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dom6:agartha-ma

MA Agartha, Golem Cult

Lore

In dark caverns under the Roots of the Earth a strange kind of one-eyed humanoids has evolved. Untouched by the sun, they have become 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 most of Agartha's inhabitants are pale-skinned humans with large eyes. Everything left by the Ancient Ones has become subject to worship by the humans. Ancient statues are enchanted and given life by Golem Crafters, priest-mages of the Agarthan Golem Cult. A few surviving Oracles lead the Cult and keep the memories of past ages alive.

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

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
earth 44 (Rare 5)
death 22 (Rare 3)
fire 11 (Rare 2)
water 11
holy 33
Summon
water 22earth 11
Hero
earth 33death 44holy 11
fire 11water 22earth 22death 33holy 11
Light and Heavy Human Infantry
Light and Heavy Pale One Infantry
Huge and Sacred Ancient Ones
Troglodyte Slaves
Darkvision
Amphibious
Cold Blooded
Need Not Eat
Siege Bonus
Fortune Teller
Eyes (1)
Standard Forts
Cave Forts have extra GoldGold and ResourcesResources

Capitol Gems: 1firegem3earthgem1deathgem
Bless Points + 1

Construct Health: Constructs receive increased HP inside dominion, 10% more for each point of Dominion. It will help disciple players as well as enemies, should they have any constructs.

National Units

Commanders

Sprite Unit Name SpecialAttributes Comments
Agarthan Scout
35
4
1
Darkvision (50%)
Stealthy (50)
Mountain Survival
Forest Survival
Commentary here.
Troglodyte Trainer
60
15
1
Darkvision (50%)
Ambidextrous (2)
Beastmaster (2)
Taskmaster (2)
Commentary here.
Pale One Captain
65
18
1
Cave Recruit Available

Inspirational (1)
Siege Bonus (5)
Commentary here.
Cave Captain
95
22
1
Darkvision (50%) Commentary here.
Attendant of the Oracles
65
1
1
holy 11
Sacred
Darkvision (50%)
Commentary here.
Earth Reader
115
1
2
earth 11holy 11rp 77
Sacred
Darkvision (50%)
Fortune Teller (5%)
Commentary here.
Golem Crafter
295
2
2
fire 11water 11earth 22holy 11rp 1313
Sacred
Darkvision (50%)
Commentary here.
Ancient Lord
175
23
1
Capital Only
Sacred

Inspirational (1)
Siege Bonus (5)
Commentary here.
Oracle of the Ancients
540
1
4
Capital Only
earth 33death 11random1100%
10%
holy 33rp 1515
Sacred

Inspirational (1)
Siege Bonus (5)
Fortune Teller (15%)
Lich Shape: (Lich Oracle)
Commentary here.
Wet One Captain
50
6
1
Underwater Fort Only

Siege Bonus (2)
Commentary here.

Units

Sprite Unit Name SpecialAttributes Comments
Pale One Soldier
Gold 9
14
18

Siege Bonus (2)
Commentary here.

Wet One
Gold 9
1
18

Siege Bonus (2)
Commentary here.
Agarthan Heavy Infantry
Gold 10
27
9
Darkvision (50%) Commentary here.
Agarthan Infantry
Gold 10
22
9
Darkvision (50%) Commentary here.
Agarthan Light Infantry
Gold 10
10
9
Darkvision (50%) Commentary here.
Defender of the Halls
Gold 13
23
26

Siege Bonus (2)
Castle Defence Bonus (1)
Commentary here.
Troglodyte Slave
Gold 50
1
40
Darkvision (100%)
Animal
Slave
Trample
Commentary here.
Ancient One
Gold 40
27
32
Capital Only
Sacred

Standard (1)
Siege Bonus (5)
Commentary here.
Ancient Stone Hurler
Gold 40
13
32
Capital Only
Sacred

Siege Bonus (10)
Standard (1)
Commentary here.
Shard Guard
Gold 45
34
30
Capital Only
Sacred
Cold Resistance (5)
Poison Resistance (15)
Darkvision (100%)
Siege Bonus (2)
Eyes (1)
Amphibious
Need not Eat
Commentary here.
Wet One
Gold 9
5
18

Siege Bonus (2)
Commentary here.

