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atlantis-la

LA Atlantis, Frozen Sea

Lore

"Atlantis is another nation devastated in the end of the second era. Late Atlantis incorporates Inuit concepts apart from the earlier Lovecraftian elements." - Illwinter

The two sentences above sum up Late-Age Atlantis rather well; the same disaster that drove the adaptable Atlantians from the unknowable depths into shallower waters at the end of the Early Ages has now, through its consequences, pushed the Atlantian leaders out of the sea. While some fled to warmer parts, others felt less secure about imposing on humans, leaving for a land that not even decomposers can survive in. There are still Atlantians under the sea, but the collapsed happened so recently that none of them are big enough to rule. Barely a generation has passed, in fact, at least for the Atlantians; all who are bigger than a human (and therefore over a century old) are still haunted by memories of what happened, and guilty that they didn't make a last stand under the sea. The surface-bound Atlantians' fortunes are already shifting, however; their destroyers have broken themselves, and the ocean Atlantians are ready to welcome them back with open arms.

General Overview

Atlantis is strong, both on-land and under the sea. It would love to get back underwater, in fact, where the medium-sized Mages and their powers of Communion are waiting. Heavy Ice-protected infantry are the cornerstone of their armies (though they do have other options), and practically all of them have Magic Ice Weapons that handle Lemuria. The underwater Atlantians in particular are a massive middle finger to R'lyeh, since they have Void Sanity. Your big Capital Mage is also really good on-land, occasionally providing a crosspath (Death and Air) that's as nation-defining as always. On the other hand, the best parts of Atlantis are quite expensive, and its lack of Nature Magic might run it into trouble against nations who use another nation-defining crosspath (Nature and Water).

National Features

Special Race Attributes Military Magic Access Priests Buildings
Prefers 2
Sailing cap-only commanders
Amphibious Atlantians
Trace income across oceans
Hard-hitting polearms
Ubiquitous magic weapons
Harpoons
water 44 (rare 5)
death 33 (rare 4)
astral 22
earth 11 (rare 2)
air 11 (rare 2)
fire 11
holy 22 Cap-only
holy 11 On-land
holy 22 Underwater
Citadel (3 CP) Ice Forts in coastal provinces
Can build forts underwater

Death and Air are only found on land (with Air being found only in the capital), while Fire and Astral are only found underwater. Remember this.

Capital Sites

The Coast of Ice and Bones
Enables recruitment of Angakok and Arssartut
Produces 3watergem1deathgem per turn

National Units

LA Atlantian troops are somewhat cold-resistant amphibians with partial darkvision; all of these traits are pretty good for taking the seas, as you can imagine, but the first thing is great for on-land Water Magic while the last thing is neat for Darkness plays. They also have Snow Shoes; this combined with the Ice Protection means they operate at the fullest capacity in cold scales, and do not do so well in heat.

Commanders

Keep descriptions to the point! Discussion of what to use certain magic paths for, thug equipment, etc. quickly becomes redundant over several nation pages, so describe the unit's function and leave it at that. Elaborate only if it is exceptional and/or a particular strength of the roster. Combine entries if the units are very similar.

Sprite Unit Name Special Attributes Description
Tent Owner
Gold 25
Resources 6
Recruitment points 1
Cold Resistance (5)
Darkvision (50%)
Stealthy (40)
Amphibious
Snow Move
Amphibious scout with 10 leadership! Less stealthy than a generic scout, however.
Snow Captain
Gold 70
Resources 26
Recruitment points 1
Cold Resistance (5)
Darkvision (50%)
Ice Protection (1)
Amphibious
Snow Move
80 leadership commander.
Ice Captain
Gold 110
Resources 32
Recruitment points 2
Cold Resistance (5)
Darkvision (50%)
Ice Protection (2)
Amphibious
Snow Move
120 leadership commander.
Tungalik
Gold 110
Resources 4
Recruitment points 2
water 11death 11holy 11 9
Sacred
Cold Resistance (5)
Darkvision (50%)
Amphibious
Snow Move
40 leadership mage-priest. The only mage that can be recruited in Atlantis's non-capital land forts. Somewhat expensive for the research and lacks combat utility prior to spells like Frozen Heart, but their upkeep is halved due to their sacred status.
Angakok
Gold 425
Resources 1
Recruitment points 4
Capital Only
water 33death 22holy 22random1100%
10%
17
Sacred
Cold Resistance (10)
Darkvision (50%)
Gift of Water Breathing (20)
Sailing (Max size 6)
Amphibious
Snow Move
Centrepiece caster, priest and 80 leadership sailing commander. A critical mage for LA Atlantis, bringing Stygian Rains to the battle field and providing access to the coveted crosspath. Can thug in a pinch, especially the earth varieties, but are rather expensive for the job.

