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MA Agartha, Golem Cult

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. 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 where 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.

General Overview

As far as recruitable troops go MA Agartha has solid human troops in a variety of armor weights, tanky defenders of the halls, wet one chaff, troglodyte shock troops, and elite shard guard. The humans are priced reasonably and have good equipment making them resource effective and competent though they do suffer form a lack of hard hitting attacks. Pale ones are mostly poorly statted sacks of HP and siege strength who can't hit the broad side of a barn, though when they do hit they hit hard for their price. The defender of the halls deviates from this trend by having fairly good stats for a respectable 13 gold. Troglodyte slaves are high morale tramplers but suffer from the usual trampler issues of being easy to surround and kill. Shard guard are capital only sacreds who cost quite a bit but are high quality, hitting like trucks and with a good bit of HP and resistance. Ancient ones don't bear mentioning. This is a solid line up, great at holding the line to protect your mages, able to crack forts quickly, and go under water easily but not great at doing damage and suffering from fatigue issues on cold climates.

Mages are a point of pride for MA Agartha, featuring low upkeep researchers with fortune teller earth readers, versatile and strong golem crafters, and finally oracles of the ancients who are cap only and very powerful. Golem crafters can do as their name implies and cast many of your national spells as well as common earth buffs such as legions of steel and strength of giants and it is impossible to have too many of them. Oracles are among the strongest earth mages in the game and all come with a point of death so they can cast Twiceborn with a Skull Staff. Their twiceborn form is a particularly good one with high HP and the ability to reanimate the dead.

MA Agartha's strongest point is their summons. In their capital they can summon outrageously cheap and effective magma children with Rhuax Pact. Magma children benefit immensely from heat scales, hit like trucks, do AoE damage, and die like flies because you can't have everything. They also get a variety of statue summons, the most popular of which being Enliven Sentinel which for a mere 3 gems summons a sacred statue with high protection and a hard hitting granite glaive. Olm Conclave is one of the best uses of water gems in the game and gives mind blasting olm artillery and olm sages skilled in water magic. It is almost cost effective just casting it to use the olm sage as a research booster. Summon Umbrals is a spell which produces high HP, high stat ethereal ancient ones with a life drain attack. Umbrals tend to die easily on their own but when given protection buffs like marble warriors they become very powerful.

National Features

MA Agartha has golem dominion. Constructs will have 10% increased hit points in this dominion for each candle present. It will help disciple players as well as enemies should they have any constructs. MA Agartha also has very strong national summons. MA Agartha also gets +1 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
Statues!
Humans:
50% dark vision

Pale Ones:
Amphibious options
Siege Bonuses
100% dark vision
Cold blooded
Medium and Heavy Infantry
Powerful Defense
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

National Units

FIXME

Commanders

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 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.
Pale One Captain
45
20
1
+Rec Caves
Darkvision (100%)
Inspirational 1
Siege Bonus 1
Eyes 1
Cold Blooded
Amphibious
Need not Eat
Like cave captains. Tougher and cheaper, 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
holy 11
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
earth 11holy 11
Sacred
Darkvision (50%)
Fortune Teller (5%)
Cheap research mage with a small fortune telling ability. Useful lab rats and in a pinch if you need to move troops around or to bless sacreds.
Golem Crafter
210
2
2
fire 11water 11earth 22holy 11
Sacred
Darkvision (50%)
Powerful and versatile mages who will be the backbone of Agarthan battle magic and ritual casting.
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.
Oracle of the Ancients
375
1
4
Capital Only
earth 33death 11holy 33random1100%
10%

Sacred
Darkvision (100%)
Inspirational (1)
Siege Bonus (5)
Fortune Teller (15%)
Eyes (1)
Cold Blooded
Amphibious
Need not Eat
Powerful mages with great leadership, ability to claim thrones and cast Divine Blessing all without dying to stray arrows.

Has a strong wight shape when Twiceborned: They turn to Reanimator Priests, unlike other wight mages.

Units

Sprite Unit Name SpecialAttributes Comments
Agarthan Light Infantry
Gold 10
10
9
Darkvision (50%) Cheap and lightly geared indies in disguise. Good if you need mass to your armies or during expansion.
Agarthan Infantry
Gold 10
22
9
Darkvision (50%) Gold cheap and well geared indy troops in disguise. Unexceptional but reliable.
Agarthan Heavy Infantry
Gold 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.
Troglodyte Slave
Gold 50
1
40
Animal
Slave
Trample
Like elephants but flimsier but less cowardly. Circumstantially useful.

