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"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 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 worshipped 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.
How the nation plays and what it is good at should go here, aka why would it be cool to play, whats good about it (in general terms) and where they falter possibily there could be a standard for nation classification (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based etc)
Special Race Attributes | Military | Magic Access | Priests | Buildings |
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Humans: Darkvision (50%) | - Med. & Hvy. Infantry - Drake Cavalry - Undead Summons | 3 (rare 4) 3 (rare 4) 2 (rare 3) 2 1 (uncommon, rare 2) | Average (2) Summons: 3 Reanimator Priest (requires 32) | Standard Forts (Citadel) Cave Forts provide extra Gold and Resources (10%) and additional Entrance Guard Province Defense (1 per point) |
Sprite | Unit Name | Special Attributes | Comments |
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Agarthan Scout 25 4 1 | Darkvision 50% Stealthy(50) Mountain Survival Forest Survival | Pretty much an indy scout. Not worth a fort turn if it isn't utterly necessary. | |
Cave Captain 70 22 1 | Darkvision 50% | 80 leadership so he gives formations. Slightly faster on the strategic map than the other non-mage commanders. Still slower than an Agarthan Light Crossbowman (12 vs 14). | |
Gate Lord 110 37 2 | Darkvision 50% castle defence bonus(10) | Tied with the Drake Lord as Agartha's best leader. Slows down enemy sieges so that Agartha's slow armies can get there to help. | |
Drake Lord 120 35 2 | Darkvision 50% mounted dying Shape(Cave Drake) | Don't let the mount fool you: he can still only move 1 province at a time unless there are roads involved. He is slightly more dangerous and survivable in combat thanks to the cave drake helping in defense, but also the most expensive troop leader in upkeep. | |
Attendant of the Dead 100 1 2 | 111 9 sacred Darkvision 50% | Cheap mage. Can do various national rituals (some requiring boosters), such as Penumbrals, Umbrals and Sepulchrals which don't scale with the level of the summoner. The most efficient, albeit slow researcher. Great for holding Lightless Lanterns. Cheapest way to lead 30 undead and/or 5 Blindfighters, or more if with a bless for increasing undead/magic leadership, but there are other options for both types of leaders. |
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Ktonian Reanimator 135 1 2 | 12 11 Darkvision 50% Resource Bonus(10) Summon in battle(Soulless) | Useful mage for your forts, allowing more and more heavy troops at the cost of research efficiency compared to other mages. 10 resources is not much but every Reanimator can turn one Agarthan Heavy Infantry into an Entrance Guard or a Blindfighter per turn. Can spam Horde of Skeletons. Offensively, he can lead the most undead, having an innate bonus to it. |
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Ktonian Alchemist 135 1 2 | 1111100% 13 Darkvision 50% Alchemist(50) | The fastest researcher with a ton of magic diversity, including the only crosspaths with water. Fire and Earth randoms can use alteration rituals to make the most gold, although Agartha has a lot of uses for earth gems and even two national fire spells. | |
Blindlord 140 37 1 | sacred blind magic-being spirit-sight | Required to put Blindfighters in formations. Does not give the best morale bonus but can lead 40 Blindfighters and 80 normal troops at the same time. Sacred status makes them equal in upkeep to Cave Captains. | |
Servant of the Oracles 185 1 2 | 1121100% 11 sacred Darkvision 50% | Better priest than the Ktonian Necromancer. Astral randoms add +10 magic leadership, so they are the best mages for leading Blindfighters. Not horribly inefficient at researching thanks to their sacred upkeep. Depending on their random path, they can fill similar roles as any of Agartha's cheaper mages. They are also decent leaders, meaning that an army of normal troops, Blindfighters and undead could be led by only Servants of the Oracles. |
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Ktonian Necromancer 295 1 4 Capital Only | 12211100% 10% 17 sacred Darkvision 50% | Best mage for big rituals and items. Only access to astral and fire in one mage. All of them can do a variety of useful earth and death magic. Decent leaders too. Can cast Twiceborn and potentially climb up to 4. |
Sprite | Unit Name | SpecialAttributes | Comments |
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Agarthan Light Infantry 10 10 9 | Darkvision 50% | Cheap and lightly geared indies in disguise. Good if you need mass to your armies or during expansion. With map move 12, they can cross 2 plains in one turn. They share this trait with the Agarthan Crossbowman (light and medium) and the Agarthan Sapper, making them the only mobile units when there is no difficult terrain involved. | |
Agarthan Infantry 10 22 9 | Darkvision 50% | Gold cheap and well geared indy troops in disguise. Unexceptional but reliable. | |
Agarthan Heavy Infantry 10 27 9 | Darkvision 50% | Not much different from the medium Agarthan Infantry just with slightly heavier armor. Particularly vulnerable to fatigue plays but also particularly durable when given fooskin and/or legions of steel. | |
Agarthan Light Crossbowman 10 11 9 | Darkvision 50% | Agarthan Crossbowmen come in three different varieties. The only difference is their armour and the effect it has on their map move, defense skill, encumbrance and combat speed. Their crossbows have +2 damage compared to regular crossbows. This is offset by the poor precision of Agarthans, although they won't be as affected by darkness. The light variant is the easiest to amass and fastest on the map, maybe even too fast since Cave Captains can't keep up. The heavy variant is most likely to win ranged duels, especially against basic bows. |
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Agarthan Crossbowman 10 19 9 | Darkvision 50% | ||
Agarthan Heavy Crossbowman 10 27 9 | Darkvision 50% | ||
Entrance Guard 16 37 23 | Darkvision 50% Castle Defence Bonus(2) | An expensive upgrade to Agarthan infantry, especially on recruitment points. Comes with increased basic stats, notably 40% more hit points which has a big impact when wearing full plate mail. Castle Defense Bonus is situationally nice but may not make a difference with how slow they are to amass. | |
Blindfighter 26 37 31 | Sacred Blind Magic-Being Spirit-Sight | A sacred unit not limited to the capital. Very similar to Entrance Guard but comes with better stats. Functions even better in darkness and has a better helmet because who needs eye slits? Although Agartha no longer gets increased bless points in this age, their easy availability makes a big Bless tempting. Agartha also has a sacred summon and mages to consider. As magic beings, not everyone can lead them and they are vulnerable to unique counters as the game goes on. |
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Cave Knight 80 35 46 | Darkvision 50% mounted Dying Shape(Cave Drake) | Slow cavalry that leaves behind a tough drake upon death. It stays after the battle, although they cost upkeep and are undisciplined. | |
Agarthan Sapper 20 18 31 | Darkvision 50% Siege Bonus(7) | Good siegers and come with one armor piercing AoE grenade per battle. Hard hitters in melee but the least durable out of all of Agartha's infantry. |
Sprite | Unit Name | SpecialAttributes | Comments |
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Eckhart von Kohlbrunn - Master of Alchemical Secrets | 222111 31 sacred Darkvision 50% Alchemist(100) Insane(10%) resist poison(5) Old Age(165/146) Summons in battle:(Living Mercury) | Gives a new crosspath in Water/Astral. Can fairly easily climb up to build the Fire/Water version of the Staff of Elemental Mastery unless a Ktonian Alchemist gets empowered in water or fire. |
What magic path/mages define your nation, what can you level, e.g. thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable
Earth (max 3, rarely 4)
Death (max 3, rarely 4)
Fire (max 2, rarely 3)
Water (max 2)
Astral (max 1, rarely 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 their 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(Price and required Paths), Discounted items(Reduced Price and required Paths)? Any unique items few nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?
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
youtube of someone discussing the nation
guide page on steam??
forum thread or AAR
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |