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agartha-ea

EA Agartha, Pale Ones

Lore

"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

In dark caverns under the Roots of the Earth a strange kind of one-eyed humanoids has evolved. Untouched by the sun, they have become known to humans as the Pale Ones. The Pale Ones are gifted with perfect darkvision and gills and inhabit underwater rivers and lakes as well as cavernous halls. Pale Ones never stop growing and ancient ones can grow to huge proportions. The wisest of the Ancient Ones are known as the Oracles, priest-mages of great power. The Oracles are gathered in a great, cavernous hall where they divine the fate of the Pale Ones.

General Overview

EA Agartha is a nation of Pale Ones, a slow and clumsy race that excels at enduring punishment but has trouble hitting enemies and avoiding attacks. All Pale Ones are amphibious, need not eat, and excel at tearing down forts. They are arguably the most dedicated Earth nation in the game, with E4 mages from their capital and E2 available elsewhere; they otherwise have access to Fire, Water, and Death.

EA Agartha has access to a variety of national summons in Fire, Earth, Water, and Death. They can recruit Olms, sacred mindblasting worm-creatures, from their capital and any cave. They can also recruit Ancient Ones, sacred giant Pale Ones, from any fort.

At its strongest, EA Agartha presents its opponents with a formidable wall of Pale Ones, able to endure magic and arrows, fortified by earth magic. Their clumsiness doesn't matter, since opponents find themselves rooted to the ground by spells like Earth Meld or paralyzed by Giant Olms. Summons like Magma Children and Umbrals provide killing power that the Pale Ones lack, while large enemy armies can be battered with Earthquakes. Their siege bonus allows the slow-moving Agarthan army to crack forts in one round before moving on to the next.

At its weakest, EA Agartha's clumsy Pale Ones will find themselves cut down by superior troops of other nations; their high hp total doesn't matter if they can't hit anything and are always hit themselves. Their limited magic access – mostly Earth with a bit of Fire, Water, and Death – leaves them without mobility and utility from the other paths.

The Agarthans are guardians of the Seal, a chamber deep within their caves that seals away the spirits of fallen gods. They may break this Seal (with the spell Unleash Imprisoned Ones); in the lore, they do this to gain short-term power to win a war, at the sacrifice of their civilization in the long term.

National Features

EA Agartha has very strong national summons. EA Agartha also gets +2 earth bless points, a welcome gift for a nation who loves so many of the earth blesses.

Special Race Attributes Military Magic Access Priests Buildings
Pale Ones:
Amphibious options
Siege Bonuses
100% dark vision
Cold blooded
Powerful Defense
Siege Bonuses
Earth bless points +2
earth 44 (Rare 5)
fire 22 (Rare 3)
water 22 (Rare 3)
death 22 (Rare 3)

National Heros
nature 22, water 33, death 33, earth 55
Strong Priests (lvl3) Standard Forts
Can build Underwater Forts

Capital Special Sites

FIXME add the site pics

Roots of the Earth The Chamber of the Seal Halls of the Oracles The Womb of the Earth
Generates 3earthgem1firegem per turn. Enables recruitment of

Seal Guard


Generates 1deathgem per turn.
Enables recruitment of

Oracle of Subterranean Waters

Oracle of Subterranean Fires

Oracle of the Dead
Enables recruitment of

Olm Sage

Great Olm

Generates 1watergem per turn.

National Units

Agarthan units are mostly Pale Ones, clumsy one-eyed creatures larger than humans. They have good strength and HP, and are inexpensive, but have poor attack and weapon skill. Thus they will usually be hit and have trouble hitting thing themselves. Combined with the fact that they are Size 3 (and thus have low attack density), they struggle in melee against human troops. Their cold blooded nature makes them even worse in cold scales.

However, their national characteristics have advantages. They are inexpensive, and their good magic resistance and HP (along with the fact that they only pack two in a square) make them resilient against magic. They need not worry about supply, and can march through popkilled wastelands and park massive sieging forces on a fort without worrying about starving. Their armies have massive siege bonuses, allowing them to tear forts down quickly. They are amphibious. Finally, their darkvision allows them to tip the attack/defense score math in their favor against humans once Darkness is cast.