Wet One
Gold 9
1
18
Darkvision (100%)
Siege Bonus (2)
Eyes (1)
Cold Blooded
Amphibious
Need not Eat
Cheap and quickly massable source of HP and siege strength if not combat power, but your ability to mass them is limited by their high recpoint cost. Suffers acutely from the poor skills common to all Pale Ones. Get the armored ones if you at all can.
Wet One
Gold 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 and more than justify their additional resource cost. Still not a good unit for fighting.
Pale One Soldier
Gold 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. Have worse stats than armored Wet Ones.
Defender of the Halls
Gold 13
26
26
Darkvision (100%)
Siege Bonus (2)
Castle Defence Bonus (1)
Eyes (1)
Cold Blooded
Poor Amphibian
Need not Eat
The only Pale One unit available outside of the capital that can be relied upon to win fights without significantly reducing their effectiveness as disposable blockers and can justify their cost in most situations. Their high rec point cost can limit their mass though and they have lighter armor than even the medium humans do so they are not a solution to every problem.
Ancient One
Gold 40
27
32
Capital Only
Sacred
Darkvision (100%)
Siege Bonus (5)
Standard (1)
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. Their thrown rocks are effective javelin equivalents. These sacred units are capital only.
Ancient Stone Hurler
Gold 40
13
32
Capital Only
Sacred
Darkvision (100%)
Siege Bonus (10)
Standard (1)
Eyes (1)
Cold Blooded
Amphibious
Need not Eat
Stone Hurlers somehow have higher HP than their Melee equivalents that they compete with for recruitment in the capital. Boulders are high damage but extremely short range, but they can be an effective source of heavy hits from behind a line of Shard Guard or other slow infantry that can splatter high-defense targets. They have monstrous siege strength.
Shard Guard
Gold 45
31
30
Capital Only
Sacred
Poison Resistance (5)
Cold Resistance (15)
Darkvision (100%)
Siege Bonus (2)
Eyes (1)
Amphibious
Need not Eat
Shard Guard 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.

Heroes

Sprite Unit Name SpecialAttributes Comments
Kin-Breaker - Onyx Oracle
Minimum hero arrival turn: 20
water 11earth 33holy 33
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 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.
Golog - Decrepit
Minimum hero arrival turn: 10
earth 33death 44holy 11
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.
Klaus - Mason of the Underworld fire 11water 11earth 22death 33holy 11
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.
The second you get him, UPGRADE YOUR CAPITAL. Old men are temporary, but the third Commander Point is eternal.

Magic

Magic Access

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

National Spells & Summons

Conjuration

  • Summon Penumbrals death 11earth 11 Conj 3 for 6deathgem. (Penumbral×4)
  • Awaken Shard Wights death 11earth 11 Conj 3 for 15deathgem. (Shard Wight×5+[1/2 lvl])
  • Barathrus Pact earth 22 Conj 3 for 2earthgem, Cap only. (Earth Elemental×1)
  • Rhuax Pact fire 11earth 11 Conj 3 for 2firegem, Cap only. (Magma Child×5)
  • Olm Conclave water 11earth 11 Conj 4 for 20watergem, Caves only. (Olm Sage×1, Great Olm×10)
  • Summon Umbrals death 22earth 11 Conj 5 for 8deathgem. (Umbral×4)

Enchantment

  • Attentive Statues earth 22 Ench 1 for 4earthgem. (Attentive Statue×2)
  • Enliven Sentinel earth 22 Ench 3 for 3earthgem. (Sentinel×1)
  • Enliven Granite Guard earth 33 Ench 5 for 12earthgem. (Granite Guardian×1)
  • Living Mercury water 11earth 11 Ench 5 for 7watergem. (Living Mercury×1)
  • Enliven Marble Oracle earth 33death 11 Ench 6 for 35earthgem. (Marble Oracle×1)
  • Hall of Statues earth 55 Ench 8 for 30earthgem. (Sentinel×20 +[4/lvl])

MA Agartha is a nation defined by its national summons. You pick this nation for these toys.

Statues: The best of these are probably the Sentinels, who are sacred but relatively inexpensive (but cost lots of mage turns). In one sense, they are redundant with your Shard Guard: sacred hard-hitting melee troops that can take a hit, but are painfully slow. But they are so *good* at it – their slash/pierce resistance, 22 protection, and enormous HP total in your dominion makes these statues an incredibly solid frontline. Don't overlook their 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 if you didn't pick shock resistance in your bless.

Notice that these statues have mapmove 20; they can scoot around the map much better than your other assets if you give them a fast commander (Attendant of the Oracles or an Oracle, particularly with Boots of the Messenger).

Umbrals and Penumbrals: These are the opposite of statues: no protection, but ethereal and with an armor piercing lifedrain attack. These take buffs extremely well, particularly Marble Warriors, Iron Warriors, Strength of Giants, and Quickness. Their massive untyped AP damage will make a mess out of most targets, even ones with prot buffs. They can help you avoid being bottlenecked at castle gates, engage targets without magic weapons, and augment your forces. They are stealthy, but you don't have any stealthy leaders – unless you make one, with Shademail Haubergeon, or find 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 skullstaff.

