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MA Atlantis, Kings of the Deep

Lore

"These two nations are heavily influenced by H.P. Lovecraft. While R'lyeh is closer to the Cthulhu mythos with Starspawns and strange beings from the stellar void, Atlantis is a nation of deep ones native to the depths. The early era is more heavily Lovecraftian, while the middle era is more influenced by fantasy concepts and ideas. Atlantis is another nation devastated in the end of the second era. Late Atlantis incorporates Inuit concepts apart from the earlier Lovecraftian elements. R'lyeh is the other nation heavily influenced by the fiction of H.P. Lovecraft. While Atlantis represents the more tellurian aspects of the Cthulhu mythos, R'lyeh represents the stranger aspects and beings of the Lovecraftian universe. Starspawns, strange openings and beings of the Void are mixed with a bit of fantasy role-playing game clichés. The nation progresses from a D&D-ish nation of Aboleths to an insane nation of dreaming madmen, mutated lunatics and mind-defying void beasts. F’tagn." - Illwinter

When the Star fell into the sea, the Basalt City and the Dark Crystal were destroyed, the reign of the Basalt Queens was ended and the surviving Atlantians reformed the kingdom. Atlantis is an underwater nation of strange beings resembling a cross between fish, frog and human. Atlantians never stop growing and will live for several hundred years unless killed.

The Atlantian society is organized in a strict hierarchy of size and age. The oldest and most cunning Atlantians are trained as priests or mages. Because the Atlantians find it difficult to use magic, they often capture human children and train them in magic in the Coral Towers. The soldiers of Atlantis use spears tipped with living coral shards and wear armor made of coral chunks. The coral is poisonous and is cultivated solely for purposes of war.

General Overview

MA Atlantis is an underwater nation of Atlantean shamblers. They have lost the Deep Ones that characterize EA Atlantis, but survive in the shallower oceans as arguably the strongest water-magic nation in any age. Their cap-only mage, Deep Seer, is an unexceptional water/astral caster, but King of the Deep can roll Water 5 and can be recruited from any fort. They can also recruit Coral Queens, any-fort H3 priests.

Shamblers are size 3 Atlanteans, and are thus amphibious and can see in the dark. They make unexceptional troops, and their cap-only sacred, the Mother Guard, is also unexceptional. The true strength of their nation is their mages, with both King of the Deep and Coral Queen recruitable from any fort.

National Features

Race Military Magic Access Priests Buildings
Amphibious
Darkvision (50%)
-2 PRE vs. Humans
-1 DEF vs. Humans
-1 CS vs. Humans
Junior Atlantians:
Size 2
Base 2 PROT
+2 HP vs. Humans
+1 STR vs. Humans
Shamblers:
Size 3
Base 6 PROT
+12 HP vs. Humans
+5 STR vs. Humans
Some Humans:
Average
Poor UW
No Darkvision
Poisonous Coral Gear
No Ranged Gear
Aquatic Tramplers
Half-Giants
( Some Sacred)
Coastal Humans
160 Leadership
Hunky Mages uwu
Thicc Priests umu
water 55 (rare 6)
fire 22 (rare 3)
earth 22 (rare 3)
astral 22 (rare 3)
Hero: astral 33
Powerful (holy 33) Castles (Standard)
Can build Underwater Forts

None of your Atlantian Mages are guaranteed to have Fire, Earth, or Astral. Your Kings of the Deep have a doubled 100% random and a 10% random with the same paths (); for example, each one has a 2.5% (1/40) chance of having only astral 11, a 25% (1/4) chance of having only astral 22, and a 0.625% (1/160) chance of having astral 33. Your other Atlantian Mages also get a 100% random with those four paths.

The game will try and have you start UNDERWATER, no matter how isolated the province is. It is not unknown for Atlantis players to start in a lake.

Capital Special Sites

The Coral Towers
Enables recruitment of:
- Mother Guard
- Deep Seer
Produces 5watergem per turn

Notable Units

FIXME General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around

Commanders

Many of your leaders are half-giants,​ so not so easy to be killed by stray attacks. Also many have gift of water breathing allowing you to take land troops underwater. ​This can have tactical applications like introducing air breathing summons like Green Lions to water fights.

MA Atlantis is notable in that its most powerful mages can be recruited from any fort.

