blessing is done. Cost 2 Command Points though.
Mage of the Deep
300
3
2
water 22random2100%
100%

Darkvision (50%)
Water Breathing (15)
Amphibious
Not a priest-mage sadly, so lots of upkeep on this very mediocre researcher. 13 RP for 300 gold isn’t great, but it’s your only choice outside of the capital, so get used to it. Their magic is decently diverse though, with the options to cast Big Water spells, Acid spells, plenty of Earth buffs and even make small communions with Astral if necessary.
Basalt Queen
470
1
4
Capital Only
holy 33
Sacred
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Fear (+5)
Amphibious
Female
Good to have a few of them around for claiming thrones and blessing big battles. Very killy in their own right, but not worth gearing when they compete with Basalt Kings in your Capital.
Basalt King
620
1
4
fire 11water 22earth 33random1100%
10%

Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Fear (+5)
Resource Bonus (10)
Amphibious
Your 4 Command Point, out of the box thug and super-mage. A couple of Alteration spells is all you need to expand with them, and a couple of Construction items easily turns them into Super-Combatants. They also open up Big Earth spells as opposed to the Mages of the Deep who bring Big Water.

Troops

Image Unit Name Special Attributes Comments
Atlantian Spearman
10
4
9
Darkvision (50%)
Amphibious
Reef Dweller
10
10
9
Coastal Fort Recruit
Darkvision (50%)
Poison Barbs (5)
Amphibious
Deep One
10
1
9
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Amphibious
Deep One Spearman
10
7
9
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Amphibious
Very high attack density with good morale plus fire and cold resistance but terrible protection and magic resistance. Useful if all you need is lots of attacks, but usually overlooked in favor of their larger cousins.
Shambler
20
1
25
Darkvision (50%)
Amphibious
Shambler of the Deep
20
1
25
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Amphibious
Same attack density as Deep One Spearmen (6 attacks per square) but with more HP and natural protection. Still good if you just need attack density, but since they have no armor and high natural protection they aren’t very efficient to buff with your Earth spells. Fire and cold resistance are still a big plus.
War Shambler
25
6
30
Darkvision (50%)
Amphibious
Warrior of the Deep
25
10
30
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Amphibious
Recruit-anywhere magic weapons with fire and cold resistance, what’s not to like? Well lack of armor and MR8 of course, those are weaknesses that will be difficult to shore up. Still an incredibly versatile unit against any Air (Mistform) or Astral (Body Ethereal) nation.
Coral Guard
30
23
39
Darkvision (50%)
Poison Barbs (5)
Amphibious
Flipping the script, Coral Guard have great armor, no resistances, and only 50% Darkvision as opposed to the 100% Darkvision sported by units with “Deep” in their name. Much more efficient than Warriors of the Deep when receiving Stoneskin/Ironskin buffs due to their armor, and they deal poison damage if your enemies don’t have resistance to it.
Living Pillar
35
50
35
Sacred
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Castle Defence (+2)
Amphibious
Can either be the centerpiece of your expansion strategy or entirely ignored based on your bless and personal preference. Their armor and natural protection combo makes them functionally immune to damage from many indies. But their 10 Encumbrance means they won’t be fighting long before going to sleep. The combination of good armor and fire and cold resistance is only present on Living Pillars, so they can be very useful when battlefield-wide spells are in play.

National Spells

Summons

Ritual

Summon Spell Unit Special Attributes Comments
Summon Monster Fish
(Conjuration 6)
water 33 and 6watergem

Monster Fish
Fear (+5)
Digest (2)
Undisciplined
Aquatic
Commentary here.

Magic Access

See Magic Access for the general guides to climbing magic paths.

