User Tools

Site Tools


dom6:atlantis-la

LA Atlantis, Frozen Sea

Lore

With the Second Fall of Atlantis and the demise of the Coral Queens at the hands of R'lyeh, the Atlantians were forced to retreat from the seas. A few surviving Kings of the Deep entered a pact with a sleeping God at a forsaken coast of ice and bones. The Atlantian Angakut, Shaman Kings, lead the Bone Cult and practice Death magic previously unheard of in Atlantian history. The Angakut have coerced captured Caelian ice crafters to yield the secrets of their skills and now most of the Atlantians use arms of enchanted ice. Even their great city is built on interlinked ice floes.

"These two nations 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. The early era is more heavily Lovecraftian, while the middle era is more influenced by fantasy concepts and ideas. Atlantis is another nation devastated at the end of the second era. Late Atlantis incorporates Inuit concepts apart from the earlier Lovecraftian elements." - Illwinter

General Overview

Atlantis is an Underwater nation stuck on land. A realm of ice and bones, Atlantis's strongest suit is its troops, almost all of which have magic weapons. The vast majority of Atlantis's troops favor Cold Scales, where their Ice Protection more than makes up for their below-average Defence Skill; even a mere Cold1 gives their elite Ice Guard 20 Body Protection. The aforementioned Ice Guard can fight in temperatures as low as Cold3 without facing any issues, but not all Atlantians are so inured to the chill. For warm or non-freezing temperatures, Atlantis can make use of the Sacred Arssartut, though their numbers are somewhat limited by the nation's desire to start on the coast.

What does the sea provide Atlantis? Troops and commanders from Middle Atlantis, mainly, though with weird twists. The best undersea troops are the Unsleeping, War Shamblers (Size 4) who are noticeably better than their on-land counterparts; they're a lot more expensive than the aforementioned Mournful, however, almost ruinously so. The commanders and elites of the undersea are tailored for underwater combat, specifically against the era's one proper underwater nation (R'lyeh); most of Atlantis's competition for breaking underwater is better-countered by the land troops.

Magically, Atlantis has suffered dreadfully from its little dark age. The capital mage is still a giant who can cast enormous spells, as is the case for every Atlantis of every era, but the off-capital mages are untested and somewhat overpriced. There is simply no "mid-tier" combat mage for Atlantis anymore, at least on-land, merely a mixed "infrastructure" mage-priest. Underwater, Atlantis at least has significantly cheaper Priests and a half-giant battlemage of a sort, both of whom can benefit from their bulk when the late game brings wide-reaching damaging spells. Even then, the battlemage has somewhat limited talents (aside from in Water) and a reliance on Astral Communions, which its price and its Magic Duel exposure aren't that great for.

Last-but-not-least, Atlantis is heavily dependent on maintaining its odd balance of temperature, more so than most Cold nations. The structural integrity of its coastal forts hinges on how frosty things are, with lengthened exposure to Heat permanently compromising and possibly destroying them. In most games (where not everyone is helming a Cold nation), Atlantis needs a strong Dominion to hold "spring" and "summer" as far away as possible, and to dampen (or at least quickly fix) the impact of Breath of the Desert. Thus, the nation may need to put up with its pricey infrastructure-builders, or at least rush the seas for the 15-Gold discount.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
water 44 (Rare 5)
death 33 (rare 4)
astral 22
fire 11
air 11 (rare 2)
earth 11 (rare 2)
holy 22
Hero
water 11death 22holy 11
holy 44
Polearms
Magical Ice Armaments
No Missile Weapons
(except Harpoons)
Amphibious
Darkvision
Cold Resistance
Snow Move
Poison Barbs
Gift of Water Breathing
Sailing
Void Sanity
Ice Forts in Coastal Provinces
Trace Income Across Oceans

Capitol Gems: 3watergem1deathgem

Cold Limit + 1
Death Limit + 1
Prefers Cold Scale + 2

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Tent Owner
35
5
1

Stealthy (40)
Commentary here.
Snow Captain
95
26
1

Ice Protection (1)
Commentary here.
Ice Captain
150
32
2
Cold Resistance (10)
Darkvision (50%)
Ice Protection (2)
Amphibious
Snow Move
Commentary here.
Tungalik
150
4
2
water 11death 11holy 11rp 99
Sacred

