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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.
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Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 (Rare 5) 2 (Rare 3) 1 (Rare 2) 1 (Rare 2) 2 (Rare 3) 3 | Hero 253 33 1423 433 | Humans and Demi-giants Light, Medium and Heavy infantry Wet Ones Huge and Sacred Ancient Ones Construct, Elemental, and Undead National Summons | Darkvision Amphibious Cold Blooded Need Not Eat Siege Bonus Fortune Teller Eyes (1) | Standard Forts Extra gold and resources in cave forts. |
Capitol Gems: 1131
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 35 4 1 | Darkvision (50%) Stealthy (50) Mountain Survival Forest Survival | Commentary here. | |
Cave Captain 95 22 1 | Darkvision (50%) | Commentary here. | |
Troglodyte Trainer 60 15 1 | Darkvision (50%) Ambidextrous (2) Beastmaster (2) Taskmaster (2) | Commentary here. | |
Pale One Captain 65 20 1 +Rec Caves | Inspirational 1 Siege Bonus 1 | Commentary here. | |
Wet One Captain 50 7 1 Underwater Fort Only | Siege Bonus (2) | Commentary here. | |
Attendant of the Oracles 65 1 1 | 1 Sacred Darkvision (50%) | Commentary here. | |
Earth Reader 115 1 2 | 117 Sacred Darkvision (50%) Fortune Teller (5%) | Commentary here. | |
Golem Crafter 300 2 2 | 112113 Sacred Darkvision (50%) | Commentary here. | |
Ancient Lord 175 23 1 Capital Only | Sacred Inspirational (1) Siege Bonus (5) | Commentary here. | |
Oracle of the Ancients 545 1 4 Capital Only | 313151100% 10% Sacred Inspirational (1) Siege Bonus (5) Fortune Teller (15%) Lich Shape: (Lich Oracle) | Commentary here. |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
Agarthan Light Infantry 10 10 9 | Darkvision (50%) | Commentary here. | |
Agarthan Infantry 10 22 9 | Darkvision (50%) | Commentary here. | |
Agarthan Heavy Infantry 10 27 9 | Darkvision (50%) | Commentary here. | |
Troglodyte Slave 50 1 40 | Darkvision (100%) Animal Slave Trample | Commentary here. | |
| Wet One 9 1 18 | Siege Bonus (2) | Commentary here. |
Wet One 9 5 18 | Siege Bonus (2) | Commentary here. | |
Pale One Soldier 9 14 18 | Siege Bonus (2) | Commentary here. | |
Defender of the Halls 13 23 26 | Siege Bonus (2) Castle Defence Bonus (1) | Commentary here. | |
Ancient One 40 27 32 Capital Only | Sacred Siege Bonus (5) Standard (1) | Commentary here. | |
Ancient Stone Hurler 40 13 32 Capital Only | Sacred Siege Bonus (10) Standard (1) | Commentary here. | |
Shard Guard 45 34 30 Capital Only | Sacred Poison Resistance (15) Cold Resistance (5) Darkvision (100%) Siege Bonus (2) Eyes (1) Amphibious Need not Eat | Commentary here. |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
Kin-Breaker - Onyx Oracle Minimum hero arrival turn: 20 | 13313 Sacred Poison Resistance (25) Fortune Teller (15%) Eyes (1) Poor Amphibian Slash Resistance Pierce Resistance Magic Being Need not Eat Mindless Does Not Heal Naturally Stone Being Spirit Sight | Commentary here. | |
Golog - Decrepit Minimum hero arrival turn: 10 | 34119 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. | |
Klaus - Mason of the Underworld | 1123119 Sacred Darkvision (50%) Stealthy (80) Siege Bonus (20) Castle Defence Bonus (20) Forge Bonus (1) Clockwork Lord (1) Old Age Spy Mason | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Rhuax Pact (Conjuration 3) 11 and 2 At Capitol | Magma Child x 3 | Resist Fire (25) Resist Poison (15) Heat Aura 3 Fire Shield (10) Fire Power (1) Magic Being Need Not Eat Spirit Sight | Commentary here. |
Awaken Shard Wights (Conjuration 3) 11 and 10 | Shard Wight x 5 + [1/2] | Resist Cold (25) Resist Poison (25) Chill Aura (3) Undead Amphibious Need Not Eat Spirit Sight Eyes(1) | Commentary here. |
Barathrus Pact (Conjuration 3) 2 and 3 At Capitol | Earth Elemental x 2 | Resist Poison (25) Blind Fighter (1) Reconstruction (8%) Magic Being Inanimate Trample Amphibious Need Not Eat Mindless Stone Being Spirit Sight Shapechange Below HP (50) (Earth Elemental) | Commentary here. |
Summon Penumbrals (Conjuration 3) 11 and 6 | Penumbral x 6 | Resist Cold (15) Resist Poison (25) Stealthy (40) Undead Ethereal Amphibious Need Not Eat Spirit Sight Spiritform | Commentary here. |
Summon Umbrals (Conjuration 5) 21 and 8 | Umbral x 6 | Resist Cold (15) Resist Poison (20) Stealthy (40) Undead Ethereal Amphibious Need Not Eat Spirit Sight Spiritform | Commentary here. |
Living Mercury (Enchantment 5) 11 and 6 | 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 | Commentary here. |
Olm Conclave (Conjuration 4) 11 and 20 Cave Only | Olm Sage | 2111 Sacred Amphibious Need not Eat Darkvision (100%) Cold Resistance (5) Poison Resistance (15) Blind Spirit Sight | Commentary here. |
Great Olm x 15 | Sacred Amphibious Need not Eat Darkvision (100%) Cold Resistance (5) Poison Resistance (15) Blind Spirit Sight | Commentary here. | |
Attentive Statues (Enchantment 1) 2 and 3 | Attentive Statue x 2 | Poison Resistance (25) patrol bonus (5) Does Not Heal Naturally stone-being | |
Enliven Sentinel (Enchantment 3) 2 and 2 | Sentinel | ||
Hall of Satues (Enchantment 8) 5 and 30 | Sentinel x 20 [4/lv] | ||
Enliven Granite Guard (Enchantment 5) 3 and 10 | Granite Guard | ||
Enliven Marble Oracle (Enchantment 6) 31 and 35 | 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: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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