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. 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 most of Agartha’s inhabitants are pale-skinned humans with large eyes. Everything left by the Ancient Ones has become subject to worship by the humans. Ancient statues are enchanted and given life by Golem Crafters, priest-mages of the Agarthan Golem Cult. A few surviving Oracles lead the Cult and keep the memories of past ages alive. - Nation Description
MA Agartha is a nation of slowly dying pale ones and their worshipful human servants. As the epithet implies, the humans have a golem cult in which they make statues of their pale one masters and enchant them with life. This is reflected in game by the bonus health to golems and national statue spells.
Agartha is a nation of cave-dwelling Pale Ones who live alongside humans. Pale Ones are cold-blooded amphibious humanoids adapted to life underground; all have high HP, strength, and magic resistance, and benefit from a siege bonus, but poor attack and defense skills.
Their mages emphasize Earth, with some access to Death, Water, and Fire; their cap-only Oracle of the Ancients is one of the strongest earth mages in the game. All are also priests.
Their troops are all infantry, both Pale One and human, with a variety of armor weights; most emphasize defense over offense. They have cap-only sacred Ancient Ones (giant Pale Ones) and Shard Guard, extremely slow but strong and durable half-olms.
MA Agartha also has a variety of national summons, and these form a core part of the nation's character; the nation often relies on them heavily. They can summon mindblasting Great Olms, cheap Magma Children, blobs of Living Mercury, and ethereal ghostly Umbrals and Penumbrals. Their most iconic and unique summons are the tough sacred statues in a variety of sizes, such as Sentinel and Granite Guardian.
MA Agartha's dominion empowers the constructs it creates. Constructs will have 10% increased hit points in this dominion for each candle present. This will help disciple players as well as enemies should they have any constructs. They also get +1 earth bless point as long as their pretender has other access to Earth blesses.
Special Race Attributes | Military | Magic Access | Priests | Buildings |
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Humans: 50% dark vision Pale Ones: Amphibious Siege Bonuses 100% dark vision Cold blooded | Medium and heavy infantry Variety of efficient national summons Siege bonuses Earth bless points +1 | Earth (max 4) Fire (max 1) Water (max 1, 2 with national summon) Death (max 2) | Strong Priests (lvl3) | Standard Forts Can build Underwater Forts |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
Agarthan Scout 25 4 1 | Darkvision (50%) Stealthy (50) Mountain Survival Forest Survival | Pretty much an indy scout. | |
Cave Captain 70 22 1 | Darkvision (50%) | 80 leadership human commander so he gives formations. | |
Troglodyte Trainer 45 15 1 | Darkvision (50%) Ambidextrous (2) Beastmaster (2) Taskmaster (2) | Specializes in commanding Troglodyte Slaves to improve their morale, but can't lead many. Rarely recruited (as with Troglodytes themselves) | |
Pale One Captain 45 20 1 +Rec Caves | Darkvision (100%) Inspirational 1 Siege Bonus 1 Eyes 1 Cold Blooded Amphibious Need not Eat | A generic Pale One commander. Tougher and cheaper than the Cave Captain, and can go underwater, but can't do formations. | |
Wet One Captain 35 7 1 Underwater Fort Only | Darkvision (100%) Siege Bonus (2) Eyes (1) Cold Blooded Amphibious Need not Eat | Like a pale one captain but more vulnerable to stray arrows and without an inspiring leader bonus. Cheap. | |
Attendant of the Oracles 45 1 1 | 1 Sacred Darkvision (50%) | Cheap priest if needed. Can be useful for moving around and blessing raiding parties of sacreds. Notably has an innate bonus to Magic Leadership for leading statues, as do the two mages below. | |
Earth Reader 80 1 2 | 11 Sacred Darkvision (50%) Fortune Teller (5%) | Cheap research mage with a small fortune telling ability. Useful lab rats, but have enough leadership to move troops around and can bless sacreds if an Oracle isn't around. | |
Golem Crafter 210 2 2 | 1121 Sacred Darkvision (50%) | Powerful and versatile mages who will be the backbone of Agarthan battle magic and ritual casting. Notably can cast most of your national summons. | |
Ancient Lord 125 23 1 Capital Only | Sacred Darkvision (100%) Inspirational (1) Siege Bonus (5) Eyes (1) Cold Blooded Amphibious Need not Eat | Good leadership and a sacred light thug chassis. Is in competition for commander points with Oracles, and is thus rarely recruited, since Oracles are so powerful and can thug themselves in a pinch. | |
Oracle of the Ancients 375 1 4 Capital Only | 3131100% 10% Sacred Darkvision (100%) Inspirational (1) Siege Bonus (5) Fortune Teller (15%) Eyes (1) Cold Blooded Amphibious Need not Eat | Powerful Earth mages with great leadership, able to claim thrones and cast Divine Blessing, all without dying to stray arrows. While they can serve as thugs in a pinch, they are generally more valuable as battlemages. |
|
Olm Sage Summoned via Olm Conclave for 20 (also gives 10x Great Olm) | 21 Sacred Amphibious Need not Eat Darkvision (100%) Cold Resistance (5) Poison Resistance (15) | Olm Sages are a relatively inexpensive and accessible summoned utility mage that provides your highest national water access. They are slow, but more durable than your humans. They can lead small squads of troops or large numbers of magic beings. |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
Agarthan Light Infantry 10 10 9 | Darkvision (50%) | Generic human infantry, similar to independents but with partial darkvision. Good if you need mass to your armies or during expansion. | |
Agarthan Infantry 10 22 9 | Darkvision (50%) | Human infantry with heavier armor; unexceptional but durable and reliable. | |
Agarthan Heavy Infantry 10 27 9 | Darkvision (50%) | The best-armored of the three types of human infantry. Particularly vulnerable to fatigue plays but quite durable when given protection buffs. | |
Troglodyte Slave 50 1 40 | Animal Slave Trample | Size-4 tramplers; they will often die quickly. Circumstantially useful. | |
| Wet One 9 1 18 | Darkvision (100%) Siege Bonus (2) Eyes (1) Cold Blooded Amphibious Need not Eat | Unarmored Pale Ones recruitable underwater, sometimes recruited as a source of HP and siege strength but vulnerable in combat. |
Wet One 9 5 18 | Darkvision (100%) Siege Bonus (2) Eyes (1) Cold Blooded Amphibious Need not Eat | Armored and slightly more skilled than the other Wet Ones for a slightly higher resource cost. Still vulnerable in combat. | |
Pale One Soldier 9 16 18 | Darkvision (100%) Siege Bonus (2) Eyes (1) Cold Blooded Amphibious Need not Eat | Reasonably well-armored and gold cheap making them good chaff. Their acutely poor stats makes them unsuitable for actual killing. Worse stats than armored Wet Ones. | |
Defender of the Halls 13 26 26 | Darkvision (100%) Siege Bonus (2) Castle Defence Bonus (1) Eyes (1) Cold Blooded Poor Amphibian Need not Eat | Elite Pale One troops, with human-level attack and defense stats but much higher HP and strength. Often used as line infantry alongside the humans. | |
Ancient One 40 27 32 Capital Only | Sacred Darkvision (100%) Siege Bonus (5) Standard (1) Eyes (1) Cold Blooded Amphibious Need not Eat | Capital-only giant sacred Pale Ones who follow the same pattern: good strength and HP, but low attack and defense skills, compared to most cap-only sacreds. Their thrown rocks are inaccurate but serve somewhat like javelins. | |
Ancient Stone Hurler 40 13 32 Capital Only | Sacred Darkvision (100%) Siege Bonus (10) Standard (1) Eyes (1) Cold Blooded Amphibious Need not Eat | Sacred Ancient Ones using boulders rather than spears. Sometimes recruited to kill high-defense targets with their boulders from behind a line of infantry. Even more siege strength than ordinary Ancient Ones. | |
Shard Guard 45 31 30 Capital Only | Sacred Poison Resistance (15) Cold Resistance (5) Darkvision (100%) Siege Bonus (2) Eyes (1) Amphibious Need not Eat | Shard Guard are half-Olm half-Pale Ones. They are sacred and capital only melee units much like Ancient Ones but have several advantages over them. Shard Guard hit harder than Ancient ones, have cold and poison resistance, have higher stats (except for HP notably), have magic weapons, and are able to fit 2 to a square. Shard Guard are widely considered to be the best of the three capital only sacred units available to MA Agartha. Their main disadvantage is their extreme slowness; they will need to march across the battlefield enduring all sorts of punishment before engaging. |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
