Table of Contents

LA Agartha, Ktonian Dead

Lore

In dark caverns under the Roots of the Earth a strange kind of one-eyed humanoids once evolved. Untouched by the sun, they became known to humans as the Pale Ones. When humans first met these pale giants, it was in war. With the destruction of the false god of the Pale Ones, an ancient Seal was broken and vast powers of destruction were released. The Pale Ones were almost wiped out of existence and humans could move down into the caverns of Agartha. Here they found fabulous riches and ancient secrets. The humans replaced the Pale Ones and now all Agarthans are pale-skinned humans with large eyes. Everything left by the Ancients became subject to worship in Agartha. At first, statues of the Ancients were adored and animated by the Golem Crafters, but most of the statues were destroyed during the great war and new forms of worship have evolved. The mummified remains of the now-extinct Pale Ones are worshiped and reanimated by necromancer-priests. While the mummies of Pale Ones are sacred, the human dead are not treated with the same respect. Used for menial tasks and warfare, the dead of Agartha now walk side by side with the living.

Agartha is inspired by fantasy RPG's in general, and an Earth Dawn setting of my brother's imagination, ripe with mummified ancestors entombed in ancient cavern halls, in particular. Old ideas of a race of pale, cave-dwelling humanoids from my ideas of the game “Shepherds of Creation” completed the conglomerate. Think of opulent halls adorned with riches of the deeper earth in which reside ancient bloated oracles with pallid skins ruling their kin with increasing desperation; desperation because their proud race is dying. Agartha is perhaps the most tragic of the nations in Dominions. Surviving oracles cling to memories of a glorious past unable to stop the unavoidable disappearance of their ancient race. I wanted a sense of loss to permeate the nation. - 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
earth 33 (Rare 4)
death 33 (Rare 4)
fire 22
water 22
astral 11 (Rare 2)
holy 22
Hero:
fire 22water 22earth 22astral 11death 11holy 11rp 3131
Summons:
earth 33death 33holy 33
Light and Heavy Human Infantry
Steel Crossbows
Cave Drake Knights
Darkvision
Corpse Stitcher
Standard Forts
Cave Forts have extra Gold and Resources

Capitol Gems: 1firegem1earthgem2deathgem

Productivity Limit + 1
Death Limit + 1

The Agarthans are cave-adapted humans with 50% Darkvision. This means that, in the darkness, their Attack Skill and Defence Skill are superior to that of regular humans. This is even more obvious in the magical darkness some Death Mages may beckon. However, their eyes have grown strange in an attempt to cope with the lack of light, leaving them only 8 Precision; or 7 in caves, which is the same amount as what a normal human would have. They are otherwise identical to regular humans; Size 3, with zero Natural Protection, 3 Encumbrance, 12 Combat Speed, 14 Map Movement, and 10's in everything else.

National Units

Commanders

Sprite Unit Name SpecialAttributes Comments
Agarthan Scout
35
4
1
Darkvision (50%)
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Cave Captain
95
22
1
Darkvision (50%) Commentary here.
Gate Lord
150
37
2
Darkvision (50%)
Castle Defence (10)
Commentary here.
Blindlord
200
37
1
Sacred
Blind Fighter (1)
Magic Being
Spirit Sight
Commentary here.
Drake Lord
220
36
2
Darkvision (50%) Commentary here.
Cave Drake Darkvision (50%)
Smart Mount (100)
Undisciplined
Animal
Cold Blooded
Mountain Survival
Commentary here.
Attendant of the Dead
140
1
2
earth 11death 11holy 11rp 99
Sacred
Darkvision (50%)
Corpse Stitcher (1)
Commentary here.
Ktonian Reanimator
185
1
2
earth 11death 22rp 1111
Sacred
Darkvision (50%)
Resource Bonus (10)
Corpse Stitcher (3)
Summons in Battle (Soulless)
Commentary here.
Ktonian Alchemist
190
1
2
fire 11water 11earth 11random1100%rp 1313
Darkvision (50%)
Alchemy (50)
Commentary here.
Servant of the Oracles
260
1
2
earth 11death 11holy 22random1100%rp 1111
Sacred
Darkvision (50%)
Corpse Stitcher (2)
Commentary here.
Ktonian Necromancer
415
1
4
Capital Only
fire 11earth 22death 22holy 11random1100%
10%
rp 1717
Sacred
Darkvision (50%)
Corpse Stitcher (5)
Commentary here.

Units

Sprite Unit Name SpecialAttributes Comments
Agarthan Heavy Infantry
10
27
9
Darkvision (50%) Commentary here.
Agarthan Infantry
10
22
9
Darkvision (50%) Commentary here.
Agarthan Light Infantry
10
10
9
Darkvision (50%) Commentary here.
Agarthan Light Crossbowman
10
11
9
Darkvision (50%) Commentary here.
Agarthan Crossbowman
10
19
9
Darkvision (50%) Commentary here.
Agarthan Heavy Crossbowman
10
27
9
Darkvision (50%) Commentary here.
Entrance Guard
16
37
23
Darkvision (50%)
Castle Defence (2)
Commentary here.
Agarthan Sapper
20
18
31
Darkvision (50%)
Siege Bonus (7)
Commentary here.
Cave Knight
75
36
37
Darkvision (50%) Commentary here.
Cave Drake Darkvision (50%)
Smart Mount (100)
Undisciplined
Animal
Cold Blooded
Mountain Survival
Commentary here.
Blindlord
26
37
31
Sacred
Blind Fighter (1)
Magic Being
Spirit Sight
Commentary here.

Heroes

Sprite Unit Name SpecialAttributes Comments
Eckhart von Kohlbrunn - Master of Alchemical Secrets fire 22water 22earth 22astral 11death 11holy 11rp 3131
Sacred
Poison Resistance (15)
Darkvision (50%)
Insane (10)
Alchemist (100)
Old Age
Commentary here.

National Spells

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Summon Penumbrals
(Conjuration 3)
earth 11death 11 and 6deathgem

Penumbral x 6
Cold Resistance (15)
Poison Resistance (25)
Stealthy (40)
Undead
Ethereal
Amphibious
Need Not Eat
Spirit Sight
Spiritform
Commentary here.
Awaken Shard Wights
(Conjuration 3)
earth 11death 11 and 10deathgem

Shard Wight x 5 + [1/2 per lvl]
Cold Resistance (25)
Poison Resistance (25)
Chill Aura (3)
Undead
Amphibious
Need Not Eat
Spirit Sight
Eyes (1)
Commentary here.
Awaken Sepulchral
(Conjuration 5)
earth 11death 22 and 3deathgem

Sepulchral
Sacred
Cold Resistance (25)
Poison Resistance (25)
Chill Aura (3)
Eyes (1)
Undead
Amphibious
Need Not Eat
Spirit Sight
Commentary here.
Summon Umbrals
(Conjuration 5)
earth 11death 22 and 8deathgem

Umbral x 6
Cold Resistance (15)
Poison Resistance (25)
Stealthy (40)
Undead
Ethereal
Amphibious
Need Not Eat
Spirit Sight
Spiritform
Commentary here.
Awaken Tomb Oracle
(Conjuration 6)
earth 33death 33holy 33rp 1717 and 30deathgem

Tomb Oracle
earth 33death 33holy 33rp 1717
Sacred
Cold Resistance (25)
Poison Resistance (25)
Chill Aura (3)
Fortune Teller (15%)
Eyes (1)
Undead
Ethereal
Amphibious
Need Not Eat
Spirit Sight
Reanimator Priest
Commentary here.
Hall of the Dead
(Conjuration 8)
and 25deathgem

Shard Wight x 20 + [4 per lvl]
See above. Commentary here.
Iron Corpse Reanimation
(Enchantment 2)
earth 11death 11 and 2earthgem

Iron Corpse x 5 + [1/2 per lvl]
Cold Resistance (15)
Poison Resistance (25)
Darkvision (50%)
Ambidextrous (2)
Starting Affliction Chance (50%)
Poor Amphibian
Pierce Resistance
Undead
Inanimate
Need Not Eat
Mindless
Never Heals
Commentary here.
Reanimate Ancestor
(Enchantment 2)
earth 22death 22 and 3earthgem

Iron Ancestor
Cold Resistance (15)
Poison Resistance (25)
Darkvision (50%)
Ambidextrous (2)
Starting Affliction Chance (50%)
Poor Amphibian
Pierce Resistance
Undead
Inanimate
Need Not Eat
Never Heals
Commentary here.
Flame Corpse Construction
(Enchantment 4)
fire 11death 11 and 1firegem

Flame Corpse
Cold Resistance (15)
Poison Resistance (25)
Darkvision (50%)
Ambidextrous (2)
Starting Affliction Chance (50%)
Explode on Death (10)
Poor Amphibian
Undead
Inanimate
Need Not Eat
Mindless
Never Heals
Commentary here.
Nightmare Construction
(Enchantment 5)
fire 11death 11 and 2firegem

Flame Barrel Nightmare
Cold Resistance (15)
Poison Resistance (25)
Explode on Death (20)
Poor Amphibian
Pierce Resistance
Undead
Inanimate
Need Not Eat
Mindless
Never Heals
Commentary here.
Ktonian Legion
(Enchantment 6)
earth 22death 22 and 15earthgem

Iron Corpse x 30 + [5 per lvl]
See Above. Commentary here.

Other Spell

Combat

Magic Access

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

Multi-Path Boosters

The hero, Eckhart von Kohlbrunn - Master of Alchemical Secrets makes getting the major elemental boosters doable, and having both makes climbing all the elemental paths easy.

Staff of Elemental Mastery or Crown of the Elements Unique
fire 22water 22 The hero, Eckhart von Kohlbrunn - Master of Alchemical Secrets +

Fire

Highest starting: fire 22 Ktonian Alchemist (1 in 4)

Skull of Fire
fire 11death 11 is had by many mages.

Air

No national access.

Troll King's Court
earth 33 Ktonian Necromancer (1 in 4) +
Troll King has air 11

Water

Highest starting: water 22 Ktonian Alchemist (1 in 4)

Orb of Atlantis Unique
water 22earth 11 Ktonian Alchemist (1 in 4) +

Streams from Hades
water 11death 11 Ktonian Alchemist (1 in 4) +
Kokythiad has water 33

Trident from Beyond Unique
water 22astral 11 The hero, Eckhart von Kohlbrunn - Master of Alchemical Secrets +

Earth

Highest starting: earth 33 Ktonian Necromancer (1 in 4)

Ktonian Necromancer potentially has the right paths for the Atlas of Creation Unique, but it's a lot of boosters to get there.

Astral

Highest starting: astral 11 Servant of the Oracles (1 in 4) or Ktonian Necromancer (1 in 4)

Coin of Meteoritic Iron
earth 22astral 11 Ktonian Necromancer (1 in 4) +

Golem Construction
earth 22astral 11 Ktonian Necromancer (1 in 4) +
Golem has astral 22

Ether Gate
astral 11death 11 Servant of the Oracles (1 in 4) or astral 11death 22 Ktonian Necromancer (1 in 4) +
Ether Lord has at least astral 33, 1 in 4 has astral 44.

Hidden in Sand in Wasteland
earth 33death 22 Ktonian Necromancer (1 in 4)
Dust Priest has a 1 in 3 chance of astral 22

Although LA Ulm has the crosspaths for Atlas of Creation (Unique) it requires a ton of boosters.

Death

Highest starting: death 33 Ktonian Necromancer (1 in 4)

Nature

No national access. No simple summons.

Glamour

No national access.

Troll King's Court
earth 33 Ktonian Necromancer (1 in 4) +
Troll King has glamour 11

Summon Spectre
death 33 Ktonian Necromancer (1 in 4)
Spectre has a 7 in 16 chance of at least glamour 11

Blood

No national access.

Ether Gate
astral 11death 11 Servant of the Oracles (1 in 4) or astral 11death 22 Ktonian Necromancer (1 in 4) +
Ether Lord has a 1 in 4 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

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