This is an old revision of the document!
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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 (Rare 5) 2 (Rare 3) 1 (Rare 2) 1 3 | Summon 21 Hero 341 12231 | 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 Gold and Resources |
Capitol Gems: 131
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.
: 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. | |
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 | 1 Sacred Darkvision (50%) | Commentary here. | |
Earth Reader 115 1 2 | 117 Sacred Darkvision (50%) Fortune Teller (5%) | Commentary here. | |
Golem Crafter 295 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 540 1 4 Capital Only | 311100% 10%315 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. |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
Pale One Soldier 9 14 18 | Siege Bonus (2) | Commentary here. | |
| Wet One 9 1 18 | Siege Bonus (2) | Commentary here. |
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. | |
Defender of the Halls 13 23 26 | Siege Bonus (2) Castle Defence Bonus (1) | Commentary here. | |
Troglodyte Slave 50 1 40 | Darkvision (100%) Animal Slave Trample | Commentary here. | |
Ancient One 40 27 32 Capital Only | Sacred Standard (1) Siege Bonus (5) | 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 Cold Resistance (5) Poison Resistance (15) Darkvision (100%) Siege Bonus (2) Eyes (1) Amphibious Need not Eat | Commentary here. | |
Wet One 9 5 18 | Siege Bonus (2) | Commentary here. |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
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. | |
Golog - Decrepit Earliest 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. | |
Kin-Breaker - Onyx Oracle Earliest Arrival Turn (20) | 13313 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. |
: Poison Resistance (25), Slash Resistance, Pierce Resistance, Magic Being, Inanimate, Need Not Eat, Mindless, Does Not Heal Naturally, Stone Being, Spirit Sight
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] | Cold Resistance (25) Poison Resistance (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 | 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) 11 and 2 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) 11 and 20 Cave Only | Olm Sage | 2111 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) 12 and 8 | 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) 2 and 3 | Attentive Statue x 2 | Patrol Bonus (5) | Commentary here. |
Enliven Sentinel (Enchantment 3) 2 and 2 | Sentinel | Patrol Bonus (10) Eyes (1) | Commentary here. |
Enliven Granite Guard (Enchantment 5) 3 and 10 | Granite Guardian | Sacred Patrol Bonus (10) Eyes (1) | Commentary here. |
Living Mercury (Enchantment 5) 11 and 6 | Living Mercury |