Heroes

Sprite Unit Name SpecialAttributes Comments
Klaus - Mason of the Underworld fire 11water 11earth 22death 33holy 11rp 1919
Sacred
Darkvision (50%)
Stealthy (80)
Siege Bonus (20)
Castle Defence Bonus (20)
Forge Bonus (1)
Clockwork Lord (1)
Old Age
Spy
Mason
Commentary here.
Golog - Decrepit
Earliest Arrival turn (10)
earth 33death 44holy 11rp 1919
Sacred
Darkvision (100%)
Siege Bonus (4)
Fortune Teller (15%)
Eyes (1)
Dominion Summons (Cavern Wight / 20)
Old Age
Cold Blooded
Amphibious
Need not Eat
Commentary here.
Kin-Breaker - Onyx Oracle
Earliest Arrival Turn (20)
water 11earth 33holy 33rp 1313
Sacred
Poison Resistance (25)
Fortune Teller (15%)
Eyes (1)
Poor Amphibian
Slash Resistance
Pierce Resistance
Magic Being
Inanimate
Need not Eat
Mindless
Never Heals
Stone Being
Spirit Sight
Commentary here.

National Spells

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Summon Penumbrals
(Conjuration 3)
earth 11death 11 and 6deathgem

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)
earth 11death 11 and 10deathgem

Shard Wight x 5 + [1/2]
Cold Resistance (25)
Poison Resistance (25)
Chill Aura (3)
Undead
Amphibious
Need Not Eat
Spirit Sight
Eyes (1)
Commentary here.
Barathrus Pact
(Conjuration 3)
earth 22 and 3earthgem
At Capitol

Earth Elemental x 2
Poison Resistance (25)
Blind Fighter (1)
Reconstruction (8%)
Affliction Resistance (4)
Magic Being
Inanimate
Trample
Amphibious
Need Not Eat
Mindless
Stone Being
Spirit Sight
Shapechange Below HP (50) (Earth Elemental)
Commentary here.
Rhuax Pact
(Conjuration 3)
fire 11earth 11 and 2firegem
At Capitol

Magma Child x 3
Fire Resistance (25)
Poison Resistance (15)
Heat Aura 3
Fire Shield (10)
Fire Power (1)
Magic Being
Need Not Eat
Spirit Sight
Commentary here.
Olm Conclave
(Conjuration 4)
water 11earth 11 and 20watergem
Cave Only

Olm Sage
water 22earth 11rp 1111
Sacred
Cold Resistance (5)
Poison Resistance (15)
Fortune Teller (10%)
Blind Fighter (1)
Cold Blooded
Amphibious
Need Not Eat
Spirit Sight
Commentary here.

Great Olm x 15
Sacred
Cold Resistance (5)
Poison Resistance (15)
Blind Fighter (1)
Cold Blooded
Amphibious
Need Not Eat
Spirit Sight
Commentary here.
Summon Umbrals
(Conjuration 5)
earth 11death 22 and 8deathgem

Umbral x 6
Resist Cold (15)
Resist Poison (25)
Stealthy (40)
Undead
Ethereal
Amphibious
Need Not Eat
Spirit Sight
Spiritform
Commentary here.
Attentive Statues
(Enchantment 1)
earth 22 and 3earthgem

Attentive Statue x 2

Patrol Bonus (5)
Commentary here.
Enliven Sentinel
(Enchantment 3)
earth 22 and 2earthgem

Sentinel
Sacred

Patrol Bonus (10)
Eyes (1)
Commentary here.
Enliven Granite Guard
(Enchantment 5)
earth 33 and 10earthgem

Granite Guardian
Sacred

Patrol Bonus (10)
Eyes (1)
Commentary here.
Living Mercury
(Enchantment 5)
water 11earth 11 and 6watergem

Living Mercury
Resist Poison (25)
Poison Cloud (5)
Blind Fighter (1)
Affliction Resistance (99)
Slash Resistance
Blunt Resistance
Pierce Resistance
Magic Being
Inanimate
Amphibious
Need Not Eat
Mindless
Spirit Sight
Spiritform
Shapechange Below HP (105) (Living Mercury)
Commentary here.
Enliven Marble Oracle
(Enchantment 6)
earth 33death 11 and 35earthgem

Marble Oracle
holy 22
Sacred

Fortune Teller (15%)
Eyes (1)
Commentary here.
Hall of Satues
(Enchantment 8)
earth 55 and 30earthgem

Sentinel x 20 [4/lv]
See Above. Commentary here.

MA Agartha is a nation partially defined by its national summons. Most players treat them as a core part of the roster, rather than an addition.

Statues: The most commonly-used of these are the Sentinels, who are Sacred, relatively inexpensive in gems, but expensive in mage turns. Like all statues, they have 22 Natural Protection and Pierce Resistance. Combined with their high HP from the Golem Cult dominion bonus, they are extremely durable melee combatants. They also have a Patrol Bonus: they can patrol out Assassins, Seducers, and Scouts even in small numbers.

They are vulnerable to thugs with AP/AN weapons (particularly Smasher), along with Shock damage unless they are blessed with Shock Resistance.

These statues have Map Move 20; this makes them faster than recruitable troops, so they can often outrun the rest of the Agarthan force with a fast commander, such as Attendant of the Oracles or an Oracle of the Ancients, (particularly with Boots of the Messenger).

Umbrals and Penumbrals: These are the opposite of statues: no Protection, but Ethereal and with a powerful Armor Piercing Life Drain attack. Since they have no natural protection, players commonly buff them with protection buffs like Marble Warriors and further augment their damage with Strength of Giants.

They are Stealthy, but Agartha doesn't have any stealthy leaders – although they can make one, by forging a Shademail Haubergeon. Camazotz indies are good for leading them because their Death path gives them Undead Leadership and they are Stealthy.

Umbrals can be summoned by Death-random Oracles or any Oracle with a Skull Staff.

Shard Wights: These are undead Pale Ones with a Cold Aura. They are rarely used since Agartha generally doesn't have Cold Scales to help their aura. They fill a similar role to Shard Guard while not being sacred, and compete with other uses for valuable Death Gems.

Olms (Great Olms and Olm Sage from the Olm Conclave): The Great Olms are Mind Blasters, which are useful to break up formations, force opponents to cast Antimagic, Stunlock solo thugs and SC's, and Paralyze frontline troops.

The Olm Sage that comes along with them is the nation's highest national Water access at water 22. Since they are Poison Resistant, they can closely escort Living Mercuries to buff them without risk.

Magma Children: They are substantially better in Heat Scales thanks to their Heat Power ability. Since their attacks do armor piercing, defense-ignoring, area-of-effect fire damage, anything without Fire Resistance will get shredded. Their Fire Shield and area attacks will eradicate swarmbugs and longdead.

These do 12 fire damage base, which increases to 15 in Heat 3 and 19 with Strength of Giants. They are vulnerable to archery and evocations, however.

Note that their Heat Aura can pose a danger to anything deployed near them that is not Fire Resistant (and FR5 is not totally safe either).

Barathrus Pact: Paying 1.5 gems for a size 6 Earth Elemental compares poorly with Summon Earth Elemental or Living Earth, both of which are easy for Agartha to cast. However, they can't be gem baited and are disciplined (and thus can be readily point buffed with Iron Warriors), so there is a niche for disciplined elementals. However, they compete with Sentinels for Earth gems, and thus see little use.

Living Mercury: While the Poison Cloud looks useful, it is generally more of a risk to friendly troops. The real value here is the three Strength 28 armor piercing attacks. These absolutely love buffs – Iron Warriors and Quickness (from Olm Sages) turn them into absolute wrecking balls, and 28 AP damage is enough to pop Mistform and wreck protection thugs.

Careful scripting can keep them away from poison-susceptible things – most of the time. They are safe around statues, Olm Sages, Shard Wights, and anything with PR10 or more once it is blessed; they are *not* safe around magma children since they'll get set on fire by the Heat Aura.

Their Protection 0 means that they will take attrition from mundane troops and PD unless prot-buffed. This makes them more suitable to fight elites (particularly those relying on protection) than chaff without buffs.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Fire

Both Golem Crafters and Oracle of the Ancients (1 in 4) can be fire 11. The Oracle of the Ancients has the Death crosspath, they can create a Skull of Fire, avoiding a level of empowerment.

Air

No native access. No simple summons.

Water

Both Golem Crafters and Oracle of the Ancients (1 in 4) can be water 11. Either can then summon an Olm Conclave to get an water 22 Olm Sage. Any of them can potentially get to water 44earth 11 to create the unique Orb of Atlantis. With a lot of boosters, the Golem Crafter can craft a Staff of Elemental Mastery. With three Water boosters, so probably including either the Orb of Atlantis or the also unique Orb of Elemental Water.

Earth

earth 44 Oracle of the Ancients (1 in 4) is a good start in Earth but has no other useful crosspaths.

Astral

No native access. earth 33death 11 can cast Hidden in Sand for 1 in 3 chance of astral 22. It also can cast Hidden Underneath for a 3 in 4 chance of astral 11.

death 33 can Summon Spectre for a 7 in 16 chance of at least astral 11.

Death

death 22 Oracle of the Ancients (1 in 4) is the best start MA Agartha has, but has no other useful crosspaths.

Thankfully, a fire 11 Oracle of the Ancients (1 in 4) or a Golem Crafter with Earth Boots can forge The Copper Arm, which can help with holding either a Skull Staff or the unique The Flailing Hands and the unique Sceptre of Dark Regency. The Silver Arms allow holding a Skull Staff and The Flailing Hands together.

Nature

No native access. No simple summons.

Glamour

No native access. earth 44 can cast Troll King's Court for glamour 11.

death 33 can Summon Spectre for a 7 in 16 chance of at least glamour 11.

Blood

No native access. No simple summons.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/agartha-ma.txt · Last modified: 2024/04/25 00:10 by joste