Kin-Breaker - Onyx Oracle Minimum hero arrival turn: 20 | 133 Sacred Poison Resistance (25) Fortune Teller (15%) Eyes (1) Poor Amphibian Slash Resistance Pierce Resistance Magic Being Need not Eat Mindless Does Not Heal Naturally Stone Being Spirit Sight | A Marble Oracle on steroids and with magic; a true SC except for two major flaws. Being a magic being leaves Kin-Breaker vulnerable to Moon Blade counter thugs. Being mindless and a magic being leaves Kin-Breaker vulnerable to exploding on the turn timer. Still, he is an extremely powerful mage and naturally tanky SC chassis. | |
Golog - Decrepit Minimum hero arrival turn: 10 | 341 Sacred Darkvision (100%) Siege Bonus (4) Fortune Teller (15%) Eyes (1) Old Age Cold Blooded Amphibious Need not Eat | A powerful death mage who should be kept safe and used for summoning powerful death mages such as Liches and used in combat for major spells like Darkness only if he is first protected with Twiceborn. Death 4 is a breakpoint, allowing you to cast Liches and Wraith Lords, and he is your only access other than a god. | |
Klaus - Mason of the Underworld | 11231 Sacred Darkvision (50%) Stealthy (80) Siege Bonus (20) Castle Defence Bonus (20) Forge Bonus (1) Clockwork Lord (1) Old Age Spy Mason | A powerful mage in his own right, Klaus is most notable for being a mason, able to upgrade forts as high as citadel tier! He also has a broad array of crosspaths making him useful as a ritual caster as well. Since Agartha gets so many goodies from its capital, his ability to upgrade your capital to a Citadel to make more Oracles is extremely powerful. |
Earth (max 4)
Fire (max 1)
Water (max 1, 2 with national summon)
Death (max 2)
Conjuration
Enchantment
MA Agartha is a nation partially defined by its national summons. Most players treat them as a core part of the roster, rather than an addition.
Statues: The most commonly-used of these are the Sentinels, who are sacred but relatively inexpensive (but cost lots of mage turns). Like all statues, they have 22 natural protection and slash/pierce resistance. Combined with their high HP from the Golem Cult dominion bonus, they are extremely durable melee combatants. They also have a patrol bonus: they can patrol out assassins, seducers, and scouts even in small numbers.
They are vulnerable to thugs with AP/AN weapons (particularly Smasher), along with shock damage unless they are blessed with shock resistance.
These statues have mapmove 20; this makes them faster than gold-recruit troops, so they can often outrun the rest of the Agarthan force with a fast commander (Attendant of the Oracles or an Oracle of the Ancients, particularly with Boots of the Messenger).
Umbrals and Penumbrals: These are the opposite of statues: no protection, but ethereal and with a powerful armor piercing lifedrain attack. Since they have no natural protection, players commonly buff them with protection buffs like Marble Warriors and further augment their damage with Strength of Giants.
They are stealthy, but Agartha doesn't have any stealthy leaders – although they can make one, by forging a Shademail Haubergeon, or use Camazotz indies who can lead undead because of their death path and are stealthy.
Umbrals can be summoned by death-random Oracles or any Oracle with a Skull Staff.
Shard Wights: These are undead Pale Ones with a cold aura. They are rarely used since Agartha generally doesn't have cold scales to help their aura, they fill a similar role to Shard Guard while not being sacred, and compete with other uses for valuable death gems.
Olms (Great Olms and Olm Sage from the Olm Conclave): The Great Olms are mindblasters, which are useful to break up formations, force opponents to cast Antimagic, stunlock solo thugs and SC's, and paralyze frontline troops so Pale One accuracy is not a problem.
The Olm Sage that comes along with them is the nation's highest national water access at Water 2. Since they are resistant to poison, they can closely escort Living Mercuries to buff them without risk.
Magma Children: These are incredibly cheap at 0.4 fire gems apiece; since Rhuax Pact summons them five at a time, many Agartha players make swarms of them. They are substantially better in heat scales thanks to their Heat Power ability. Since their attacks do armor-piercing defense-ignoring area-of-effect fire damage, anything without fire resistance will get shredded. Their fire shield and area attacks will eradicate swarmbugs and longdead.
These do 12 fire damage base, which increases to 15 in Heat 3 and 19 with Strength of Giants. They are efficient enough that many Agartha players take Heat 3 scales just for these. They are vulnerable to archery and evocations, however.
Note that their heat aura can pose a danger to anything deployed near them that is not fire resistant (and FR5 is not totally safe either).
