In dark caverns under the Roots of the Earth a strange kind of one-eyed humanoids once evolved. Untouched by the sun, they became 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 all Agarthans are pale-skinned humans with large eyes. Everything left by the Ancients became subject to worship in Agartha. At first, statues of the Ancients were adored and animated by the Golem Crafters, but most of the statues were destroyed during the great war and new forms of worship have evolved. The mummified remains of the now-extinct Pale Ones are worshiped and reanimated by necromancer-priests. While the mummies of Pale Ones are sacred, the human dead are not treated with the same respect. Used for menial tasks and warfare, the dead of Agartha now walk side by side with the living.
Agartha is inspired by fantasy RPG's in general, and an Earth Dawn setting of my brother's imagination, ripe with mummified ancestors entombed in ancient cavern halls, in particular. Old ideas of a race of pale, cave-dwelling humanoids from my ideas of the game “Shepherds of Creation” completed the conglomerate. Think of opulent halls adorned with riches of the deeper earth in which reside ancient bloated oracles with pallid skins ruling their kin with increasing desperation; desperation because their proud race is dying. Agartha is perhaps the most tragic of the nations in Dominions. Surviving oracles cling to memories of a glorious past unable to stop the unavoidable disappearance of their ancient race. I wanted a sense of loss to permeate the nation. - Illwinter
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Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
3 (Rare 4) 3 (Rare 4) 2 2 1 (Rare 2) 2 | Hero: 22211131 Summons: 333 | Light and Heavy Human Infantry Steel Crossbows Cave Drake Knights | Darkvision Corpse Stitcher | Standard Forts Cave Forts have extra Gold and Resources |
Capitol Gems: 112
Productivity Limit + 1
Death Limit + 1
The Agarthans are cave-adapted humans with 50% Darkvision. This means that, in the darkness, their Attack Skill and Defence Skill are superior to that of regular humans. This is even more obvious in the magical darkness some Death Mages may beckon. However, their eyes have grown strange in an attempt to cope with the lack of light, leaving them only 8 Precision; or 7 in caves, which is the same amount as what a normal human would have. They are otherwise identical to regular humans; Size 3, with zero Natural Protection, 3 Encumbrance, 12 Combat Speed, 14 Map Movement, and 10's in everything else.
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
Agarthan Scout 35 4 1 | Darkvision (50%) Stealthy (50) Mountain Survival Forest Survival | Commentary here. | |
Cave Captain 95 22 1 | Darkvision (50%) | Commentary here. | |
Gate Lord 150 37 2 | Darkvision (50%) Castle Defence (10) | Commentary here. | |
Blindlord 200 37 1 | Sacred Blind Fighter (1) Magic Being Spirit Sight | Commentary here. | |
Drake Lord 220 36 2 | Darkvision (50%) | Commentary here. | |
Cave Drake | Darkvision (50%) Smart Mount (100) Undisciplined Animal Cold Blooded Mountain Survival | Commentary here. | |
Attendant of the Dead 140 1 2 | 1119 Sacred Darkvision (50%) Corpse Stitcher (1) | Commentary here. | |
Ktonian Reanimator 185 1 2 | 1211 Sacred Darkvision (50%) Resource Bonus (10) Corpse Stitcher (3) Summons in Battle (Soulless) | Commentary here. | |
Ktonian Alchemist 190 1 2 | 1111100%13 Darkvision (50%) Alchemy (50) | Commentary here. | |
Servant of the Oracles 260 1 2 | 1121100%11 Sacred Darkvision (50%) Corpse Stitcher (2) | Commentary here. | |
Ktonian Necromancer 415 1 4 Capital Only | 12211100% 10%17 Sacred Darkvision (50%) Corpse Stitcher (5) | Commentary here. |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
Agarthan Heavy Infantry 10 27 9 | Darkvision (50%) | Commentary here. | |
Agarthan Infantry 10 22 9 | Darkvision (50%) | Commentary here. | |
Agarthan Light Infantry 10 10 9 | Darkvision (50%) | Commentary here. | |
Agarthan Light Crossbowman 10 11 9 | Darkvision (50%) | Commentary here. | |
Agarthan Crossbowman 10 19 9 | Darkvision (50%) | Commentary here. | |
Agarthan Heavy Crossbowman 10 27 9 | Darkvision (50%) | Commentary here. | |
Entrance Guard 16 37 23 | Darkvision (50%) Castle Defence (2) | Commentary here. | |
Agarthan Sapper 20 18 31 | Darkvision (50%) Siege Bonus (7) | Commentary here. | |
Cave Knight 75 36 37 | Darkvision (50%) | Commentary here. | |
Cave Drake | Darkvision (50%) Smart Mount (100) Undisciplined Animal Cold Blooded Mountain Survival | Commentary here. | |