Ice Protection (1)
Commentary here.
Angakok
595
7
4
Capital Only
water 33death 22holy 22random1100%
10%
rp 1717
Sacred
Cold Resistance (10)
Darkvision (50%)
Gift of Water Breathing (120)
Sailing (Size Points 999)
Amphibious
Snow Move
Twiceborn (Wight Mage)
Lich Shape (Lich)
The big mage.
He likes Evocation;
Stygian Rains, in particular,
gives 13 extra Natural Protection
with no downsides for his magic-weapon-using troops.
Shambler Chief
70
2
1
Underwater Fort Only
Darkvision (50%)
Amphibious
Commentary here.
Merciful Mother
135
5
2
Underwater Fort Only
holy 22
Sacred
Darkvision (50%)
Void Sanity (10)
Undreaming (8)
Amphibious
Female
Commentary here.
Unsleeping Consort
160
23
1
Underwater Fort Only
holy 11
Sacred
Darkvision (50%)
Void Sanity (10)
Poison Barbs (5)
Undreaming (8)
Amphibious
Commentary here.
Forgiving Father
260
3
2
Underwater Fort Only
water 22astral 11random1100%rp 1313
Darkvision (50%)
Gift of Water Breathing (50)
Void Sanity (10)
Undreaming (8)
Amphibious
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Seal Hunter
10
5
9
Commentary here.
Snow Warrior
10
5
9

Ice Protection (1)
Commentary here.
Snow Warrior
10
5
9

Ice Protection (1)
Commentary here.
Ice Warrior
13
37
15

Ice Protection (2)
Commentary here.
Ice Guard
16
39
21

Ice Protection (2)
Commentary here.
Ice Guard
16
32
21

Ice Protection (2)
Commentary here.
Mournful
25
13
30
Darkvision (50%)
Amphibious
Commentary here.
Arssartut
23
10
25
Capital Only
Sacred
Commentary here.
Atlantian Light Infantry
10
9
9
Underwater Fort Only
Darkvision (50%)
Poison Barbs (5)
Amphibious
Commentary here.
Atlantian Shield Bearer
10
3
9
Underwater Fort Only
Darkvision (50%)
Amphibious
Commentary here.
Atlantian Infantry
10
12
9
Underwater Fort Only
Darkvision (50%)
Poison Barbs (5)
Amphibious
Commentary here.
Unsleeping
35
23
47
Underwater Fort Only
Darkvision (50%)
Void Sanity (5)
Poison Barbs (5)
Undreaming (4)
Amphibious
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Sialuk - Kivigtok water 11death 22holy 11rp 1111
Sacred
Commentary here.
Tupilak Mount Cold Resistance (15)
Poison Resistance (25)
Fear (5)
Undead
Inanimate
Amphibious
Need Not Eat
Mindless
Snow Move
Spirit Sight
Commentary here.
Mother Hydra - Once and Future Queen holy 44
Sacred
Fire Resistance (5)
Cold Resistance (5)
Darkvision (100%)
Fear (5)
Void Sanity (20)
Amphibious
Female
Commentary here.

National Spells

Summons

Ritual

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

Monster Fish
Fear (+5)
Digest (2)
Undisciplined
Animal
Aquatic
Commentary here.
Send Tupilak
(Enchantmanet 5)
water 11death 33 and D5
Remote Assassination

Tupilak
Cold Resistance (15)
Poison Resistance (25)
Fear (+5)
Undead
Inanimate
Flying
Amphibious
Need Not Eat
Mindless
Snow Move
Spirit Sight
Commentary here.

Magic Access

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

Multi-Path Boosters

It's tough to get enough Astral boosters to get to the Ring of Sorcery, same for the Staff of Elemental Mastery.

Fire

Highest Starting: fire 11 Forgiving Father (1 in 4)

Air

Highest Starting: air 11 Angakok (1 in 4)

Water

Highest Starting: water 44 Angakok (1 in 4)

Trident from Beyond Unique
water 33astral 11 Forgiving Father (1 in 4) +
water 22astral 22 Forgiving Father (1 in 4) +

Orb of Atlantis Unique
water 33earth 11 Angakok (1 in 4) +

Earth

Highest Starting: earth 11 Angakok (1 in 4) or Forgiving Father (1 in 4)

Astral

Highest Starting: astral 22 Forgiving Father (1 in 4)

Coin of Meteoritic Iron
earth 11astral 11 Forgiving Father (1 in 4) +

Death

Highest Starting: death 33 Angakok (1 in 4)

Nature

No National Access.

Glamour

No National Access.

Troll King's Court
earth 11 Angakok (1 in 4) or Forgiving Father (1 in 4) +
Troll King has glamour 11.

Summon Spectre
death 33 Angakok (1 in 4)
Spectral Mage has a 7 in 16 chance of at least glamour 11.

Blood

No National Access.

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-la.txt · Last modified: 2024/09/02 04:23 by fenrir