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
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 1 gives their elite Ice Guard 20 Body Protection. The aforementioned Ice Guard can fight in temperatures as low as 3 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.
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 (Rare 5) 3 (rare 4) 2 1 1 (rare 2) 1 (rare 2) 2 | Hero 121 4 | 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: 31
Cold Limit + 1
Death Limit + 1
Prefers Cold Scale + 2
: Cold Resistance (5), Darkvision (50%), Amphibious, Snow Move
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 | 1119 Sacred Ice Protection (1) | Commentary here. | |
Angakok 595 7 4 Capital Only | 3221100% 10%17 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 | 2 Sacred Darkvision (50%) Void Sanity (10) Undreaming (8) Amphibious Female | Commentary here. | |
Unsleeping Consort 160 23 1 Underwater Fort Only | 1 Sacred Darkvision (50%) Void Sanity (10) Poison Barbs (5) Undreaming (8) Amphibious | Commentary here. | |
Forgiving Father 260 3 2 Underwater Fort Only | 211100%13 Darkvision (50%) Gift of Water Breathing (50) Void Sanity (10) Undreaming (8) Amphibious | Commentary here. |
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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Sialuk - Kivigtok | 12111 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 | 4 Sacred Fire Resistance (5) Cold Resistance (5) Darkvision (100%) Fear (5) Void Sanity (20) Amphibious Female | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Monster Fish (Conjuration 6) 3 and 6 in Sea | Monster Fish | Fear (+5) Digest (2) Undisciplined Animal Aquatic | Commentary here. |
Send Tupilak (Enchantmanet 5) 13 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. |
See Magic Access for the general guides to climbing magic paths.
It's tough to get enough Astral boosters to get to the Ring of Sorcery, same for the Staff of Elemental Mastery.
Highest Starting: 1 Forgiving Father (1 in 4)
Highest Starting: 1 Angakok (1 in 4)
Highest Starting: 4 Angakok (1 in 4)
Trident from Beyond Unique
31 Forgiving Father (1 in 4) +
22 Forgiving Father (1 in 4) +
Orb of Atlantis Unique
31 Angakok (1 in 4) +
Highest Starting: 1 Angakok (1 in 4) or Forgiving Father (1 in 4)
Highest Starting: 2 Forgiving Father (1 in 4)
Coin of Meteoritic Iron
11 Forgiving Father (1 in 4) +
Highest Starting: 3 Angakok (1 in 4)
No National Access.
No National Access.
Troll King's Court
1 Angakok (1 in 4) or Forgiving Father (1 in 4) +
Troll King has 1.
Summon Spectre
3 Angakok (1 in 4)
Spectral Mage has a 7 in 16 chance of at least 1.
No National Access.
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?
Add links to guides or other overviews for this nation here.