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agartha-ma [2022/08/16 21:21]
cactusowl [Example Pretender Builds]
agartha-ma [2023/04/01 03:47] (current)
cactusowl [Table]
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 //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 //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. 
-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 ===== ===== General Overview =====
  
-As far as recruitable troops go MA Agartha has solid human troops in 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 barnthough 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 goldTroglodyte slaves are high morale tramplers but suffer from the usual trampler issues of being easy to surround and killShard guard are capital only sacreds who cost quite a bit but are high qualityhitting like trucks and with a good bit of HP and resistance. Ancient ones don't bear mentioning. This is a solid line upgreat 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+Agartha is 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 siege bonusbut 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 gameAll are also priests. 
 + 
 +Their troops are all infantryboth Pale One and human, with a variety of armor weights; most emphasize defense over offenseThey have cap-only sacred ??Ancient One??s (giant Pale Ones) and ??Shard Guard??extremely slow but strong and durable half-olms.
  
-Mages are point of pride for MA Agartha, featuring low upkeep researchers with fortune teller earth readersversatile and strong golem crafters, and finally oracles of the ancients who are cap only and very powerfulGolem 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 themOracles are among the strongest {{:misc:magic:earth.png?14&nolink}}earth mages in the game and all come with 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 [[reanimation | reanimate the dead]]+MA Agartha also has variety of national summons, and these form a core part of the nation's character; the nation often relies on them heavilyThey can summon mindblasting ??Great Olm??s, cheap ??Magma Child??ren, blobs of ??Living Mercury??, and ethereal ghostly ??Umbral??and ??Penumbral??sTheir most iconic and unique summons are the tough sacred statues in a variety of sizes, such as ??Sentinel?? and ??Granite Guardian??.
  
-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. ??Umbral??s tend to die easily on their own but when given protection buffs like marble warriors they become very powerful.  
  
 ===== National Features ===== ===== 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. +MA Agartha'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                                                                        ^ +^  Special Race Attributes                                                                                                                                                                                                                                                                                                  ^  Military                                                                                                                                                                               ^  Magic Access                                                                                                                                                                                                                        ^  Priests                                                    Buildings                                                                        ^ 
-**Statues!**\\ **Humans:** \\ {{:abilities:darkvision.png?20&nolink}}50% dark vision\\ \\ **Pale Ones:**\\ {{:abilities:amphibious.png?20&nolink}}Amphibious options \\ {{:abilities:siege_bonus.png?20&nolink}}Siege Bonuses\\ {{:abilities:darkvision.png?20&nolink}}100% dark vision\\ {{:abilities:cold_blooded.png?20&nolink}} Cold blooded  | Medium and Heavy Infantry\\ Powerful Defense \\ {{:abilities:siege_bonus.png?20&nolink}}Siege Bonuses \\ {{:misc:magic:earth.png?20&nolink}} Earth bless points +1  | {{:misc:magic:earth.png?20&nolink}} Earth (max 4)\\ {{:misc:magic:fire.png?20&nolink}} Fire (max 1)\\ {{:misc:magic:water.png?20&nolink}} Water (max 1, 2 with national summon)\\ {{:misc:magic:death.png?20&nolink}} Death (max 2)  | {{:magicpath:path_h.png?20&nolink}} Strong Priests (lvl3)  | {{:misc:gui:fortress.png?30&nolink}} Standard Forts\\ Can build Underwater Forts  |+| **Humans:** \\ {{:abilities:darkvision.png?20&nolink}}50% dark vision\\ \\ **Pale Ones:**\\ {{:abilities:amphibious.png?20&nolink}}Amphibious\\ {{:abilities:siege_bonus.png?20&nolink}}Siege Bonuses\\ {{:abilities:darkvision.png?20&nolink}}100% dark vision\\ {{:abilities:cold_blooded.png?20&nolink}} Cold blooded  | Medium and heavy infantry\\ Variety of efficient national summons\\ {{:abilities:siege_bonus.png?20&nolink}}Siege bonuses \\ {{:misc:magic:earth.png?20&nolink}} Earth bless points +1  | {{:misc:magic:earth.png?20&nolink}} Earth (max 4)\\ {{:misc:magic:fire.png?20&nolink}} Fire (max 1)\\ {{:misc:magic:water.png?20&nolink}} Water (max 1, 2 with national summon)\\ {{:misc:magic:death.png?20&nolink}} Death (max 2)  | {{:magicpath:path_h.png?20&nolink}} Strong Priests (lvl3)  | {{:misc:gui:fortress.png?30&nolink}} Standard Forts\\ Can build Underwater Forts  |
  
  
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 FIXME FIXME
 ==== Commanders ==== ==== Commanders ====
-^ Sprite                                                       ^ Unit Name                                                                                                                                                                         ^ SpecialAttributes                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             ^ Comments                                                                                                                                                                                                                                                ^ +^ Sprite                                                       ^ Unit Name                                                                                                                                                                                                                ^ SpecialAttributes                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             ^ Comments                                                                                                                                                                                                                                                ^ 
-| {{:nations:ma:agartha:agarthan_scout.png?nolink}}            | **??Agarthan Scout??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                          | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (50)\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]                                                                                                                                                                                                                                                                                              | Pretty much an indy scout.                                                                                                                                                                         +| {{:nations:ma:agartha:agarthan_scout.png?nolink}}            | **??Agarthan Scout??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                 | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (50)\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]                                                                                                                                                                                                                                                                                              | Pretty much an indy scout.                                                                                                                                                                                                                              
-| {{:nations:ma:agartha:cave_captain.png?nolink}}              | **??Cave Captain??**\\  {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                          | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  | 80 leadership so he gives formations.                                                                                                                                                                                            +| {{:nations:ma:agartha:cave_captain.png?nolink}}              | **??Cave Captain??**\\  {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                                 | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  | 80 leadership human commander so he gives formations.                                                                                                                                                                                                   
-| {{:nations:ma:agartha:troglodyte_trainer.png?nolink}}        | **??Troglodyte Trainer??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\  {{:misc:gui:resources.png?15&nolink}} 15\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                    | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:ambidextrous.png?15&nolink}} [[Ambidextrous]] (2)\\ {{:abilities:beastmaster.png?15&nolink}} [[Beastmaster]] (2)\\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (2)                                                                                                                                                                                                                                                                                                     | Specializes in commanding ??Troglodyte Slave??s to improve their morale, but can't lead many.                                                 +| {{:nations:ma:agartha:troglodyte_trainer.png?nolink}}        | **??Troglodyte Trainer??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\  {{:misc:gui:resources.png?15&nolink}} 15\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                           | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:ambidextrous.png?15&nolink}} [[Ambidextrous]] (2)\\ {{:abilities:beastmaster.png?15&nolink}} [[Beastmaster]] (2)\\ {{:abilities:taskmaster.png?15&nolink}} [[Taskmaster]] (2)                                                                                                                                                                                                                                                                                                     | Specializes in commanding ??Troglodyte Slave??s to improve their morale, but can't lead many. Rarely recruited (as with Troglodytes themselves)                                                                                                         
-| {{:nations:ma:agartha:pale_one_captain.png?nolink}}          | **??Pale One Captain??**\\  {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 20\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ +Rec Caves         | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] 1\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] 1\\ [[Eyes]] 1\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]                                                                                                                                                                  | Like cave captains. Tougher and cheaper, but can't do formations.                                                                                                                                                                                            +| {{:nations:ma:agartha:pale_one_captain.png?nolink}}          | **??Pale One Captain??**\\  {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 20\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ +Rec Caves                                                | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] 1\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] 1\\ [[Eyes]] 1\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]                                                                                                                                                                  | A generic Pale One commander. Tougher and cheaper than the Cave Captain, and can go underwater, but can't do formations.                                                                                                                                
-| {{:nations:ma:agartha:wet_one_captain.png?nolink}}           | **??Wet One Captain??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 7\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ Underwater Fort Only  | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]                                                                                                                                                                                                                               | Like a pale one captain but more vulnerable to stray arrows and without an inspiring leader bonus. Cheap.                                                                                                                                       +| {{:nations:ma:agartha:wet_one_captain.png?nolink}}           | **??Wet One Captain??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 7\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ Underwater Fort Only                                         | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]                                                                                                                                                                                                                               | Like a pale one captain but more vulnerable to stray arrows and without an inspiring leader bonus. Cheap.                                                                                                                                               
-| {{:nations:ma:agartha:attendant_of_the_oracles.png?nolink}}  | **??Attendant of the Oracles??**\\  {{:misc:gui:gold.png?15&nolink}} 45\\  {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1              | {{path>H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[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.                                                                                                                                               +| {{:nations:ma:agartha:attendant_of_the_oracles.png?nolink}}  | **??Attendant of the Oracles??**\\  {{:misc:gui:gold.png?15&nolink}} 45\\  {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1                                                     | {{path>H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[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.                                                    
-| {{:nations:ma:agartha:earth_reader.png?nolink}}              | **??Earth Reader#1473??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\  {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                      | {{path>E1H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:fortune_teller.png?15&nolink}} [[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.                                                                                                         +| {{:nations:ma:agartha:earth_reader.png?nolink}}              | **??Earth Reader#1473??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\  {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                             | {{path>E1H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:fortune_teller.png?15&nolink}} [[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                                                                           
-| {{:nations:ma:agartha:golem_crafter.png?nolink}}             | **??Golem Crafter??**\\ {{:misc:gui:gold.png?15&nolink}} 210\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                          | {{path>F1W1E2H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)                                                                                                                                                                                                                                                                                                                                                                                                                             | Powerful and versatile mages who will be the backbone of Agarthan battle magic and ritual casting.                                                                                                                                                      +| {{:nations:ma:agartha:golem_crafter.png?nolink}}             | **??Golem Crafter??**\\ {{:misc:gui:gold.png?15&nolink}} 210\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2                                                                 | {{path>F1W1E2H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[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.                                                                                                      
-| {{:nations:ma:agartha:ancient_lord.png?nolink}}              | **??Ancient Lord#2506??**\\ {{:misc:gui:gold.png?15&nolink}} 125\\ {{:misc:gui:resources.png?15&nolink}} 23\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only                   | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (1)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (5)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]                                                                                                           | Good leadership and a sacred light thug chassis. Is in competition for commander points with Oracles.                                                                                                          +| {{:nations:ma:agartha:ancient_lord.png?nolink}}              | **??Ancient Lord#2506??**\\ {{:misc:gui:gold.png?15&nolink}} 125\\ {{:misc:gui:resources.png?15&nolink}} 23\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only       | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (1)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (5)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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                                                  
-| {{:nations:ma:agartha:oracle_of_the_ancients.png?nolink}}    | **??Oracle of the Ancients??**\\  {{:misc:gui:gold.png?15&nolink}} 375\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only                 | {{path>E3D1H3,100%FWED,10%FWED}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (1)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (5)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15%)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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 [[Twiceborn]]edThey turn to [[Reanimator Priest]]sunlike other wight mages.  |+| {{:nations:ma:agartha:oracle_of_the_ancients.png?nolink}}    | **??Oracle of the Ancients??**\\  {{:misc:gui:gold.png?15&nolink}} 375\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>E3D1H3,100%FWED,10%FWED}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (1)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (5)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15%)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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.\\ \\                  | 
 +| {{:nations:ma:agartha:olm_sage.png?nolink}}                  | **??Olm Sage??**\\ Summoned via ??Olm Conclave?? for {{gems>20W}} (also gives 10x {{:nations:ma:agartha:great_olm.png?nolink}}??Great Olm??                                                                            | {{path>W2E1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15)                                                                                                                                                               | Olm Sages are a relatively inexpensive and accessible summoned utility mage that provides your highest national water access. They are slowbut more durable than your humans. They can lead small squads of troops or large numbers of magic beings.  |
  
  
  
 ==== Units ==== ==== Units ====
-^ Sprite                                                                                     ^ Unit Name                                                                                                                                      ^ SpecialAttributes                                                                                                                                                                                                                                                                                                                                                                                                                            ^ Comments                                                                                                                                                                                                                                                                                                                                                                                     +^ Sprite                                                                                     ^ Unit Name                                                                                                                                                                                           ^ SpecialAttributes                                                                                                                                                                                                                                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
-| {{:nations:ma:agartha:agarthan_light_infantry.png?nolink}}                                 | **??Agarthan Light Infantry??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9     | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)                                                                                                                                                                                                                                                                                                                                                                                 Cheap and lightly geared indies in disguise. Good if you need mass to your armies or during expansion.                                                                                                                                                                                                                                                                                       +| {{:nations:ma:agartha:agarthan_light_infantry.png?nolink}}                                 | **??Agarthan Light Infantry??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                          | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)                                                                                                                                                                                                                                                                                                                                                                                                    Generic human infantry, similar to independents but with partial darkvision. Good if you need mass to your armies or during expansion.                                                                                                                                                                                                                                                                                                                                                                                                                                                                 
-| {{:nations:ma:agartha:agarthan_infantry.png?nolink}}                                       | **??Agarthan Infantry??**\\  {{gold}} 10\\  {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9         | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)                                                                                                                                                                                                                                                                                                                                                                                 Gold cheap and well geared indy troops in disguise. Unexceptional but reliable.                                                                                                                                                                                                                                                                                                              +| {{:nations:ma:agartha:agarthan_infantry.png?nolink}}                                       | **??Agarthan Infantry??**\\  {{gold}} 10\\  {{:misc:gui:resources.png?15&nolink}} 22\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                              | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)                                                                                                                                                                                                                                                                                                                                                                                                    Human infantry with heavier armor; unexceptional but durable and reliable.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
-| {{:nations:ma:agartha:agarthan_heavy_infantry.png?nolink}}                                 | **??Agarthan Heavy Infantry??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 27\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9     | {{:abilities:Darkvision.png?15&nolink}} [[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 //foo//skin and/or legions of steel                                                                                                                                                                               +| {{:nations:ma:agartha:agarthan_heavy_infantry.png?nolink}}                                 | **??Agarthan Heavy Infantry??**\\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 27\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9                                                          | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)                                                                                                                                                                                                                                                                                                                                                                                                    The best-armored of the three types of human infantry. Particularly vulnerable to fatigue plays but quite durable when given protection buffs                                                                                                                                                                                                                                                                                                                                                                                                                                                        
-| {{:nations:ma:agartha:troglodyte_slave.png?nolink}}                                        | **??Troglodyte Slave??**\\ {{gold}} 50\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 40            | {{:abilities:animal.png?15&nolink}} [[Animal]]\\ {{:abilities:slave.png?15&nolink}} [[Slave]]\\ {{:abilities:trample.png?15&nolink}} [[Trample]]                                                                                                                                                                                                                                                                                             Like elephants but flimsier but less cowardly. Circumstantially useful.                                                                                                                                                                                                                                                                                                                      +| {{:nations:ma:agartha:troglodyte_slave.png?nolink}}                                        | **??Troglodyte Slave??**\\ {{gold}} 50\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 40                                                                 | {{:abilities:animal.png?15&nolink}} [[Animal]]\\ {{:abilities:slave.png?15&nolink}} [[Slave]]\\ {{:abilities:trample.png?15&nolink}} [[Trample]]                                                                                                                                                                                                                                                                                                                Size-4 tramplers; they will often die quickly. Circumstantially useful.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                