The following commanders can only be recruited from underwater forts.

Sprite Unit Name Special Attributes Description
Shambler Chief
Gold 50
Resources 2
Recruitment points 1
Darkvision (50%)
Amphibious
60 leadership commander.
Merciful Mother
Gold 95
Resources 5
Recruitment points 2
holy 22
Sacred
Darkvision (50%)
Void Sanity (10)
Amphibious
Female
40 leadership priest.
Unsleeping Consort
Gold 115
Resources 26
Recruitment points 1
holy 11
Sacred
Darkvision (50%)
Void Sanity (10)
Poison Barbs (5)
Amphibious
80 leadership lesser priest.
Forgiving Father
Gold 185
Resources 4
Recruitment points 2
water 22astral 11random1100% 13
Darkvision (50%)
Gift of Water Breathing (10)
Void Sanity (10)
Amphibious
Off-cap combat mage with more utility than the Tungalik, but slightly less research compared to gold cost. Can bring earth into communions.

As the only astral mage on Atlantis' roster, the Forgiving Father is somewhat vulnerable to Magic Duel.

Troops

Sprite Unit Name Special Attributes Description
Seal Hunter
Gold 10
Resources 5
Recruitment points 9
Cold Resistance (5)
Darkvision (50%)
Amphibious
Snow Move
Light infantry armed with harpoons. Harpoons will net enemies they hit, giving them a defense penalty.
Snow Warrior (spear)
Gold 10
Resources 22
Recruitment points 9
Cold Resistance (5)
Darkvision (50%)
Ice Protection (1)
Amphibious
Snow Move
Ice-protected medium infantry with magic weapons. The glaive version does significantly more damage.
Snow Warrior (glaive)
Gold 10
Resources 26
Recruitment points 9
Ice Warrior (spear)
Gold 13
Resources 37
Recruitment points 15
Cold Resistance (5)
Darkvision (50%)
Ice Protection (2)
Amphibious
Snow Move
Ice-protected heavy infantry with a magic spear. Something of a transitional unit between the Snow Warriors and Ice Guards, having more protection than the Snow Warriors but less defense than the Ice Guard swordsman and dealing less damage than the Ice Guard glaive-wielder. Its pure piercing damage weapon is better suited for underwater combat, however.
Ice Guard (sword and shield)
Gold 16
Resources 39
Recruitment points 21
Ice-protected heavy infantry with magic weapons. The sword and shield version has moderate damage output and much higher defense; the glaive version deals the most damage but has less defense. Very resource and recruitment point-intensive.

In 3 scales, Ice Guard have the same protection as the famed Ulmish infantry and come with several major advantages, including wielding magic weapons, being resistant to cold and being amphibious. These are one of the strongest baseline troops in the game, though you do pay a premium for the privilege of having them!
Ice Guard (glaive)
Gold 16
Resources 32
Recruitment points 21
Arssartut
Gold 23
Resources 10
Recruitment points 25
Capital Only
Sacred
Cold Resistance (5)
Darkvision (50%)
Amphibious
Snow Move
Very high damage, sacred medium infantry with a magic weapon that inflicts permanent weakness on its opponents.

Due to their low resource cost, these may be an option for building up expansion parties before you have the resources to mass Ice Guard.
Mournful
Gold 25
Resources 14
Recruitment points 30
Darkvision (50%)
Amphibious
Very high damage medium-heavy infantry. Rather recruitment point-intensive. Similar to the Arssartut, the Mournful make decent early expanders due to their low resource cost.

The following troops can only be recruited underwater.

