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"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.
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 both R'lyeh and 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).
Special Race Attributes | Military | Magic Access | Priests | Buildings |
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Prefers 2 Sailing cap-only commanders Amphibious Atlantians Trace income across oceans | Hard-hitting polearms Ubiquitous magic weapons Harpoons | 4 (rare 5) 3 (rare 4) 2 1 (rare 2) 1 (rare 2) 1 | 2 Cap-only 1 On-land 2 Underwater | 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.
The Coast of Ice and Bones |
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Enables recruitment of Angakok and Arssartut Produces 31 per turn |
Ya bois 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 on most of your troops highly incentivizes going all-in on Cold Scales, unless you prefer quantity of troops (from Income) over quality (from rock-solid Ice Armor).
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 |
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Tent Owner 25 6 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 70 26 1 | Cold Resistance (5) Darkvision (50%) Ice Protection (1) Amphibious Snow Move | 80 leadership commander. | |
Ice Captain 110 32 2 | Cold Resistance (5) Darkvision (50%) Ice Protection (2) Amphibious Snow Move | 120 leadership commander. | |
Tungalik 110 4 2 | 111 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, but their upkeep is halved due to their sacred status. | |
Angakok 425 1 4 Capital Only | 3221100% 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. Provides 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 |
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Shambler Chief 50 2 1 | Darkvision (50%) Amphibious | 60 leadership commander. | |
Merciful Mother 95 5 2 | 2 Sacred Darkvision (50%) Void Sanity (10) Amphibious Female | 40 leadership priest. | |
Unsleeping Consort 115 26 1 | 1 Sacred Darkvision (50%) Void Sanity (10) Poison Barbs (5) Amphibious | 80 leadership lesser priest. | |
Forgiving Father 185 4 2 | 211100% 13 Darkvision (50%) Gift of Water Breathing (10) Void Sanity (10) Amphibious | Off-cap combat mage with more utility than the Tungalik, but less research compared to gold cost. Can bring earth into communions. |
Sprite | Unit Name | Special Attributes | Description |
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Seal Hunter 10 5 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) 10 22 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) 10 26 9 |
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Ice Warrior (spear) 13 37 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) 16 39 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. | ||
Ice Guard (glaive) 16 32 21 |
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Arssartut 23 10 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. | |
Mournful 25 14 30 | Darkvision (50%) Amphibious | Very high damage medium-heavy infantry. Rather recruitment point-intensive. |
The following troops can only be recruited underwater.
Sprite | Unit Name | Special Attributes | Description |
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Atlantian Light Infantry 10 9 9 | Darkvision (50%) Poison Barbs (5) Amphibious | Light infantry with a poison spear. | |
Atlantian Shield Bearer 10 3 9 | Darkvision (50%) Amphibious | Militia with a shield and poison spear. | |
Atlantian Infantry 10 12 9 | Darkvision (50%) Poison Barbs (5) Amphibious | Infantry with a poison spear. Has a hat. | |
Unsleeping 35 26 47 | Darkvision (50%) Void Sanity (5) Poison Barbs (5) Amphibious | Very-high damage medium-heavy infantry. Expensive in gold and recruitment points. |
Aside from a throne-claimer, LA Atlantis's heroes are relatively tame.
Sprite | Unit Name | Special Attributes | Description |
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Mother Hydra - Once and Future Queen | 4 Sacred Fire Resistance (5) Cold Resistance (5) Darkvision (100%) Fear (5) Void Sanity (20) Amphibious Snow Move Female | Very powerful, durable priest | |
Sialuk - Kivigtok | 121 Sacred Cold Resistance (5) Darkvision (50%) Mounted Poor Amphibian Snow Move | A slightly upgraded Tungalik. |
This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in MelficeBelmont's Boosting and Access Guide. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.
Combat
Ritual
The crosspath on 25% of Angakoks can be used to cast Wailing Winds at Evocation 6. The higher-than-average morale of Atlantian heavy infantry means they will (on average) rout after enemy armies, making this spell a huge threat that is impossible to fully counter. At Evocation 7 Wind of Death also becomes available.
Atlantis's well-armored, magic weapon-wielding infantry synergizes very well with Stygian Rains at Evocation 7. It can be cast by any Angakok with a Skull Staff, and the invulnerability effect it applies benefits only your troops, driving their protection even higher!
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.
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:
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.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Add links to guides or other overviews for this nation here.
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |