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atlantis-la [2021/12/28 20:30]
fenrir partial fill-ins
atlantis-la [2022/07/20 00:29] (current)
wigglefig
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 ===== General Overview ===== ===== 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 [[Communions|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-la|R'lyeh]] and [[lemuria-la|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 [[fomoria-ea|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 [[pythium-la|nation-defining]] crosspath (Nature and Water).+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 [[Communions|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-la|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 [[fomoria-ea|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 [[pythium-la|nation-defining]] crosspath (Nature and Water).
  
 ===== National Features ===== ===== National Features =====
  
 ^  Special Race Attributes                ^  Military                                                                                    ^  Magic Access                                                                              ^  Priests                                                                    ^  Buildings                                                     ^ ^  Special Race Attributes                ^  Military                                                                                    ^  Magic Access                                                                              ^  Priests                                                                    ^  Buildings                                                     ^
-| Prefers {{:misc:scales:cold.png?14&nolink}}2\\ Sailing cap-only commanders\\ Amphibious Atlantians\\ Trace income across oceans  | Hard-hitting polearms\\ Ubiquitous magic weapons\\ Harpoons  | {{path>W4}} (rare 5)\\ {{path>D3}} (rare 4)\\ {{path>S2}} \\ {{path>E1}} (rare 2)\\ {{path>A1}} (rare 2) \\ {{path>F1}}  | {{path>H2}} Cap-only\\ {{path>H1}} On-land\\ {{path>H2}} Underwater  | {{:misc:gui:castle.png?30&nolink |}} Ice [[fort | Forts]] in coastal provinces\\ Can build forts underwater  |+| Prefers {{:misc:scales:cold.png?14&nolink}}2\\ Sailing cap-only commanders\\ Amphibious Atlantians\\ Trace income across oceans  | Hard-hitting polearms\\ Ubiquitous magic weapons\\ Harpoons  | {{path>W4}} (rare 5)\\ {{path>D3}} (rare 4)\\ {{path>S2}} \\ {{path>E1}} (rare 2)\\ {{path>A1}} (rare 2) \\ {{path>F1}}  | {{path>H2}} Cap-only\\ {{path>H1}} On-land\\ {{path>H2}} Underwater  | {{:misc:gui:citadel.png?30&nolink|Citadel (3 CP)}} Ice [[fort | 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. 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.
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 ===== National Units ===== ===== National Units =====
-//Ya bois are somewhat-[[cold-resistance|Cold-Resistant]] [[amphibious|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-move|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).//+LA Atlantian troops are somewhat [[cold-resistance|cold-resistant]] [[amphibious|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-move|Snow Shoes]]; this combined with the [[Ice Protection]] means they operate at the fullest capacity in cold scalesand do not do so well in heat.
  
 ==== Commanders ==== ==== 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.//  //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  ^ ^ Sprite  ^ Unit Name  ^ Special Attributes  ^ Description  ^
-| {{:nations:la:atlantis:tent_owner.png?nolink}}    | **??Tent Owner??**\\ {{gold}} 25\\ {{resources}} 6 \\ {{recpoints}} 1                             | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]]  | Amphibious scout with 10 leadership! Less stealthy than a generic scout, however.  |+| {{:nations:la:atlantis:tent_owner.png?nolink}}    | **??Tent Owner??**\\ {{gold}} 25\\ {{resources}} 6 \\ {{recpoints}} 1                             | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]]  | Amphibious scout with 10 leadership! Less stealthy than a generic scout, however.  |
 | {{:nations:la:atlantis:snow_captain.png?nolink}}    | **??Snow Captain??**\\ {{gold}} 70\\ {{resources}} 26 \\ {{recpoints}} 1                             | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (1)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]]  | 80 leadership commander.  | | {{:nations:la:atlantis:snow_captain.png?nolink}}    | **??Snow Captain??**\\ {{gold}} 70\\ {{resources}} 26 \\ {{recpoints}} 1                             | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (1)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]]  | 80 leadership commander.  |
 | {{:nations:la:atlantis:ice_captain.png?nolink}}    | **??Ice Captain??**\\ {{gold}} 110\\ {{resources}} 32 \\ {{recpoints}} 2                             | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (2)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]]  | 120 leadership commander.  | | {{:nations:la:atlantis:ice_captain.png?nolink}}    | **??Ice Captain??**\\ {{gold}} 110\\ {{resources}} 32 \\ {{recpoints}} 2                             | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (2)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]]  | 120 leadership commander.  |
-| {{:nations:la:atlantis:tungalik.png?nolink}}    | **??Tungalik??**\\ {{gold}} 110\\ {{resources}} 4\\ {{recpoints}} 2                             | {{path>W1D1H1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[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. +| {{:nations:la:atlantis:tungalik.png?nolink}}    | **??Tungalik??**\\ {{gold}} 110\\ {{resources}} 4\\ {{recpoints}} 2                             | {{path>W1D1H1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[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. 
-| {{:nations:la:atlantis:Angakok.png?nolink}}    | **??Angakok??**\\ {{gold}} 425\\ {{resources}} 1 \\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only                             | {{path>W3D2H2,100%AWED,10%AWED}} {{:misc:gui:research.png?15&nolink}} 17\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (10)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:water_breathing.png?15&nolink}} [[Gift of Water Breathing]] (20)\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 6)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]]  | Centrepiece caster, priest and 80 leadership sailing commander. Provides access to the coveted {{:misc:magic:air.png?14&nolink}}{{:misc:magic:death.png?14&nolink}} crosspath. Can thug in a pinch, especially the {{:misc:magic:earth.png?14&nolink}}earth varieties, but are rather expensive for the job.  |+| {{:nations:la:atlantis:Angakok.png?nolink}}    | **??Angakok??**\\ {{gold}} 425\\ {{resources}} 1 \\ {{recpoints}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only                             | {{path>W3D2H2,100%AWED,10%AWED}} {{:misc:gui:research.png?15&nolink}} 17\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (10)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:water_breathing.png?15&nolink}} [[Gift of Water Breathing]] (20)\\ {{:abilities:sailing.png?15&nolink}} [[Sailing]] (Max size 6)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[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 {{:misc:magic:air.png?14&nolink}}{{:misc:magic:death.png?14&nolink}} crosspath. Can thug in a pinch, especially the {{:misc:magic:earth.png?14&nolink}}earth varieties, but are rather expensive for the job.  |
  