Sprite Unit Name Special Attributes        Comments
Scout
25
1
1
amphibious
darkvision(50%)
stealth(50)
A basic Atlantian scout. Recruitable from any UW fort, and is amphibious, but lacks any terrain survival traits. It’s usually not worth wasting fort turns on a scout, but given the price of your mages, you may not be able to afford to train one from each fort every turn, leaving gaps that can be filled in a semi-useful way by training scouts.
There are no indy scouts UW, so you will end up relying on these guys for your intelligence network.
Shambler Chief
50
2
1
amphibious
darkvision(50%)
A basic amphibious commander with 60 leadership.
Not usually worth wasting a fort turn over, since indy commanders can serve much the same role, and you have much better leaders available.
Consort
115
26
1
holy 11
amphibious
darkvision(50%)
poison barbs(5)
80ld dude and blessers of small Mother Guard parties.
Coral Queen
265
19
4
holy 33
sacred
amphibious
darkvision(50%)
poison barbs(5)
Prohet Shape (Queen Mother)
Female
A recruit-anywhere level 3 priest with 160 leadership. ​
They lead large armies with excellent morale ​and can bless a battlefield full of sacreds; this would be more important if your sacreds were better.
They can preach for quick dominion spread, can claim thrones, and can form a Smite ​battery early game.
Mage of the Deep
165
4
2
water 22random1100% 11
amphibious
darkvision(50%)
gift of Water breathing(10)
Some time Kings are too slow to recute and you need water combat mages spamed.
Has the body to take punishment that would kill most humanoid mages.
King of the Deep
275
5
4
water 33random2200%
10%
15
Cold Resistance(5)
Darkvision(100%)
amphibious
gift of Water breathing(10)
water 55 BABY!
Who needs troops underwater when you can get 5+ elites out of Living Water?
Once you're on-land, you can spam Niefel Flames!
You can recruit this guy from any UW fort!!!
Also thug chassis, Giant that is also a powerful mage, go figure. Not as strong as the EA super combatant version as this version lost sacred. All random versions have self-buffing magic and unit deleting spells.
Initiate of the Deep
45
1
2
Coastal Forts Only
water 11 7
Poor amphibian
Your cheapest Research monkey,
only require a fort and lab to produce and defend it with Frozen Heart spam.
Witness of the Deep
165
1
2
Coastal Forts Only
water 22astral 11 11
sacred
fortune teller(10%)
amphibious
gift of Water breathing(10)
A lot better than the initiative, if you also temple that fort you get something a lot better.
the initiative is when your gold starved, while Witnesses can do things, being faster monkies while also able to do communions.
Being human chassis, the human commons can be devastating along with relatively cheaper Magic Duel (other nations have way cheaper). having less durability than a human militia, makes them only combat viable between as earliest you can claim the coast to when army wipe spells come online.
Deep Seer
315
1
2
Capital Only
water 33astral 22holy 11 15
sacred
Cold Resistance(5)
fortune teller(10%)
Old Age(60/50)
amphibious
gift of Water breathing(20)
Your early game research and combat mage.
Not as physically tough as a King but they are your quickest and gold efficient research mage you can produce from your capital.
MA is the age where Underwater nations are at their strongest, so seers will Hopley get their spells the soonest.
Also guaranteed astral 22 for early game Communions and Mind Burning.
like the other coastal mage chassis, being human does him no favors with being so easy to kill with Aoe spells in the late game.

Troops

FIXME description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear.

Among the selection of troops, some stand out as being much more useful than others:

Sprite Unit Name Magic Paths        Comments
Atlantian Militia
7
2
3
amphibious
darkvision(50%)
Basic are not much more than amphibious independent infantry and are unremarkable. They die quite easily to ranged fire or troops with more than average offensive capability.
Only use them to break sieges with the sheer weight of bodies.
Atlantian Shield Bearer
10
3
9
amphibious
darkvision(50%)
Better Indies, with average stats and a shield for arrows.
Atlantian Light Infantry
10
9
9
+Coastal Forts
amphibious
darkvision(50%)
poison barbs(5)
Switches shield for poisonous armour.
are a additional recutment option for a coastal fort along with Soldier of the Deep.
Counter R'lyeh's thrall chaff by having them get poisoned when killing your chaff. FIXME is this actually viable?
Atlantian Infantry
10
12
9
amphibious
darkvision(50%)
poison barbs(5)
Better Spam line holder having all armor slots filled.
Reef Warrior
12
11
13
amphibious
darkvision(50%)
poison barbs(5)
Your land expanders, javelins are a strong anti-indi tool but only can be thrown above water.
Use them to pop elf glamour.
Shambler
20
1
25
amphibious
darkvision(50%)
getting into the half-giants
nacked shamler's two attacks can maul up low armor enemies.
Shambler Guard
22
8
27
amphibious
darkvision(50%)
the guard is the discounted version of the War shambler.
hard to kill troops out of your lineup (will have the constitution to survive some hits from spells designed to delete human armies, including your own like Acid Storm).
Will cut through heavy armor given they can weald a two-hand glave in one wheel still using a shield to protect from arrows.
War Shambler
25
19
30
amphibious
darkvision(50%)
Coral Guard
15
15
21
amphibious
darkvision(50%)
poison barbs(5)
The eleiter Atlantian lineholder. More armor while having the normal 3 per square to be less easley harrased down like shamblers.
Coral Guard
15
17
21
amphibious
darkvision(50%)
poison barbs(5)
the glave verient is probaly better at dealing with most troops amoung atlantiens given the damage it inflicts with its glave will kill most humanoids not in heavy armor.
Mother Guard
40
26
41
Capital Only
sacred
amphibious
darkvision(50%)
poison barbs(5)
War Shambler but even better while also having slightly less upkeep.
Limited by being cap only.
War Lobster
50
5
44
Aquatic
darkvision(100%)
trample
Dying Shape(Giant Lobster)
Mounted
The unique size 5, Underwater Trampler, calver.
get a very defensive Lobster that can run over even sea horses and then put an Atlantian Shieldbearer on top for so the lobster gets harassment write-off as its uses this decoy dummy for mounted privileges.
Soldier of the Deep
10
6
9
Coastal Forts Only
Poor amphibian Trading an Atlantian light infantry for a human trades HP and Str for average Def skill, Combate speed, +2 Morale, and average head prot from arrows.
Land chaff that can take shortcuts through water but with so much Gift of Water breathing on your mages, they are bound to find better indies than them.