Blindlord 26 37 31 | Sacred Blind Fighter (1) Magic Being Spirit Sight | Commentary here. |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
Eckhart von Kohlbrunn - Master of Alchemical Secrets | 22211131 Sacred Poison Resistance (15) Darkvision (50%) Insane (10) Alchemist (100) Old Age | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Penumbrals (Conjuration 3) 11 and 6 | Penumbral x 6 | Cold Resistance (15) Poison Resistance (25) Stealthy (40) Undead Ethereal Amphibious Need Not Eat Spirit Sight Spiritform | Commentary here. |
Awaken Shard Wights (Conjuration 3) 11 and 10 | Shard Wight x 5 + [1/2 per lvl] | Cold Resistance (25) Poison Resistance (25) Chill Aura (3) Undead Amphibious Need Not Eat Spirit Sight Eyes (1) | Commentary here. |
Awaken Sepulchral (Conjuration 5) 12 and 3 | Sepulchral | Sacred Cold Resistance (25) Poison Resistance (25) Chill Aura (3) Eyes (1) Undead Amphibious Need Not Eat Spirit Sight | Commentary here. |
Summon Umbrals (Conjuration 5) 12 and 8 | Umbral x 6 | Cold Resistance (15) Poison Resistance (25) Stealthy (40) Undead Ethereal Amphibious Need Not Eat Spirit Sight Spiritform | Commentary here. |
Awaken Tomb Oracle (Conjuration 6) 33317 and 30 | Tomb Oracle | 33317 Sacred Cold Resistance (25) Poison Resistance (25) Chill Aura (3) Fortune Teller (15%) Eyes (1) Undead Ethereal Amphibious Need Not Eat Spirit Sight Reanimator Priest | Commentary here. |
Hall of the Dead (Conjuration 8) and 25 | Shard Wight x 20 + [4 per lvl] | See above. | Commentary here. |
Iron Corpse Reanimation (Enchantment 2) 11 and 2 | Iron Corpse x 5 + [1/2 per lvl] | Cold Resistance (15) Poison Resistance (25) Darkvision (50%) Ambidextrous (2) Starting Affliction Chance (50%) Poor Amphibian Pierce Resistance Undead Inanimate Need Not Eat Mindless Never Heals | Commentary here. |
Reanimate Ancestor (Enchantment 2) 22 and 3 | Iron Ancestor | Cold Resistance (15) Poison Resistance (25) Darkvision (50%) Ambidextrous (2) Starting Affliction Chance (50%) Poor Amphibian Pierce Resistance Undead Inanimate Need Not Eat Never Heals | Commentary here. |
Flame Corpse Construction (Enchantment 4) 11 and 1 | Flame Corpse | Cold Resistance (15) Poison Resistance (25) Darkvision (50%) Ambidextrous (2) Starting Affliction Chance (50%) Explode on Death (10) Poor Amphibian Undead Inanimate Need Not Eat Mindless Never Heals | Commentary here. |
Nightmare Construction (Enchantment 5) 11 and 2 | Flame Barrel Nightmare | Cold Resistance (15) Poison Resistance (25) Explode on Death (20) Poor Amphibian Pierce Resistance Undead Inanimate Need Not Eat Mindless Never Heals | Commentary here. |
Ktonian Legion (Enchantment 6) 22 and 15 | Iron Corpse x 30 + [5 per lvl] | See Above. | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
The hero, Eckhart von Kohlbrunn - Master of Alchemical Secrets makes getting the major elemental boosters doable, and having both makes climbing all the elemental paths easy.
Staff of Elemental Mastery or Crown of the Elements Unique
22 The hero, Eckhart von Kohlbrunn - Master of Alchemical Secrets +
Highest starting: 2 Ktonian Alchemist (1 in 4)
Skull of Fire
11 is had by many mages.
No national access.
Troll King's Court
3 Ktonian Necromancer (1 in 4) +
Troll King has 1
Highest starting: 2 Ktonian Alchemist (1 in 4)
Orb of Atlantis Unique
21 Ktonian Alchemist (1 in 4) +
Streams from Hades
11 Ktonian Alchemist (1 in 4) +
Kokythiad has 3
Trident from Beyond Unique
21 The hero, Eckhart von Kohlbrunn - Master of Alchemical Secrets +
Highest starting: 3 Ktonian Necromancer (1 in 4)
Ktonian Necromancer potentially has the right paths for the Atlas of Creation Unique, but it's a lot of boosters to get there.
Highest starting: 1 Servant of the Oracles (1 in 4) or Ktonian Necromancer (1 in 4)
Coin of Meteoritic Iron
21 Ktonian Necromancer (1 in 4) +
Golem Construction
21 Ktonian Necromancer (1 in 4) +
Golem has 2
Ether Gate
11 Servant of the Oracles (1 in 4) or 12 Ktonian Necromancer (1 in 4) +
Ether Lord has at least 3, 1 in 4 has 4.
Hidden in Sand in Wasteland
32 Ktonian Necromancer (1 in 4)
Dust Priest has a 1 in 3 chance of 2
Although LA Ulm has the crosspaths for Atlas of Creation (Unique) it requires a ton of boosters.
Highest starting: 3 Ktonian Necromancer (1 in 4)
No national access. No simple summons.
No national access.
Troll King's Court
3 Ktonian Necromancer (1 in 4) +
Troll King has 1
Summon Spectre
3 Ktonian Necromancer (1 in 4)
Spectre has a 7 in 16 chance of at least 1
No national access.
Ether Gate
11 Servant of the Oracles (1 in 4) or 12 Ktonian Necromancer (1 in 4) +
Ether Lord has a 1 in 4 chance of 1.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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