Sprite Unit Name Special Attributes Description
Atlantian Light Infantry
Gold 10
Resources 9
Recruitment points 9
Darkvision (50%)
Poison Barbs (5)
Amphibious
Light infantry with a poison spear.
Atlantian Shield Bearer
Gold 10
Resources 3
Recruitment points 9
Darkvision (50%)
Amphibious
Militia with a shield and poison spear.
Atlantian Infantry
Gold 10
Resources 12
Recruitment points 9
Darkvision (50%)
Poison Barbs (5)
Amphibious
Infantry with a poison spear. Has a hat.
Unsleeping
Gold 35
Resources 26
Recruitment points 47
Darkvision (50%)
Void Sanity (5)
Poison Barbs (5)
Amphibious
Very-high damage medium-heavy infantry. Expensive in gold and recruitment points.

Heroes

Aside from a throne-claimer, LA Atlantis's heroes are relatively tame.

Sprite Unit Name Special Attributes Description
Mother Hydra - Once and Future Queen holy 44
Sacred
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Fear (5)
Void Sanity (20)
Amphibious
Snow Move
Female
Very powerful, durable priest
Sialuk - Kivigtok water 11death 22holy 11
Sacred
Cold Resistance (5)
Darkvision (50%)
Mounted
Poor Amphibian
Snow Move
A slightly upgraded Tungalik.

Magic

Magic Access

LA Atlantis has quite broad magic access, with the notable gap of nature magic. In combat, it can bring fire, earth and, of course, astral into communions using Forgiving Fathers.

For rituals, LA Atlantis has access to the following paths:

Elements

  • fire 11 on Forgiving Fathers
  • air 11 on Angakut
  • water 44 on Angakut, water 77 via a Water Bracelet, Robe of the Sea and Queen of Elemental Water (expensive!)
  • earth 11 on Forgiving Fathers

Sorceries

  • astral 22 on Forgiving Fathers, astral 33 via a Starshine Skullcap
  • death 33 on Angakut, death 44 via a Skull Staff
  • No nature magic
  • No blood magic

National Spells

Combat

  • LA Atlantis has no national combat spells

Ritual

  • Conjuration 6 water 33 for 6watergem: Summon Monster Fish ( Monster Fish×1)
    Summons a big sack of scary, undisciplined hitpoints that can swallow smaller opponents.
  • Enchantment 5 death 33water 11 for 5deathgem: Send Tupilak
    Sends a flying Tupilak to assassinate an enemy commander.

Notable Generic Magic

LA Atlantis is notable for getting an enormous amount of value from research in Evocation. At Evocation 6 is the classic Wailing Winds, castable by 25% of Angakoks and one of the most difficult spells in the game to play against. Evocation 7 brings the critical Stygian Rains, a spell which LA Atlantis is uniquely suited to make use of; the battlefield-wide invulnerability is nullified for opponents by Atlantis' ubiquitous magic weapons, so it is pure benefit! Invulnerability 15 combined with ice armor brings Ice Guard to an impressive 29 protection (vs. mundane weapons) in 3 scales. Also in the Evocation tree is Maelstrom, allowing LA Atlantis to pick up a powerful gem generator without using too much more research.

Speaking of cold scales, Ice Guard drop to 11 protection in 3, which opponents are liable to counterpick in anticipation of Atlantis' amazing troops. For critical battles where friendly dominion hasn't had the time to catch up, several early Wolven Winter (Alteration 4) casts may be useful to keep that temperature down and dramatically improve the effectiveness of your troops.

The Atlantians' native 50% darkvision makes Darkness (Alteration 6) a natural fit, as they ignore half the penalty of darkness and essentially gain +3/+3 in Attack and Defence against non-darkseeing opponents. Note that full darkvision units will completely ignore the darkness penalty and gain +3/+3 against your Atlantians!

The complete lack of nature magic in Atlantis's mage corps means that Foul Vapors is one of the few spells that can stop Atlantian infantry in the early-to-mid game. As a result, nations such as LA Pythium may be an unusually poor matchup for Atlantis's otherwise very powerful armies.

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)

National Items

National Discount Items

Generic Items

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

List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.

See More

atlantis-la.txt · Last modified: 2024/07/09 05:12 by johnnydown