-| {{:nations:ma:agartha:wet_one.png?nolink}}\\ {{:nations:ma:agartha:wet_one_2.png?nolink}}  | **??Wet One??**\\ {{gold}} 9\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18                      | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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                                                                                                                                                                                                                                               +| {{:nations:ma:agartha:wet_one.png?nolink}}\\ {{:nations:ma:agartha:wet_one_2.png?nolink}}  | **??Wet One??**\\ {{gold}} 9\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18                                                                           | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]                                                                                                                                 Unarmored Pale Ones recruitable underwater, sometimes recruited as a source of HP and siege strength but vulnerable in combat.                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
-| {{:nations:ma:agartha:wet_one_3.png?nolink}}                                               | **??Wet One#1635??**\\ {{gold}} 9\\ {{:misc:gui:resources.png?15&nolink}} 5\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18                 | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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                                                                                                                                                                                                                                         +| {{:nations:ma:agartha:wet_one_3.png?nolink}}                                               | **??Wet One#1635??**\\ {{gold}} 9\\ {{:misc:gui:resources.png?15&nolink}} 5\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18                                                                      | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]                                                                                                                                 | Armored and slightly more skilled than the other Wet Ones for a slightly higher resource cost. Still vulnerable in combat                                                                                                                                                                                                                                                                                                                                                                                                                                                                            
-| {{:nations:ma:agartha:pale_one_soldier.png?nolink}}                                        | **??Pale One Soldier??**\\ {{gold}} 9\\ {{:misc:gui:resources.png?15&nolink}} 16\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18            | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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.                                                                                                                                                                                                                    +| {{:nations:ma:agartha:pale_one_soldier.png?nolink}}                                        | **??Pale One Soldier??**\\ {{gold}} 9\\ {{:misc:gui:resources.png?15&nolink}} 16\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18                                                                 | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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.                                                                                                                                                                                                                                                                                                                                                                                                                                   
-| {{:nations:ma:agartha:defender_of_the_halls.png?nolink}}                                   | **??Defender of the Halls??**\\ {{gold}} 13\\ {{:misc:gui:resources.png?15&nolink}} 26\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 26      | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (1)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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 situationsTheir 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        +| {{:nations:ma:agartha:defender_of_the_halls.png?nolink}}                                   | **??Defender of the Halls??**\\ {{gold}} 13\\ {{:misc:gui:resources.png?15&nolink}} 26\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 26                                                           | {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (1)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]                                         Elite Pale One troops, with human-level attack and defense stats but much higher HP and strengthOften used as line infantry alongside the humans.                                                                                                                                                                                                                                                                                                                                                                                                                                                    
-| {{:nations:ma:agartha:ancient_one.png?nolink}}                                             | **??Ancient One#2188??**\\  {{gold}} 40\\ {{:misc:gui:resources.png?15&nolink}} 27\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 32   \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only         | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (5)\\ {{:abilities:standard.png?15&nolink}} [[Standard]] (1)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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                                                                                                                                                                             +| {{:nations:ma:agartha:ancient_one.png?nolink}}                                             | **??Ancient One#2188??**\\  {{gold}} 40\\ {{:misc:gui:resources.png?15&nolink}} 27\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 32   \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only        | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (5)\\ {{:abilities:standard.png?15&nolink}} [[Standard]] (1)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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                                                                                                                                                                                                                                                                                                                                                                      
-| {{:nations:ma:agartha:ancient_stone_hurler.png?nolink}}                                    | **??Ancient Stone Hurler#2189??**\\ {{gold}} 40\\ {{:misc:gui:resources.png?15&nolink}} 13\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 32 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only   | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (10)\\ {{:abilities:standard.png?15&nolink}} [[Standard]] (1)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]  Stone Hurlers somehow have higher HP than their Melee equivalents that they compete with for recruitment in the capitalBoulders 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 targetsThey have monstrous siege strength.                                                                                                                                                                                                                 +| {{:nations:ma:agartha:ancient_stone_hurler.png?nolink}}                                    | **??Ancient Stone Hurler#2189??**\\ {{gold}} 40\\ {{:misc:gui:resources.png?15&nolink}} 13\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 32 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (10)\\ {{:abilities:standard.png?15&nolink}} [[Standard]] (1)\\ [[Eyes]] (1)\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]                     Sacred Ancient Ones using boulders rather than spearsSometimes recruited to kill high-defense targets with their boulders from behind a line of infantry. Even more siege strength than ordinary Ancient Ones                                                                                                                                                                                                                                                                                                                                                                                      
-| {{:nations:ma:agartha:shard_guard.png?nolink}}                                             | **??Shard Guard??**\\ {{gold}} 45\\  {{:misc:gui:resources.png?15&nolink}} 31\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 30   \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only              | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (5)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15)\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ [[Eyes]] (1)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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. |+| {{:nations:ma:agartha:shard_guard.png?nolink}}                                             | **??Shard Guard??**\\ {{gold}} 45\\  {{:misc:gui:resources.png?15&nolink}} 31\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 30   \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only             | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15)\\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (2)\\ [[Eyes]] (1)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[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.  |
  
 ==== Heroes ==== ==== Heroes ====
  
 ^ Sprite                                                         ^ Unit Name                    ^ SpecialAttributes    ^ Comments                                                                                                                                                                                                                                                            ^ ^ Sprite                                                         ^ Unit Name                    ^ SpecialAttributes    ^ Comments                                                                                                                                                                                                                                                            ^
-| {{:nations:ma:agartha:onyx_oracle.png?nolink}}              | **??Kin-Breaker - Onyx Oracle??**\\ Minimum hero arrival turn: 20              | {{path>W1E3H3}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\  {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (25)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15%)\\ [[Eyes]] (1)\\ {{:abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]]\\ {{:abilities:resist_slash.png?15&nolink}} [[Slash Resistance]]\\ {{:abilities:resist_pierce.png?15&nolink}} [[Pierce Resistance]]\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\ {{:abilities:inanimate.png?15&nolink}} [[Need not Eat]]\\ {{:abilities:mindless.png?15&nolink}} [[Mindless]]\\ {{:abilities:does_not_heal_naturally.png?15&nolink}} [[Does Not Heal Naturally]]\\ {{:abilities:stone_being.png?15&nolink}} [[Stone Being]]\\ {{:abilities:spirit_sight.png?15&nolink}} [[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.  +| {{:nations:ma:agartha:onyx_oracle.png?nolink}}              | **??Kin-Breaker - Onyx Oracle??**\\ Minimum hero arrival turn: 20              | {{path>W1E3H3}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\  {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (25)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15%)\\ [[Eyes]] (1)\\ {{:abilities:poor_amphibian.png?15&nolink}} [[Poor Amphibian]]\\ {{:abilities:resist_slash.png?15&nolink}} [[Slash Resistance]]\\ {{:abilities:resist_pierce.png?15&nolink}} [[Pierce Resistance]]\\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]]\\ {{:abilities:inanimate.png?15&nolink}} [[Need not Eat]]\\ {{:abilities:mindless.png?15&nolink}} [[Mindless]]\\ {{:abilities:does_not_heal_naturally.png?15&nolink}} [[Does Not Heal Naturally]]\\ {{:abilities:stone_being.png?15&nolink}} [[Stone Being]]\\ {{:abilities:spirit_sight.png?15&nolink}} [[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. 
-| {{:nations:ma:agartha:decrepit.png?nolink}}                 | **??Golog - Decrepit??**\\ Minimum hero arrival turn: 10                 | {{path>E3D4H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (4)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15%)\\ [[Eyes]] (1)\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]]\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]        | A powerful death mage who should be kept safe and used for summoning powerful death mages such as ??Lich??es and used in combat for major spells like ??Darkness?? only if he is first protected with ??Twiceborn??                                              | +| {{:nations:ma:agartha:decrepit.png?nolink}}                 | **??Golog - Decrepit??**\\ Minimum hero arrival turn: 10                 | {{path>E3D4H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (100%)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (4)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15%)\\ [[Eyes]] (1)\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]]\\ {{:abilities:cold_blooded.png?15&nolink}} [[Cold Blooded]]\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:need_not_eat.png?15&nolink}} [[Need not Eat]]        | A powerful death mage who should be kept safe and used for summoning powerful death mages such as ??Lich??es 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.                                               | 
-| {{:nations:ma:agartha:mason_of_the_underworld.png?nolink}}  | **??Klaus - Mason of the Underworld??**  | {{path>F1W1E2D3H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (80)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (20)\\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (20)\\ {{:abilities:forge_bonus.png?15&nolink}} [[Forge Bonus]] (1)\\ {{:abilities:clockwork_lord.png?15&nolink}} [[Clockwork Lord]] (1)\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]]\\ {{:abilities:spy.png?15&nolink}} [[Spy]]\\ {{:abilities:mason.png?15&nolink}} [[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 himUPGRADE YOUR CAPITAL. Old men are temporary, but the third Commander Point is eternal                                                   |+| {{:nations:ma:agartha:mason_of_the_underworld.png?nolink}}  | **??Klaus - Mason of the Underworld??**  | {{path>F1W1E2D3H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:Darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (80)\\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (20)\\ {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (20)\\ {{:abilities:forge_bonus.png?15&nolink}} [[Forge Bonus]] (1)\\ {{:abilities:clockwork_lord.png?15&nolink}} [[Clockwork Lord]] (1)\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]]\\ {{:abilities:spy.png?15&nolink}} [[Spy]]\\ {{:abilities:mason.png?15&nolink}} [[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 capitalhis ability to upgrade your capital to a Citadel to make more Oracles is extremely powerful.|
  