Heroes

Sprite Unit Name Magic Paths        Comments
Shudul Cthuda - Coral Prince water 11holy 22 7
sacred
amphibious
darkvision(100%)
poison barbs(5)
An upgraded Consort, with better Leadership.
Have better thug chassis but it's free.
Chuddar Kadul - Seer King
Minimum Hero Turn arrival: 10
water 44astral 33 19
amphibious
Cold Resistance(5)
darkvision(50%)
gift of Water breathing(50)
fortune teller(15%)
Void Sanity(100)
King of the Deep that is most likely gets you to astral 44. even without empowerment with a Starshine Skullcap, it forges Banner of the Northern Star and Crown of the Magi and teleport armies with Gateway.

Magic

National Spells

  • Summon Monster Fish 6watergem, Conjuration 6, water 33 ( Monster Fishx1) Summons one monster fish. It can only be cast UW. This beastie is a chunky bag of hp with mediocre protection, which is notable for its swallow attack, which targets a whole square on the battlefield and ignores defense skill, instantly consuming the target to be digested inside the fish. This can be useful in dealing with defense-based thugs or high-value, low-size units. They also cause fear, so they can be useful in spreading that effect to enemy lines. Despite these strengths, it’s an aquatic unit and thus only useful during wars against other UW players, and it’s likely the gems spent to summon the fish would be better invested in water elementals, given how overpowered they are UW.

Magic Access

King of the Deep are among may other things, your master of magic.

Water Random Kings are a water 55, the thing water booster is sought after, Getting to water 77 with the two.

Fire randoms require Empowerment to boost, needing 105firegem to make Flame Helmets to then summon fire kings. Probably you only need the one empowerment to fire 33 to replicate it with Flame Spirits for your overland fire needs. If you do go all the way (assuming your pretender is not a Skull of Fire forger) gets the Staff of Elemental Master, boosting your max elemental paths to: water 88, fire 77 and earth 66.

Deep Seer for Reliable Astral, with Starshine Skullcap for astral 33.

Randoming Earth lets you make Earth Boots to Troll King's Court Troll King for earth 44.

Combat Magic

Generally strong water mages but weaker troops compared to other UW nations and good spells will not come on quick enough. (School of Sharks, Summon Water Elemental, Shark Attack).

Kings of the deep are also kings of water getting ranodable water 66 during combat before adding two/three boosters. Casting big spells for minimal fatigue and big overcast bonuses. Late research, if you last that long, of calling down Living Water, Niefel Flames, with like with hitting 6 sqares with Ice Strike.

Random Fire is acid damage, Acid Rain and Acid Storm. your Shamblers will take hits while in non-rustable gear.

Earth. With Earth Boots and Summon Earthpower for earth 44 or earth 55 with Troll King. Cast the Maws of the Earth, Iron Bane, and the Warrior spells. Even if your are not the one casting it, your shambler can take Earthquake.

Witness of the Deep and Deep Seers are are granted Astral caster, or at least before the AOE wipe spell come into the pitcher before going back to Kings that randomed astral. Get the classic Mind Burn, Paralyze, Soul Slay spam. Do be aware that MA has serverl astral nations espeacly one cheaper then Witness of the Deep. Be ready for both sides to spam Magic Duel and your side may suffer more losses in terms of gold spent.

King of the Deep lots of self buffs:

  • Astral: Astral Shield, Blink, Personal Luck, Resist Magic,
  • Fire: Fire Shield, Phoenix Pyre
  • Earth: Iron Will, Ironskin, Temper Flesh, Earth Might,
  • Water: Quicken Self, Ice Shield, Water Shield, Liquid Body.

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Remeber your a nation that can spam Manifest Vitriol for Green Lions. one the way there are also Gelatinous Cubes.

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

National Dicount Items

  • Coral Blade Construction 2 water 11 4watergem. A gem discount of a cheap and important weapon. A decent low-level thug weapon as it gives attack and defense bonuses plus inflicts the delay bleed affliction. Even good on mages with +8 boost to HP, letting them survive a hit or two longer.

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

atlantis-ma.1636861875.txt.gz · Last modified: 2021/11/14 03:51 by joste