Commanders

Sprite Unit Name SpecialAttributes Comments
Pale One Scout
20
6
1
+ Cave Rec
Darkvision 100%
Siege Bonus(2)
eyes(1)
cold-blooded
Amphibious
need not eat
Stealthy(50)
Mountain Survival
An amphibious, relatively cheap scout.
Pale One Commander
35
18
1
+ Rec Caves
Darkvision 100%
Siege Bonus(2)
eyes(1)
cold-blooded
Amphibious
need not eat
Generic, inexpensive commander, suitable for doing odd jobs. Your mages can lead troops, so you likely won't recruit many.

Wet One Captain
Wet One Captain
35
6
1
+ Underwater Rec Only
Darkvision 100%
Siege Bonus(2)
eyes 1
cold-blooded
Amphibious
need not eat
Troglodyte Lord
Gold 65
1
1
Animal
Trample
A trampling thug chassis.
Repatvily flimsy but is a expansion tool when clad in blacksteel and used agenst the right targets.
Engraver
70
4
2
+ Cave Rec
earth 11 9
Sacred
Darkvision(100%)
Siege Bonus(2)
eyes(1)
cold-blooded
Amphibious
need not eat
Since earth 11 is not a terribly useful battlefield path, Earth Readers find themselves confined to labs. Thankfully, they are efficient researchers for their cost.
Earth Reader
185
1
2
earth 22holy 11random1100% 11
sacred
Darkvision 100%
Siege Bonus(2)
Fortune Teller(10%)
eyes(1)
cold-blooded
Amphibious
need not eat
Earth Readers are your workhorse combat mage. earth 22 boosts to earth 33 with Summon Earth Power, and they can wear Earth Boots if necessary for one more path. Since many strong combat spells require earth 33, this allows them to cast critical spells like Strength of Giants, Marble Warriors, and Maws of the Earth. The extra point of magic generally sees little use.
Ancient Lord
125
21
1
sacred
Darkvision (100%)
inspirational(1)
Siege Bonus(5)
eyes(1)
cold-blooded
Amphibious
need not eat
A big sacred troop leader, capable of leading troops in formation. With a lot of gear they can be inefficient thugs, but it is not generally worth it.
Olm Sage
Gold 175
1
2
+ Cap and Cave Rec
water 22earth 11 11
sacred
spirit-sight
blind
Amphibious
need not eat
Resist Cold(5)
Resist Poison(15)
Fortune Teller(10%)
These give you reliable access to water 22, but cannot boost as high as your Oracle of Subterranean Waters since they can't wear Robe of the Sea. If you need a W2, though, these are pretty efficient.
Oracle of Subterranean Fires
360
1
4
Capital Only
fire 11earth 33holy 33random1100%+10% 15
sacred
Darkvision 100%
Siege Bonus(5)
Fortune Teller(15%)
eyes (1)
cold-blooded
Amphibious
need not eat
One of three major cap mages, differing only in their second path. All these Oracles can lead troops, cast Divine Blessing, claim thrones, and are powerful mages. Half are earth 44, capable of casting almost any Earth spell in combat; half are earth 22fire 22 and can cast Magma Eruption. You will likely begin recruiting Oracles midway through Year 1 and never stop from your capital; they are extremely useful.
Oracle of Subterranean Waters
360
1
4
Capital Only
water 11earth 33holy 33random1100%+10% 15
sacred
Darkvision 100%
Siege Bonus(5)
Fortune Teller(15%)
eyes (1)
cold-blooded
Amphibious
need not eat
These get you water 22 access, and can boost to water 44 with Water Bracelet and Robe of the Sea. Earth/Water is not an especially strong crosspath, and Olm Sages are cheaper pure water casters, so these will likely just cast earth spells in battle.
Oracle of the Dead
360
1
4
Capital Only
earth 33death 11holy 33random1100%+10% 15
sacred
Darkvision 100%
Siege Bonus(5)
Fortune Teller(15%)
eyes (1)
cold-blooded
Amphibious
need not eat
Their death crosspath is useful; a death 22 Oracle of the Dead holding a Skull Staff is your best recruitable death mage.

