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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
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. - Nation Description
MA Agartha is a nation of slowly dying pale ones and their worshipful human servants. As the epithet implies, the humans have a golem cult in which they make statues of their pale one masters and enchant them with life. This is reflected in game by the bonus health to golems and national statue spells.
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Humans and Demi-giants Light, Medium and Heavy infantry Wet Ones Huge and Sacred Ancient Ones Construct, Elemental, and Undead National Summons | ![]() ![]() ![]() ![]() ![]() ![]() Eyes (1) | ![]() Extra ![]() ![]() ![]() ![]() |
Capitol Gems: 11
3
1
Bless Points + 1
Constructs receive increased HP inside dominion
:
Darkvision 100%,
Cold-Blooded,
Amphibious,
Need Not Eat, Eyes (1)
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
![]() | Agarthan Scout![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Cave Captain![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Troglodyte Trainer![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Pale One Captain![]() ![]() ![]() +Rec Caves | ![]() ![]() ![]() | Commentary here. |
![]() | Wet One Captain![]() ![]() ![]() Underwater Fort Only | ![]() ![]() | Commentary here. |
![]() | Attendant of the Oracles![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Earth Reader![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Golem Crafter![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ancient Lord![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Oracle of the Ancients![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Lich Shape: (Lich Oracle) | Commentary here. |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
![]() | Agarthan Light Infantry![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Agarthan Infantry![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Agarthan Heavy Infantry![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Troglodyte Slave![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() ![]() | Wet One![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Wet One![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Pale One Soldier![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Defender of the Halls![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Ancient One![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ancient Stone Hurler![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Shard Guard![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() Eyes (1) ![]() ![]() | Commentary here. |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
![]() | Kin-Breaker - Onyx Oracle Minimum hero arrival turn: 20 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Eyes (1) ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Golog - Decrepit Minimum hero arrival turn: 10 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Eyes (1) ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Klaus - Mason of the Underworld | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Rhuax Pact (Conjuration 3) ![]() ![]() ![]() ![]() | ![]() Magma Child x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Awaken Shard Wights (Conjuration 3) ![]() ![]() ![]() | ![]() Shard Wight x 5 + [1/2] | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Eyes(1) | Commentary here. |
Barathrus Pact (Conjuration 3) ![]() ![]() ![]() | ![]() Earth Elemental x 2 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Shapechange Below HP (50) (Earth Elemental) | Commentary here. |
Summon Penumbrals (Conjuration 3) ![]() ![]() ![]() | ![]() Penumbral x 6 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Umbrals (Conjuration 5) ![]() ![]() ![]() | ![]() Umbral x 6 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Living Mercury (Enchantment 5) ![]() ![]() ![]() | ![]() Living Mercury | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Olm Conclave (Conjuration 4) ![]() ![]() ![]() ![]() | ![]() Olm Sage | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Great Olm x 15 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Attentive Statues (Enchantment 1) ![]() ![]() | ![]() Attentive Statue x 2 | ![]() ![]() ![]() stone-being ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
Enliven Sentinel (Enchantment 3) ![]() ![]() | ![]() Sentinel | ||
Hall of Satues (Enchantment 8) ![]() ![]() | ![]() Sentinel x 20 [4/lv] | ||
Enliven Granite Guard (Enchantment 5) ![]() ![]() | ![]() Granite Guard | ||
Enliven Marble Oracle (Enchantment 6) ![]() ![]() ![]() | ![]() Marble Oracle |
Conjuration
Enchantment
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 but relatively inexpensive (but cost lots of mage turns). Like all statues, they have 22 natural protection and slash/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 mapmove 20; this makes them faster than gold-recruit troops, so they can often outrun the rest of the Agarthan force with a fast commander (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 lifedrain 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, or use Camazotz indies who can lead undead because of their death path and 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 mindblasters, which are useful to break up formations, force opponents to cast Antimagic, stunlock solo thugs and SC's, and paralyze frontline troops so Pale One accuracy is not a problem.
The Olm Sage that comes along with them is the nation's highest national water access at Water 2. Since they are resistant to poison, they can closely escort Living Mercuries to buff them without risk.
Magma Children: These are incredibly cheap at 0.4 fire gems apiece; since Rhuax Pact summons them five at a time, many Agartha players make swarms of them. 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 efficient enough that many Agartha players take Heat 3 scales just for these. 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 2 gems for a size 4 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.
See Magic Access. These guides supplement the summaries at the top.
No native access. No simple summons.
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: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?
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