  
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   ***??Summon Penumbrals??** {{path>D1E1}} Conj 3 for {{gems>6D}}. ({{:nations:ma:agartha:penumbral.png?nolink}}??Penumbral??×4)   ***??Summon Penumbrals??** {{path>D1E1}} Conj 3 for {{gems>6D}}. ({{:nations:ma:agartha:penumbral.png?nolink}}??Penumbral??×4)
   ***??Awaken Shard Wights??** {{path>D1E1}} Conj 3 for {{gems>15D}}. ({{:nations:ma:agartha:Shard_Wight.png?nolink}}??Shard Wight??×5+[1/2 lvl])   ***??Awaken Shard Wights??** {{path>D1E1}} Conj 3 for {{gems>15D}}. ({{:nations:ma:agartha:Shard_Wight.png?nolink}}??Shard Wight??×5+[1/2 lvl])
-  ***??Barathrus Pact??** {{path>E2}} Conj 3 for {{gems>2E}}, Cap only. ({{:nations:ma:agartha:earth_elemental.png?nolink}}??Earth Elemental??×1)+  ***??Barathrus Pact??** {{path>E2}} Conj 3 for {{gems>2E}}, Cap only. ({{:nations:ma:agartha:earth_elemental.png?nolink}}??Earth Elemental#495??×1)
   ***??Rhuax Pact??** {{path>F1E1}} Conj 3 for {{gems>2F}}, Cap only. ({{:nations:ma:agartha:magma_child.png?nolink}}??Magma Child??×5)   ***??Rhuax Pact??** {{path>F1E1}} Conj 3 for {{gems>2F}}, Cap only. ({{:nations:ma:agartha:magma_child.png?nolink}}??Magma Child??×5)
   ***??Olm Conclave??** {{path>W1E1}} Conj 4 for {{gems>20W}}, Caves only. ({{:nations:ma:agartha:Olm_sage.png?nolink}}??Olm Sage??×1, {{:nations:ma:agartha:great_olm.png?nolink}}??Great Olm??×10)   ***??Olm Conclave??** {{path>W1E1}} Conj 4 for {{gems>20W}}, Caves only. ({{:nations:ma:agartha:Olm_sage.png?nolink}}??Olm Sage??×1, {{:nations:ma:agartha:great_olm.png?nolink}}??Great Olm??×10)
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   ***??Enliven Sentinel??** {{path>E2}} Ench 3 for {{gems>3E}}. ({{:nations:ma:agartha:sentinel.png?nolink}}??Sentinel??×1)   ***??Enliven Sentinel??** {{path>E2}} Ench 3 for {{gems>3E}}. ({{:nations:ma:agartha:sentinel.png?nolink}}??Sentinel??×1)
   ***??Enliven Granite Guard??** {{path>E3}} Ench 5 for {{gems>12E}}. ({{:nations:ma:agartha:Granite_Guardian.png?nolink}}??Granite Guardian??×1)   ***??Enliven Granite Guard??** {{path>E3}} Ench 5 for {{gems>12E}}. ({{:nations:ma:agartha:Granite_Guardian.png?nolink}}??Granite Guardian??×1)
-  ***??Living Mercury??** {{path>W1E1}} Ench 5 for {{gems>7W}}. ({{:nations:ma:agartha:living_mercury.png?nolink}}??Living Mercury??×1)+  ***??Living Mercury??** {{path>W1E1}} Ench 5 for {{gems>7W}}. ({{:nations:ma:agartha:living_mercury.png?nolink}}??Living Mercury#2515??×1)
   ***??Enliven Marble Oracle??** {{path>E3D1}} Ench 6 for {{gems>35E}}. ({{:nations:ma:agartha:Marble_Oracle.png?nolink}}??Marble Oracle??×1)   ***??Enliven Marble Oracle??** {{path>E3D1}} Ench 6 for {{gems>35E}}. ({{:nations:ma:agartha:Marble_Oracle.png?nolink}}??Marble Oracle??×1)
   ***??Hall of Statues??** {{path>E5}} Ench 8 for {{gems>30E}}. ({{:nations:ma:agartha:sentinel.png?nolink}}??Sentinel??×20 +[4/lvl])   ***??Hall of Statues??** {{path>E5}} Ench 8 for {{gems>30E}}. ({{:nations:ma:agartha:sentinel.png?nolink}}??Sentinel??×20 +[4/lvl])
  
-MA Agartha is a nation defined by its national summons. You pick this nation for these toys.+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 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 frontlineDon't overlook their patrol bonus: they can patrol out assassins, seducers, and scouts even in small numbers.+**Statues**: The most commonly-used of these are the ??Sentinel??s, 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 combatantsThey 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 if you didn't pick shock resistance in your bless+They are vulnerable to thugs with AP/AN weapons (particularly ??Smasher??), along with shock damage unless they are blessed with shock resistance.
  