Units

Sprite Unit Name SpecialAttributes Comments
Troglodyte
Gold 50
1
50
Animal
Trample
Like elephants but flimsier but less cowardly. Circumstantially useful.
Pale One Militia
Gold 6
2
12
+ Cave Rec
Darkvision 100%
Siege Bonus(2)
eyes(1)
cold-blooded
Amphibious
need not eat
Incredibly weak in combat, but some of the most efficient siege chaff in the game. Useful for tearing down walls quickly at a low price.
Pale One
Gold 9
4
18
+ Cave Rec
Darkvision 100%
Siege Bonus(2)
eyes(1)
cold-blooded
Amphibious
need not eat
No armor and a weak shield means that they will be cut to pieces by arrows. Recruit the armored ones if at all possible.

Wet One
Wet One
Gold 9
1
18
+ cave Rec
+ Underwater Rec
Darkvision 100%
Siege Bonus 2
eyes(1)
cold-blooded
Amphibious
need not eat
Weak, cheap and quickly massable source of HP and siege strength that comes out of underwater forts. Suffers from the same problem as the land-based unarmored Pale Ones.

Wet One
Wet One
Gold 9
5
18
Underwater Rec Only
Darkvision(100%)
Siege Bonus(2)
eyes(1)
cold-blooded
Amphibious
need not eat
Pale One Warrior
Gold 9
11
18
+ cave Rec
Darkvision(100%)
Siege Bonus(2)
eyes(1)
cold-blooded
Amphibious
need not eat
Reasonably well armored and gold cheap making them good chaff. They are bad at hitting things, but that's what Earth Meld and Olm mindblasts are for.
Pale One Warrior
Gold 9
18
18
+ cave Rec
Darkvision(100%)
Siege Bonus(2)
eyes(1)
cold-blooded
Amphibious
need not eat
Cavern Guard
Gold 12
23
24
+ cave Rec
Darkvision(100%)
Siege Bonus(2)
Castle Defence Bonus(1)
eyes(1)
cold-blooded
Amphibious
need not eat
The More Respactable of the size 3 Pale Ones with better stats and Respactable body prot for the EA.
Have a highdamage glave that will kill most units if they mange to hit them with thier very low attack skill.
Usfuel as siege attacker and defenders. Suffer from missing and being hit back a lot, but become ore effective if you can magic for better stats.
Ancient One
Gold 40
19
32
Sacred
Darkvision 100%
Siege Bonus 5
eyes(1)
cold-blooded
Amphibious
need not eat
Big, sacred, decently geared, and reasonably skilled for Pale Ones. They are not exceptional but are not bad either. They are Recrute anywhere Sacreds and bigger stats for bing a giants, but size 4(the worst size) and still have bad attack and defence.
Thay are still good to mass if you use a bless or spell to fix or compiment them.

Ancient Wet One
Ancient Wet One
Gold 40
7
32
+ Underwater only
Sacred
Darkvision(100%)
Siege Bonus(5)
eyes(1)
cold-blooded
Amphibious
need not eat
inferiaorly geared ancient one from under water.
could consider if you need all the few provinces you have to be pumping out sacreds.
Ancient Stone Hurler
Gold 40
1
32
Sacred
Darkvision(100%)
Siege Bonus(10)
eyes(1)
cold-blooded
Amphibious
need not eat
Stone Hurlers somehow have higher HP than their Melee equivalents. Boulders are high damage but extremely short range. Thier best use is as very cost-effective siege strength.
This dose requer very high feness in scripting skills but if you line it up right you can devistate elves with thrown rocks that ignor thier glamour and protection.
You usaly whant to invest in armour as resources are rarely a limiting factor.
Ancient Stone Hurler
Gold 40
11
32
Sacred
Darkvision(100%)
Siege Bonus(10)
eyes(1)
cold-blooded
Amphibious
need not eat
Seal Guard
Gold 45
37
39
Capital Only
Sacred
Darkvision(100%)
Siege Bonus(5)
eyes(1)
cold-blooded
Amphibious
need not eat
The most elite of the ancient, so hit geared in the best armour and weapon but only has average human attack and defence.
Not that expensive for a giant and the magic glave will abliterate heath pools prot and several other damage protection ability if you can get the attack to land.
Great Olm
Gold 50
1
21
Capital and cave Rec Only
Sacred
blind
Amphibious
need not eat
Resist Cold(5)
Resist Poison(15)
spirit sight
One of your better expansion options.
has good HP, MR and Moral for a mindblaster unit. Dispite Pale Ones haveing horable reaction times, it only a matter if wakding up and impaining the foes one by one when a large stack of Olms paralyzes them in place.
Olms are a early game inabiler, so Fortify all caves and protect your early Olm Stacks.