Shard Wights: These are undead Pale Ones with a cold aura. Since you generally don't have cold scales, their aura won't do that much. Beyond that, they're slow infantry that wander around and smash things with magic shard glaives. But you already have Shard Guard for that, and these aren't sacred. Umbrals – or Mound Fiends – are usually better uses of death gems.

Olms (Great Olms and Olm Sage from the Olm Conclave): These provide you the unique capability to have mindblasters. Mindblasters will not win you battles by themselves (at least not usually). But they break up formations, force opponents to cast Antimagic, stunlock many solo thugs and SC's, and paralyze frontline troops so your hard-hitting but inaccurate Pale Ones can poke them. Meanwhile, the Olm Sage is your highest national water access at Water 2. Note that they are resistant to poison, so they can closely escort Living Mercuries to buff them without risk. Olm Conclave is an efficient spell; if you consider the Olm Sage to be worth 10 gems (a steal for a 3-path mage), the Olms are one gem apiece – also cheap for what they do.

Note that each squad of mindblasting olms will target the same squad. It is sometimes worth splitting your olms up into multiple squads to have a greater chance of mindblasting a mage (in situations where that's worthwhile).

Magma Children: These are incredibly cheap at 0.4 fire gems apiece. You will make swarms of them. The statresist/sacred meta means that most enemies will field fire resistant sacreds that they can't kill as well, but anything without fire resistance will get shredded. Notably their AoE attacks ignore defense, and their fire shield means they will eradicate swarmbugs and longdead. You likely want to take Heat 3 scales for these. They are vulnerable to archery and evocations, but they murder things so well that they work excellently as the hammer in a hammer-and-anvil formation. Be careful: They will set your non-fire-resistant stuff on fire, and fatigue out anything near them that doesn't have fire resistance. (FR5 is not immune either.) They are good for cleaning up air elementals – if you're okay with them running around in your backline. (This means you have FR on your bless.)

These do 12 fire damage base, which increases to 15 in Heat 3 and 19 with Strength of Giants. They love strength buffs, since their attacks ignore defense – if you can punch through a target's FR and half of their prot, they will very rapidly get shredded.

Barathrus Pact: Make statues instead 95% of the time.

Living Mercury: Let's get one thing straight: this unit is not about the poison cloud. It's about 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.

Mages do not like to buff them for whatever reason if other targets are available. You have been warned.

Their Protection 0 means that they will take attrition from mundane troops and PD unless prot-buffed. This is fine; they do not exist to kill PD chaff. They exist to ruin the day of thugs and anything that thought it had enough protection to not get smashed.

Notable Generic Magic

As an earth nation with good troops, most of your combat magic will go into buffing those troops to make them even stronger. You usually don't kill people with magic; you kill people with grumpy Shard Guard.

You'll want to paint Strength of Giants and Legions of Steel on your stuff as often as you can, adding in Marble Warriors where appropriate once you get it. Obviously Army of Lead (or Gold) is excellent lategame.

Earth Meld and Maws of the Earth are also worth casting against nonflying targets so your troops can chop them up, and Maws is a decent direct damage spell. You have Earthquake for traps.

Quickness and Quickening are excellent buffs and your Olm Sages will spend lots of time casting these. Don't forget Frozen Heart, which all of your Golem Crafters can cast, and is a great way to deal with thugs that forgot their cold resistance.

Darkness is huge, since almost all of your stuff can see in the dark. You will need help from a pretender or heroes to cast it. You'll likely have only a few darkness casters – pretender, valuable indies, heroes – so Twiceborn them.

Rigor Mortis is also brutal, since your statues don't care, your umbrals don't care, and your mages won't die quickly because of Summon Earthpower.

Finally, given that you're a nation of impressively strong but slow infantry, Mass Flight is a gamechanger in some situations.

Magic Items

List and describe any unique national items or discounts in this section, discuss and compare with similar generic items. Also discuss generic items that are useful and accessible for the nation. These may include:

  • Thug gear (if the nation has good thugs)
  • Research boosters (particularly if the nation needs help researching or is already very good at researching)
  • Other items that synergize with the nation (e.g. Dwarven Hammers for MA Ulm)

Strategy

Power Curve

This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.

Expansion Strategies

List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.

Example Pretender Builds

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.

Chassis: Imprisoned Frost Father
Paths: fire 55air 33water 44earth 33astral 33death 33nature 33blood 33
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: Dominion strength7Turmoil3Productivity0Heat3Growth3Luck3Magic2

See More

agartha-ma.1660684872.txt.gz · Last modified: 2022/08/16 21:21 by cactusowl