-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??).+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 an armor piercing lifedrain attack. These take buffs extremely wellparticularly ??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.+**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 protectionplayers commonly buff them with protection buffs like ??Marble Warriors?? and further augment their damage with ??Strength of Giants??.
  
-**Shard Wights**: These are undead Pale Ones with a cold aura. Since you generally don't have cold scalestheir aura won'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 Fiend??s -- are usually better uses of death gems.+They are stealthybut 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
  
-**Olms** (??Great Olm??s 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+Umbrals can be summoned by death-random Oracles or any Oracle with a ??Skull Staff??.
  
-Note that each squad of mindblasting olms will target the same squadIt 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)+**Shard Wights**: These are undead Pale Ones with a cold auraThey are rarely used since Agartha generally doesn'have cold scales to help their aura, they fill similar role to ??Shard Guard?? while not being sacred, and compete with other uses for valuable death gems.
  
-**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 wellbut 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 evocationsbut 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.)+**Olms** (??Great Olm??s and ??Olm Sage?? from the ??Olm Conclave??)The ??Great Olm??are mindblasterswhich are useful to break up formationsforce opponents to cast ??Antimagic??, stunlock solo thugs and SC's, and paralyze frontline troops so Pale One accuracy is not a problem
  
-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'FR and half of their prot, they will very rapidly get shredded+The ??Olm Sage?? that comes along with them is the nation'highest national water access at Water 2. Since they are resistant to poison, they can closely escort Living Mercuries to buff them without risk
  
  
-**Barathrus Pact**: Make statues instead 95% of the time.+**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
  
-**Living Mercury**: Let'get one thing straightthis 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.+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 ??Sentinel??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 troopsThe 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.
  
-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 ==== ==== 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??.+As an earth nation with good troops, most of Agartha'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??.
  
-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. +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. 
  
-??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.+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. 
  
-??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 Crafter??can cast, and is a great way to deal with thugs that forgot their cold resistance+Their Oracles can cast and survive ??Earthquake??, so they can set traps easily for nations that are vulnerable.
  
-??Darkness?? is hugesince 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 few darkness casters -- pretender, valuable indiesheroes -- so ??Twiceborn?? them.+??Quickness?? and ??Quickening?? are excellent buffs for Shard Guard and summonsand can be cast by Olm Sages or Golem Crafters with booster. Also in Waterall Golem Crafters can cast ??Frozen Heart??, which can punish thugs or elites without cold resistance.
  
-??Rigor Mortis?? is also brutal, since your statues don't careyour umbrals don't care, and your mages won't die quickly because of ??Summon Earthpower??.+??Darkness?? is huge, since almost everything Agarthan can see in the dark. It is hard to castsince 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)
  
-Finallygiven that you're a nation of impressively strong but slow infantry, ??Mass Flight?? is a gamechanger in some situations. +??Rigor Mortis?? generally hurts Agartha less than their enemiessince the statues don't carethe umbrals don't care, and the mages won't die quickly because of ??Summon Earthpower??.
-====Magic Items==== +
  
-//List and describe any unique national items or discounts in this sectiondiscuss and compare with similar generic items.+As a nation of impressively strong but slow infantry??Mass Flight?? is a gamechanger in some situations.
  
-Also discuss generic items that are useful and accessible for the nation. These may include:// +Since Agarthan troops and summons are core to the nation but slow, getting a ??Teleport?? caster can greatly enhance strategic mobilityThis can be a pretender or an independent mage holding +leadership items such as ??Whip of Command??.
-  * //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 Hammer??s for [[ulm-ma | MA Ulm]])//+
 ===== Strategy ===== ===== 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==== ====Expansion Strategies====
-//List some example expansion strategies hereIf strong bless or pretender is required then leave the specifics for the pretender section.//+MA Agartha'expansion is solid if unremarkableIndies 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 light bless expand very well.
  
 +Since ??Attentive Statue??s are only Enchantment 1, you might have them in time to help with expansion. 
 ====Example Pretender Builds==== ====Example Pretender Builds====
  
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 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.  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. +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.
  
 </WRAP> </WRAP>
agartha-ma.1660684872.txt.gz · Last modified: 2022/08/16 21:21 by cactusowl