User Tools

Site Tools


dom6:atlantis-ea

EA Atlantis, Emergence of the Deep Ones

Lore

For centuries the seas have been the domain of the Tritons, but recently a nation of beings resembling a cross between fish, frog and human has emerged in the deepest gorges of the oceans. The race is not entirely unknown, for there are a few of them who have made shallow coastal reefs their home, but the Triton Kings never imagined that they were numerous or powerful enough to form a nation. These Atlantians of the deeps never stop growing and will live for several hundred years unless killed. The Atlantian society is organized in a strict hierarchy of size and age. The oldest and most cunning Atlantians have made themselves kings and queens of the Basalt City in the deepest reaches of the ocean. The Atlantians of the Deeps use weapons of enchanted basalt made by the Basalt Kings

"[R'lyeh and Atlantis] are heavily influenced by H.P. Lovecraft. While R'lyeh is closer to the Cthulhu mythos with Starspawns and strange beings from the stellar void, Atlantis is a nation of deep ones native to the depths." - Illwinter

General Overview

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

National Features

AQUATIC

Magic Access Alt. Access Unit Summary Core Abilities Buildings
earth 44 (rare 5)
water 33 (uncommon 4)
fire 22 (rare 3)
astral 11
holy 33
Light Infantry
Shamblers
No Missile Weapons
Amphibious
Darkvision
Poison Barbs
Fire Resistance
Cold Resistance
Advanced Forts

Capitol Gems: 1firegem2watergem3earthgem

Average Atlantians of Atlantis are Size 3 Amphibians (three-to-a-square). Whether they're silly frogmen or eldritch abominations is not too clear, but it is clear that they're strong and clumsy; 12 HP, 3 Natural Protection, 11 Strength, 9 Defence Skill (naked), 8 Precision, and 10's in Combat Speed & Map Movement (also while naked). Originating from the gorges, they have 50% Darkvision, which is handy in deep seas.
Shamblers are middle-aged Atlantians, having grown to Size 4 (two-to-a-square). On top of the innate Atlantian traits (and their low Defence and Precision), they have 22 HP, 7 Natural Protection, 15 Strength, 11's in Morale and Combat Speed while buck-naked, and 14 Map Movement while nude. Geared Shamblers are even capable of wielding Two-handed Weapons and a shield at the same time (an impressive feat other races can't naturally accomplish despite shamblers having average defense skill),

The Deep Atlantians (or Deep Ones) are bestial folks with riblike teeth and angler lures. Also Size 3 Amphibians, these guys have 100% Darkvision due to their environment, along with 5 Fire Resistance and 5 Cold Resistance (like a caveman). Many Deep Ones use their monstrous jaws in battle, giving them a bonus attack (if a basic one). Statistically, the average Deep One has 14 HP, 4 Natural Protection, 12 Strength, 12's in Morale and Map Movement while naked, 9 Combat Speed (also naked), and 7's in Defence Skill, Precision, & Magic Resistance.
Shamblers of the Deep are slightly less beastly than their younger Deep siblings, but they still have their bonus attack and their other traits beneath the stat block. The average Size 4 one has 26 HP, 9 Natural Protection, 16 Strength, 7 Defence Skill (still), 8's in Precision & Magic Resistance, an impressive 13 Morale in the buff, and the same mobility as an unarmored human (14 Map Movement and 12 Combat Speed). And they get bigger than this…

National Units

Commanders

Image Unit Name Special Attributes Comments
Scout
35
1
1
Darkvision (50%)
Stealthy (50)
Amphibious
Commentary here.
Shambler Chief
70
2
1
Darkvision (50%)
Amphibious
Commentary here.
Coral Commander
110
23
1
Darkvision (50%)
Amphibious
Poison Barbs (5)
Commentary here.
Coral Priest
65
3
1
Coastal Fort Recruit
holy 11
Sacred
Darkvision (50%)
Amphibious
Commentary here.
Mother of the Deep
135
5
2
holy 22
Sacred
Darkvision (50%)
Amphibious
Female
Commentary here.
Mage of the Deep
300
3
2
water 22random2100%
100%

Darkvision (50%)
Water Breathing (15)
Amphibious
Commentary here.
Basalt Queen
470
1
4
Capital Only
holy 33
Sacred
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Fear (+5)
Amphibious
Female
Commentary here.
Basalt King
620
1
4
fire 11water 22earth 33random1100%
10%

Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Fear (+5)
Resource Bonus (10)
Amphibious
Commentary here.

Troops

Image Unit Name Special Attributes Comments
Atlantian Spearman
10
4
9
Darkvision (50%)
Amphibious
Commentary here.
Reef Dweller
10
10
9
Coastal Fort Recruit
Darkvision (50%)
Poison Barbs (5)
Amphibious
Commentary here.
Deep One
10
1
9
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Amphibious
Commentary here.
Deep One Spearman
10
7
9
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Amphibious
Commentary here.
Shambler
20
1
25
Darkvision (50%)
Amphibious
Commentary here.
Shambler of the Deep
20
1
25
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Amphibious
Commentary here.
War Shambler
25
6
30
Darkvision (50%)
Amphibious
Commentary here.
Warrior of the Deep
25
10
30
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Amphibious
Commentary here.
Coral Guard
30
23
39
Darkvision (50%)
Poison Barbs (5)
Amphibious
Commentary here.
Living Pillar
35
50
35
Sacred
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Castle Defence (+2)
Amphibious
Commentary here.

National Spells

Summons

Ritual

Summon Spell Unit Special Attributes Comments
Summon Monster Fish
(Conjuration 6)
water 33 and 6watergem

Monster Fish
Fear (+5)
Digest (2)
Undisciplined
Aquatic
Commentary here.

Magic Access

See Magic Access for the general guides to climbing magic paths.

Recruits

Elements:

  • fire 22 on one-in-four Basalt Kings (capital-only) and every twelfth Mage of the Deep
  • No Air magic
  • water 44 on every twelfth Mage of the Deep
  • earth 44 on one-in-four Basalt Kings (capital-only), earth 22 on every twelfth Mage of the Deep

Sorceries:

  • astral 11 on every fourth Mage of the Deep
  • No Death magic
  • No Nature magic
  • No Glamour magic

Others:

  • No Blood magic
  • holy 33 on Basalt Queens (capital-only), holy 22 in other seas, and holy 11 on coasts

Analysis

Atlantis's magical ascent from its recruits is very straightforward; it can get deep into Water and Earth, but its crosspaths don't really offer anything new. The five paths it lacks, it lacks, depriving access to Poison Resistance and a few other buffs. It also can't climb in Fire or Astral without empowerment, unless it lucks into a fire 33 in time for Construction Level 9 and crafts The Ruby Eye.

The random path arrangement on Mages of the Deep is highly unusual for Dominions nations; the chance of at least water 33 on one of them is 7-in-12, for instance, but the chance of water 44 is 1-in-12. The same is true for fire 11/fire 22, and for earth 11/earth 22.

earth 44 allows a Basalt King (1 in 3) to cast Troll King's Court for glamour 11.

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/atlantis-ea.txt · Last modified: 2024/04/24 17:28 by joste