Barathrus Pact: Paying 2 gems for a size 4 Earth Elemental compares poorly with Summon Earth Elemental or Living Earth, both of which are easy for Agartha to cast. However, they can't be gem baited and are disciplined (and thus can be readily point buffed with Iron Warriors), so there is a niche for disciplined elementals. However, they compete with Sentinels for earth gems, and thus see little use.
Living Mercury: While the poison cloud looks useful, it is generally more of a risk to friendly troops. The real value here is the three Strength 28 armor piercing attacks.
These absolutely love buffs – Iron Warriors and Quickness (from Olm Sages) turn them into absolute wrecking balls, and 28 AP damage is enough to pop Mistform and wreck protection thugs. Careful scripting can keep them away from poison-susceptible things – most of the time. They are safe around statues, olm sages, shard wights, and anything with PR10 or more once it is blessed; they are *not* safe around magma children since they'll get set on fire by the heat aura.
Their Protection 0 means that they will take attrition from mundane troops and PD unless prot-buffed. This makes them more suitable to fight elites (particularly those relying on protection) than chaff without buffs.
As an earth nation with good troops, most of Agartha's combat magic is generally dedicated to buffing those troops to make them even stronger. Rather than killing people with magic directly, Agartha tends to kill people with grumpy Shard Guard.
They are often able to paint Strength of Giants and Legions of Steel on everything, adding in Marble Warriors where appropriate once you get it. They are also one of the few nations that can cast Weapons of Sharpness without difficulty, which is an immense buff to troop damage. Obviously Army of Lead (or Gold) is excellent lategame.
They have ready access to Earth Meld and Maws of the Earth, which allow their less-skilled troops to hit things more readily and (for Maws) do area damage.
Their Oracles can cast and survive Earthquake, so they can set traps easily for nations that are vulnerable.
Quickness and Quickening are excellent buffs for Shard Guard and summons, and can be cast by Olm Sages or Golem Crafters with a booster. Also in Water, all Golem Crafters can cast Frozen Heart, which can punish thugs or elites without cold resistance.
Darkness is huge, since almost everything Agarthan can see in the dark. It is hard to cast, since it requires Death 4; this is either a Mound Fiend holding a Skull Staff, a pretender, a hero (Mason or Golog), or a high-level Death summon (Lich or Wraith).
Rigor Mortis generally hurts Agartha less than their enemies, since the statues don't care, the umbrals don't care, and the mages won't die quickly because of Summon Earthpower.
As a nation of impressively strong but slow infantry, Mass Flight is a gamechanger in some situations.
Since Agarthan troops and summons are core to the nation but slow, getting a Teleport caster can greatly enhance strategic mobility. This can be a pretender or an independent mage holding +leadership items such as Whip of Command.
MA Agartha's expansion is solid if unremarkable. Indies generally do low damage, so your high-protection human infantry with good shields (for archer protection) deal with them with low attrition.
Shard Guard with even a light bless expand very well.
Since Attentive Statues are only Enchantment 1, you might have them in time to help with expansion.
Owl's Rainbow
Agartha has strong but slow sacred infantry, sacred human mages, and excellent summons, but weak lategame magic diversity. This build doubles down on those, designing a bless to let your sacreds endure and kill, provide lots of extra gems from luck/magic/turmoil, and a rainbow pretender to get path access.
You benefit greatly from resist blesses (so your mages don't wipe to battlefield-wide spells and your sacreds can endure punishment while they close to melee) and stat blesses – particularly +attack. More Strength is useful, even on high-str things like Shard Guard and Sentinels, because it lets them hit through shields and slice through thugs/gods.
Shard Guard require surprisingly low resource/recpoints, so this build takes a high domscore to produce lots of them despite Turmoil. Magma Children like it warm, so take Heat 3. Magic 2 is a nice breakpoint since it gives opponents -1 MR, which your Olms appreciate.
Chassis: Imprisoned Frost Father
Paths: 53433333
Bless: Attack +2, Minor Fire Resistance, Major Shock Resistance, Minor Cold Resistance, Defense +2, Strength +2 [Earth], Mountain Survival, Major Magic Resistance, Undying +4, Undead Leadership 20, Major Poison Resistance, HP +1, Strength +2 [Blood]
Scales: 7303332
Basic Nation Analysis - MA Agartha by GeneralConfusionPlays (2019)
Nations | |
---|---|
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 |