Heroes

Sprite Unit Name SpecialAttributes Comments
Ogon - Earth-Blooded
Hero Arival turn Limiet(20)
fire 22earth 55holy 33 19
sacred
Darkvision 100%
Siege Bonus(5)
Fortune Teller(20%)
Reinvigoration(4)
eyes (1)
cold-blooded
Amphibious
need not eat
Your biggest earth mage, they guy to hold up big each enchantment like Earth Blood Deep Well
Moss Agate - Member of the Closed Council
Hero Arival turn Limiet(10)
water 11earth 44nature 22holy 33 19
sacred
Darkvision 100%
Siege Bonus(5)
Fortune Teller(15%)
supply Bonus(20)
eyes (1)
cold-blooded
Amphibious
need not eat
Female
Your break-in into Nature magic (ignoring the fact EA is littered with nature 11 indies)
most valuable use of her time is getting her two water boosters to make more water 33nature 33 Naiads.
in combat, she will be nature 55 including Strength of Gaia and Thistle Mace.
Lapis - Member of the Closed Council
Hero Arival turn Limiet(10)
water 22earth 44death 22holy 33 21
sacred
Darkvision 100%
Siege Bonus(5)
Fortune Teller(20%)
horror mark
eyes (1)
cold-blooded
Amphibious
need not eat
Female
Oracle of the Dead with water magic.
Another nymph summoner, using two water booster to summon the water 33death 33 Kokythiad.
Creates Stygian Rains to protect your giants.
Obsidian Eye - Member of the Closed Council
Hero Arival turn Limiet(10)
earth 44death 33holy 33 19
sacred
Darkvision 100%
Siege Bonus(5)
Fortune Teller(20%)
eyes (1)
cold-blooded
Amphibious
need not eat
Your Highest Death mage.
has the easest time casting death 44 and death 55 in combat.
Even esest time empower once to death 44, and with Skull Staff summon Wraith Lords.
Deepthought - Ancient Olm water 33earth 33 17
sacred
spirit-sight
blind
Amphibious
need not eat
Resist Cold(10)
Resist Poison(15)
Fortune Teller(15%)
Highest water mage
The efficient maker of Claymen.
Also early in the game, get a good number of lv3 water spells without need water boosters.
Emberstream - Olm Spawn​
Multi-hero
water 11earth 11holy 11random1100% 11
sacred
spirit-sight
Amphibious
need not eat
Resist Cold(5)
Resist Poison(15)
Exactly get this thug chassis. Slower than normal but decent combat stats for Agarthan.

Magic

National Spells & Summons

FIXME

  • Revive Cavern Wights Conj 3, death 11earth 11, 8deathgem. (Cavern Wight x3)
  • Bind Penumbral Conj 3, death 11earth 11, 1deathgem. (Penumbral x1)
  • Bind Umbral Conj 5, death 22earth 11, 2deathgem. (Umbralx1)
  • Barathrus Pact Conj 3, earth 22, 2earthgem, Practly Cap only. (Earth Elemental x1) Summon a terminate Earth Elemental. Too situational to have to produce one in the cap then have to lug it to the battlefield when Summon Earth Elemental works just as well.
  • Rhuax Pact Conj 3, fire 11earth 11, 2firegem, Practly Cap only. (Magma Child x5)
  • Liquid Flames of Rhuax Evocation 5, fire 33earth 11.
  • Living Mercury Enchament 5, water 11earth 11, 7watergem. (Living Mercury x1)
  • Mirror of Earths Memories Thaumaturgy 4, water 22earth 11 for 5watergem. find the gems you national use if your find another cave.
  • Unleash Imprisoned Ones Alteration 9, earth 66death 44, 100earthgem. (God Vesselx1 or God Vesselx1 or God Vesselx1). You nuke your own capital, losing your ability to summon national elementals but gain more death gems income, guards, and unleash 3 uncontrollable god chassis to roam and popkill in their wake. On death turn into (Legion of Gods).

Magic Access

FIXME

Earth (max 4)
Fire (max 1)
Water (max 1, 2 with national summon)
Death (max 2)

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have?

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

Strategy

FIXME

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

agartha-ea.txt · Last modified: 2021/10/24 03:55 by wigglefig