 The following commanders can only be recruited from underwater forts. The following commanders can only be recruited from underwater forts.
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 | {{:nations:la:atlantis:merciful_mother.png?nolink}}    | **??Merciful Mother??**\\ {{gold}} 95\\ {{resources}} 5\\ {{recpoints}} 2                             | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (10)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ [[Female]]  | 40 leadership priest.  | | {{:nations:la:atlantis:merciful_mother.png?nolink}}    | **??Merciful Mother??**\\ {{gold}} 95\\ {{resources}} 5\\ {{recpoints}} 2                             | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (10)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ [[Female]]  | 40 leadership priest.  |
 | {{:nations:la:atlantis:unsleeping_consort.png?nolink}}    | **??Unsleeping Consort??**\\ {{gold}} 115\\ {{resources}} 26\\ {{recpoints}} 1                             | {{path>H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (10)\\ {{:abilities:poison_barbs.png?15&nolink}} [[Poison Barbs]] (5)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]  | 80 leadership lesser priest.  | | {{:nations:la:atlantis:unsleeping_consort.png?nolink}}    | **??Unsleeping Consort??**\\ {{gold}} 115\\ {{resources}} 26\\ {{recpoints}} 1                             | {{path>H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (10)\\ {{:abilities:poison_barbs.png?15&nolink}} [[Poison Barbs]] (5)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]  | 80 leadership lesser priest.  |
-| {{:nations:la:atlantis:forgiving_father.png?nolink}}    | **??Forgiving Father??**\\ {{gold}} 185\\ {{resources}} 4\\ {{recpoints}} 2                             | {{path>W2S1,100%FWES}}{{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:water_breathing.png?15&nolink}} [[Gift of Water Breathing]] (10)\\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (10)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]  | Off-cap combat mage with more utility than the Tungalik, but less research compared to gold cost. Can bring {{:misc:magic:earth.png?14&nolink}}earth into communions. |+| {{:nations:la:atlantis:forgiving_father.png?nolink}}    | **??Forgiving Father??**\\ {{gold}} 185\\ {{resources}} 4\\ {{recpoints}} 2                             | {{path>W2S1,100%FWES}}{{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:water_breathing.png?15&nolink}} [[Gift of Water Breathing]] (10)\\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (10)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]  | Off-cap combat mage with more utility than the Tungalik, but slightly less research compared to gold cost. Can bring {{:misc:magic:earth.png?14&nolink}}earth into communions.\\ \\ As the only {{misc:magic:astral.png?14&nolink}}astral mage on Atlantis' roster, the Forgiving Father is somewhat vulnerable to ??Magic Duel??.  |
  
  
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 | {{:nations:la:atlantis:snow_warrior_2.png?nolink}}    | **??Snow Warrior#1626??** (glaive)\\ {{gold}} 10\\ {{resources}} 26 \\ {{recpoints}} 9                             | :::  | :::  | | {{:nations:la:atlantis:snow_warrior_2.png?nolink}}    | **??Snow Warrior#1626??** (glaive)\\ {{gold}} 10\\ {{resources}} 26 \\ {{recpoints}} 9                             | :::  | :::  |
 | {{:nations:la:atlantis:ice_warrior.png?nolink}}    | **??Ice Warrior??** (spear)\\ {{gold}} 13\\ {{resources}} 37 \\ {{recpoints}} 15                             | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (2)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[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.  | | {{:nations:la:atlantis:ice_warrior.png?nolink}}    | **??Ice Warrior??** (spear)\\ {{gold}} 13\\ {{resources}} 37 \\ {{recpoints}} 15                             | {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (2)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[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.  |
-| {{:nations:la:atlantis:ice_guard.png?nolink}}    | **??Ice Guard#1628??** (sword and shield)\\ {{gold}} 16\\ {{resources}} 39 \\ {{recpoints}} 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.  |+| {{:nations:la:atlantis:ice_guard.png?nolink}}    | **??Ice Guard#1628??** (sword and shield)\\ {{gold}} 16\\ {{resources}} 39 \\ {{recpoints}} 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 {{:misc:scales:cold.png?14&nolink}}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!  |
 | {{:nations:la:atlantis:ice_guard_2.png?nolink}}    | **??Ice Guard#1629??** (glaive)\\ {{gold}} 16\\ {{resources}} 32\\ {{recpoints}} 21                             | :::  | :::  | | {{:nations:la:atlantis:ice_guard_2.png?nolink}}    | **??Ice Guard#1629??** (glaive)\\ {{gold}} 16\\ {{resources}} 32\\ {{recpoints}} 21                             | :::  | :::  |
-| {{:nations:la:atlantis:arssartut.png?nolink}}    | **??Arssartut??**\\ {{gold}} 23\\ {{resources}} 10\\ {{recpoints}} 25\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only                             | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]]  | Very high damage, sacred medium infantry with a magic weapon that inflicts permanent weakness on its opponents. +| {{:nations:la:atlantis:arssartut.png?nolink}}    | **??Arssartut??**\\ {{gold}} 23\\ {{resources}} 10\\ {{recpoints}} 25\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only                             | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistance]] (5)\\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]\\ {{:abilities:snow_move.png?15&nolink}} [[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.  | 
-| {{:nations:la:atlantis:mournful.png?nolink}}    | **??Mournful??**\\ {{gold}} 25\\ {{resources}} 14\\ {{recpoints}} 30                             | {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]]  | Very high damage medium-heavy infantry. Rather recruitment point-intensive.  |+| {{:nations:la:atlantis:mournful.png?nolink}}    | **??Mournful??**\\ {{gold}} 25\\ {{resources}} 14\\ {{recpoints}} 30                             | {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:amphibious.png?15&nolink}} [[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. The following troops can only be recruited underwater.
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 ==== Magic Access ==== ==== Magic Access ====
  
-//This section is the longer version of the 'Magic Access' column in National FeaturesList 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 [[melfice-belmont-boosting-and-access MelficeBelmont's Boosting and Access Guide]]. The length of this section will vary greatly depending on the nationand 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 unit with hidden paths). What exactly these paths can be used for can largely be explained in later sectionsbut pointing out good crosspaths works well in this section tooMention communion access if applicable.//+LA Atlantis has quite broad magic access, with the notable gap of {{misc:magic:nature.png?14&nolink}}nature magic. In combat, it can bring {{misc:magic:fire.png?14&nolink}}fire, {{misc:magic:earth.png?14&nolink}}earth and, of course, {{misc:magic:astral.png?14&nolink}}astral into communions using ??Forgiving Father??s. 
 + 
 +For rituals, LA Atlantis has access to the following paths: 
 + 
 +**Elements** 
 +  * {{path>F1}} on Forgiving Fathers 
 +  * {{path>A1}} on Angakut 
 +  * {{path>W4}} on Angakut{{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea?? and [[Elemental Royalty#Queen of Elemental Water|Queen of Elemental Water]] (expensive!) 
 +  * {{path>E1}} on Forgiving Fathers 
 + 
 +**Sorceries** 
 +  * {{path>S2}} on Forgiving Fathers{{path>S3}} via ??Starshine Skullcap?? 
 +  * {{path>D3}} on Angakut{{path>D4}} via a ??Skull Staff?? 
 +  * No {{misc:magic:nature.png?14&nolink}}nature magic 
 +  * No {{misc:magic:blood.png?14&nolink}}blood magic
  
 ==== National Spells ==== ==== National Spells ====
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 ==== Notable Generic Magic ==== ==== Notable Generic Magic ====
  
-The {{:misc:magic:air.png?14&nolink}}{{:misc:magic:death.png?14&nolink}} 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 averagerout after enemy armies, making this spell a huge threat that is impossible to fully counter. At Evocation 7 ??Wind of Death?? also becomes available+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 {{:misc:scales:cold.png?14&nolink}}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. 
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 +Speaking of {{:misc:scales:cold.png?14&nolink}}cold scales, Ice Guard drop to 11 protection in {{:misc:scales:heat.png?14&nolink}}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 4casts may be useful to keep that temperature down and dramatically improve the effectiveness of your troops
  
-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 ??Skull Staff??, and the [[invulnerability]] effect it applies benefits only your troops, driving their protection even higher+The Atlantiansnative 50% [[darkvision]] makes ??Darkness?? (Alteration 6) natural fitas 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 {{:misc:magic:nature.png?14&nolink}}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 [[pythium-la | LA Pythium]] may be an unusually poor matchup for Atlantis's otherwise very powerful armies. The complete lack of {{:misc:magic:nature.png?14&nolink}}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 [[pythium-la | LA Pythium]] may be an unusually poor matchup for Atlantis's otherwise very powerful armies.
atlantis-la.1640723426.txt.gz · Last modified: 2021/12/28 20:30 by fenrir