Recruits

Elements:

  • fire 22 on one-in-four Basalt Kings (capital-only) and every twelfth Mage of the Deep
  • No Air magic
  • water 44 on every twelfth Mage of the Deep
  • earth 44 on one-in-four Basalt Kings (capital-only), earth 22 on every twelfth Mage of the Deep

Sorceries:

  • astral 11 on every fourth Mage of the Deep
  • No Death magic
  • No Nature magic
  • No Glamour magic

Others:

  • No Blood magic
  • holy 33 on Basalt Queens (capital-only), holy 22 in other seas, and holy 11 on coasts

Analysis

EA Atlantis's magical ascent from its recruits is very straightforward; it can get deep into Water and Earth, but its crosspaths don't really offer anything new. The five paths it lacks, it lacks, depriving access to Poison Resistance and a few other buffs. It also can't climb in Fire or Astral without empowerment, unless it lucks into a fire 33 in time for Construction Level 9 and crafts The Ruby Eye.

The random path arrangement on Mage of the Deep is highly unusual for Dominions' nations; the chance of at least water 33 on one of them is 7-in-12, for instance, but the chance of water 44 is 1-in-12. The same is true for fire 11/fire 22, and for earth 11/earth 22.

earth 44 allows a Basalt King (1 in 3) to cast Troll King's Court for glamour 11.

Because so many of your units have Fire Resistance, trading for the Flame Helmet and Skull of Fire (or empowering to craft them yourself) is well-worth your gems. 2 Fire Boosters and 2 Water Boosters let a Fire-random Basalt King forge Staff of Elemental Masterys, and craft more Flame Helmets himself. 2 Fire Boosters and a staff then lets you hit fire 55 for Fire Storm, Flame Storm, and Heat from Hell, without the need for Fire Fend or Frostflesh Army.

Basalt Kings can be earth 44 and have two functioning feet. That means they can wear Earth Boots to become earth 55 and cast Forge of the Ancients, a huge boon for a nation as forge-hungry as this one. Then with a Staff of Elemental Mastery or trading/empowering for a Blood Stone, you can hit earth 66 for Earth Blood Deep Well.

An earth 44 Basalt King can also wear Earth Boots, a Robe of the Sea, a Water Bracelet, and a Staff of Elemental Mastery to reach water 55earth 66, letting them cast Lost Land, just in case there’s a coastal throne you need or you just hate someone with a coastal cap. Regardless, Basalt Kings are one of the few recruitable units that can reach this lofty height.

Strategy

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

Expansion

You’ll hear a lot of conflicting opinions on Pillars of the Deep: are they worthless or do they make expansion easy?

With a Pillars-focused bless like Hard Skin, you can expand with a Mother of the Deep, 3-5 pillars, and as many Shamblers/Warriors of the Deep as you can afford. Put the Pillars way out in front with the Mother and Warriors way behind (but still in range of the Bless spell). Put all units on "Hold and Attack" and try to position the Pillars to take the brunt of the indies. Small amounts of indies will filter behind your Pillars to be cut down by your other units while the Pillars take almost no damage at all.

Alternatively, with a Basalt King focused bless like Regeneration, recruit a few Coral Priests and then pump out as many Basalt Kings as you can with few/no troops. Have the priests bless then retreat while the Kings cast Alteration Buffs and attack. Fear from the Kings should rout the indies even if you don’t kill anyone.

Finally, EA Atlantis can expand with pure scales, but you’ll probably want a mix of Coral Guard and Deep One Spearmen for defense or attack density depending on indies.

Early Game

Basalt Kings should be just about the only thing you recruit in your cap after your first fort is up. Map Move 20 makes them one of the few units that can move two provinces underwater. They are your premier thugs and super-combatants even with zero bless.

Your first research goals should almost always be Alteration 3 (for Basalt King buffs) and Conjuration 5 (for Water elementals and Voice of Tiamat). Even if there are no other water nations to fight, Voice of Tiamat is perfect for getting the gem economy rolling as early as possible.

Mid Game

Nature is one of the most common schools of magic for indie mages, so try to find a land province with nature mages. Hand them a Ring of Water Breathing to site-search underwater as well for good measure, as nature construction items like Boots of the Messenger and a Ring of Regeneration are a big help for your Basalt Kings. Even an Indie nature 11 mage can craft these, if you either have Forge of the Ancients or can trade for a single Thistle Mace (and then make more Thistle Maces of your own).

