"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.
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.
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 |
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Pale Ones:![]() ![]() ![]() ![]() | Powerful Defense ![]() ![]() | ![]() ![]() ![]() ![]() National Heros ![]() ![]() ![]() ![]() | ![]() | ![]() Can build Underwater Forts |
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Roots of the Earth | The Chamber of the Seal | Halls of the Oracles | The Womb of the Earth |
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Generates 3![]() ![]() | Enables recruitment of Seal Guard ![]() Generates 1 ![]() | Enables recruitment of Oracle of Subterranean Waters ![]() Oracle of Subterranean Fires ![]() Oracle of the Dead ![]() | Enables recruitment of Olm Sage ![]() Great Olm ![]() Generates 1 ![]() |
Agartha main units are slow Cyclopien giants. Despite the common troop being Size 3 with decent strength and decent mount of HP that cost less than Indiependient Militia, this is drastically balanced by their poor attack and weapon skill, making a lot of their attacks miss and taking only a few swings to bring them down while taking more of a harassment penalty.
They are also cold Blooded, so taking cold scales is not advisable.
Many Agarthan units are relatively cheap in gold but cost more recruitment points. Agartha does have many good points like ignoring the concept of province supply, able to march through popkilled wastelands and park massive sieging forces on a fort without worrying about starving. Being Ampbdous also opens up underwater expectations despite not being as strong in that area as other underwater nations.
An advantage you can defiantly leverage in combat is your 100% dark vision, Evening the odds if not overcorrect for your bad stats.
Sprite | Unit Name | SpecialAttributes | Comments |
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![]() | Pale One Scout![]() ![]() ![]() + ![]() | ![]() ![]() eyes(1) ![]() ![]() ![]() ![]() ![]() | An amphibious, relatively cheap scout. |
![]() | Pale One Commander![]() ![]() ![]() + ![]() | ![]() ![]() eyes(1) ![]() ![]() ![]() | 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 ![]() ![]() ![]() + ![]() | ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() | Troglodyte Lord![]() ![]() ![]() | ![]() ![]() | A trampling thug chassis. Repatvily flimsy but is a expansion tool when clad in blacksteel and used agenst the right targets. |
![]() | Engraver![]() ![]() ![]() + ![]() | ![]() ![]() ![]() ![]() ![]() eyes(1) ![]() ![]() ![]() | Since ![]() |
![]() | Earth Reader![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() eyes(1) ![]() ![]() ![]() | Earth Readers are your workhorse combat mage. ![]() ![]() ![]() |
![]() | Ancient Lord![]() ![]() ![]() | ![]() ![]() ![]() ![]() eyes(1) ![]() ![]() ![]() | 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![]() ![]() ![]() + ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | These give you reliable access to ![]() |
![]() | Oracle of Subterranean Fires![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() eyes (1) ![]() ![]() ![]() | 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 ![]() ![]() ![]() |
![]() | Oracle of Subterranean Waters![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() eyes (1) ![]() ![]() ![]() | These get you ![]() ![]() |
![]() | Oracle of the Dead![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() eyes (1) ![]() ![]() ![]() | Their death crosspath is useful; a ![]() |
Sprite | Unit Name | SpecialAttributes | Comments |
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![]() | Troglodyte![]() ![]() ![]() | ![]() ![]() | Like elephants but flimsier but less cowardly. Circumstantially useful. |
![]() | Pale One Militia![]() ![]() ![]() + ![]() | ![]() ![]() eyes(1) ![]() ![]() ![]() | 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![]() ![]() ![]() + ![]() | ![]() ![]() eyes(1) ![]() ![]() ![]() | 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 ![]() ![]() ![]() + ![]() + ![]() | ![]() ![]() eyes(1) ![]() ![]() ![]() | 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 ![]() ![]() ![]() ![]() | ![]() ![]() eyes(1) ![]() ![]() ![]() |
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![]() | Pale One Warrior![]() ![]() ![]() + ![]() | ![]() ![]() eyes(1) ![]() ![]() ![]() | 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![]() ![]() ![]() + ![]() | ![]() ![]() eyes(1) ![]() ![]() ![]() |
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![]() | Cavern Guard![]() ![]() ![]() + ![]() | ![]() ![]() ![]() eyes(1) ![]() ![]() ![]() | 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![]() ![]() ![]() | ![]() ![]() ![]() eyes(1) ![]() ![]() ![]() | 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 ![]() ![]() ![]() + ![]() | ![]() ![]() ![]() eyes(1) ![]() ![]() ![]() | 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![]() ![]() ![]() | ![]() ![]() ![]() eyes(1) ![]() ![]() ![]() | 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![]() ![]() ![]() | ![]() ![]() ![]() eyes(1) ![]() ![]() ![]() |
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![]() | Seal Guard![]() ![]() ![]() ![]() | ![]() ![]() ![]() eyes(1) ![]() ![]() ![]() | 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![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
Sprite | Unit Name | SpecialAttributes | Comments |
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![]() | Ogon - Earth-Blooded Hero Arival turn Limiet(20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() eyes (1) ![]() ![]() ![]() | 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) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() eyes (1) ![]() ![]() ![]() Female | Your break-in into Nature magic (ignoring the fact EA is littered with ![]() most valuable use of her time is getting her two water boosters to make more ![]() ![]() in combat, she will be ![]() |
![]() | Lapis - Member of the Closed Council Hero Arival turn Limiet(10) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() eyes (1) ![]() ![]() ![]() Female | Oracle of the Dead with water magic. Another nymph summoner, using two water booster to summon the ![]() ![]() Creates Stygian Rains to protect your giants. |
![]() | Obsidian Eye - Member of the Closed Council Hero Arival turn Limiet(10) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() eyes (1) ![]() ![]() ![]() | Your Highest Death mage. has the easest time casting ![]() ![]() Even esest time empower once to ![]() |
![]() | Deepthought - Ancient Olm | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Exactly get this thug chassis. Slower than normal but decent combat stats for Agarthan. |
Earth (max 4)
Fire (max 1)
Water (max 1, 2 with national summon)
Death (max 2)
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?
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?
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)?
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?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
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
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