Mid game is also an excellent time to run up Construction to level 6 (for Forge of the Ancients) and 7 (for Lightless Lanterns). If you took Drain scales, Lightless Lanterns are even more pressing.

Finally, if running up Construction, it’s a good idea to empower a Basalt King either twice in Fire or once in Fire and once in Death. That’s a whole lot of gems, but it unlocks the Flame Helmet, the Staff of Elemental Mastery, and possibly the Skull of Fire. These Fire Boosters will allow you to cast high level fire spells like Fire Storm and Heat from Hell that your Warrior of the Deeps and Living Pillars resist. Hopefully, Voice of Tiamat has been kind enough to give you the Fire gems you’ll need.

Late Game

Even without empowering for boosters to cast Fire Storm with, Acid Storm is another great battlefield wipe that both Kings and Mages can cast. It can be made even better when combined with Quagmire and Grip of Winter, so Water boosters are well worth the investment.

If Voice of Tiamat gave you a lot of Air gems, empowering for Air Spells, perhaps using an Astral Mage of the Deep for communions, can also give you access to air-based battlefield wipes and buffs.

And if Voice of Tiamat gave you a lot of Water gems, consider going Evocation 8 for Maelstrom, to turn some of those Water gems into other gems and to set up Green Lion (Manifest Vitriol) and Gelatinous Cube (Vile Water) factories on all your coasts.

Try to have earth 22astral 22 on your pretender, or gun it for Forge of the Ancients, as this will be needed to forge Crystal Coins and Starshine Skullcaps. These open up Golems, which you can gear for a teleporting thug option. Golems are also naturally Poison Resistant, letting them wield a Snake Bladder Stick and opening up another threat vector your enemies will have to prepare for.

Finally, Crown of the Magi is another incredible item, well worth an Astral Empowerment to craft. It gives you 30% fast-casting, letting your Basalt Kings cast Earthquake before most enemy mages can cast battlefield-wide buffs. Stopping an enemy mage from casting Army of Mist or Army of Bronze can turn a battle all on its own.

With how many times Construction items have been mentioned, is it any wonder Forge of the Ancients keeps getting mentioned as well? If you do manage to get and keep the Forge, Construction 9 should be your first level 9 research goal, as there are some items, (such as The Ark,) that can be worth an entire army all by themselves.

Example Pretender Builds

Shub Niggurath
An awake titan that expands well into his own dominion and can help you bully other nations in the Underwater Knife Fight. The Hard Skin bless and Production 1 also lets Living Pillar expand without much trouble. Later on he can transition into holding Earth globals or leading big armies as needed.

Some people will take Drain 2 to pay for Fortune, Growth, or more magic paths, but that can make your research exceptionally slow prior to Lightless Lanterns. It does help you defend against mind blasters in your own dominion though.


Chassis: Awake Dagon
Paths: water 22earth 66
Bless: Hard Skin
Scales: Dominion strength5Order2Productivity1Cold2Growth0Luck0Magic0

The Basaltiest of them All
This is a more Basalt King-focused bless. Early game, a Basalt King with a Coral Priest set to bless and retreat can take most provinces on their own. Later on, forge Flask of Holy Waters so the Kings can bless themselves. In the late game, you’ll want most of your Basalt Kings regenerating anyway so trading a Ring of Regeneration for a Flask of Holy Water is a good trade.

High Nature unlocks new globals and rituals (if you can find the gems for them), and astral 33 lets you #GodDrop your monolith in the magic phase to really screw with your enemies’ plans. The monolith can also natively forge a Starshine Skullcap and a Crystal Coin, making it easier to reach Golems as you climb up Construction.

Once again, sprinkle Drain scales in to taste, but for my taste “0” is quite enough.


Chassis: Awake Monolith
Paths: earth 66astral 33nature 77
Bless: Hard Skin, Regeneration
Scales: Dominion strength5Order2Sloth2Cold2Growth0Luck0Magic0

Weaknesses

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dom6/atlantis-ea.txt · Last modified: 2024/06/02 20:20 by johnnydown