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dom6:atlantis-ma

MA Atlantis, Kings of the Deep

Lore

When the Star fell into the sea, the Basalt City and the Dark Crystal were destroyed, the reign of the Basalt Queens was ended and the surviving Atlantians reformed the kingdom. Atlantis is an underwater nation of strange beings resembling a cross between fish, frog and human. Atlantians 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 are trained as priests or mages. Because the Atlantians find it difficult to use magic, they often capture human children and train them in magic in the Coral Towers. The soldiers of Atlantis use spears tipped with living coral shards and wear armor made of coral chunks. The coral is poisonous and is cultivated solely for purposes of war.

"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… \\[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
water 55 (Rare 6)
fire 22 (rare 3)
earth 22 (rare 3)
astral 22 (rare 3)
holy 33
Hero
water 44astral 33
Coral-armed infantry
Shamblers
war lobsters
no missile weapons (one javelin unit)
Amphibious
Darkvision
Poison Barbs
Gift of Water Breathing
Standard Forts

Capitol Gems: 5watergem

Productivity Limit + 1

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, 2 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. Through innovation, they often weald coral weapons, dealing extra 5 poison damage, and wearing coral armor that gives Poison Barbs.
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, 6 Natural Protection, 15 Strength, 11's in Morale and Combat Speed while buck-naked, and 14 Map Movement while nude. Elite 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), And they get bigger than this…

National Units

All Atlantians that are not mages are armed with Coral weapons, which Deal 5 Poison Damage (reminder its 5 damage + a DRN roll vs Defender DRN roll).

Armored Troops have Poison Barbs (5) that punish the living with length 1-0 Attacks.

Commanders

Image Unit Name Special Attributes Comments
Scout
35
1
1
Darkvision (50%)
Stealthy (50)
Amphibious
Amphibious Scout
Shambler Chief
70
2
1
Coastal Recrute
Darkvision (50%)
Amphibious
Indie Commander, you have access to any coast.
He has a bonus claw attack (that is lost if you put an item in his hands).
Consort
160
23
1
holy 11
Sacred
Darkvision (50%)
Amphibious
Poison Barbs (5)
100 Ld Priest in full Coral armor (18 Head, 16 body).
Mage of the Deep
230
3
2
water 22random1100%rp 1111
Darkvision (50%)
Water Breathing (15)
Amphibious
Commentary here.
Coral Queen
390
19
4
holy 33
Sacred
Darkvision (50%)
Poison Barbs (5)
Amphibious
Female
Prophet Shape (Queen Mother)
200 Ld (rare +3 base Moral bonus) Giantess Grand Priest with high base prot
King of the Deep
390
5
4
water 33random2200%
10%
rp 1515
Cold Resistance (5)
Darkvision (100%)
Water Breathing (120)
Amphibious
Commentary here.
Initiate of the Deep
65
1
2
Coastal Forts Only
water 11rp 77
Poor amphibian
Coastal Research Monkey
Witness of the Deep
230
1
2
Coastal Forts Only
water 22astral 11rp 1111
sacred
fortune teller(10%)
amphibious
gift of Water breathing(50)
Commentary here.
Deep Seer
445
1
2
Capital Only
water 33astral 22holy 11rp 1515
sacred
Cold Resistance(5)
fortune teller(10%)
Old Age(60/50)
amphibious
gift of Water breathing(120)
Commentary here.

Troops

Image Unit Name Special Attributes Comments
Atlantian Militia
7
2
3
amphibious
darkvision(50%)
Same chaff indies, with Coral Spear.
Atlantian Shield Bearer
10
3
9
amphibious
darkvision(50%)
Properly trained Atlantian with Shield as the only defense
(Relies on enemies not beating its base Parry defense skill of 12 or then penetrating a 17 Prot shield block).
Atlantian Light Infantry
10
9
9
Coastal Recrute
amphibious
darkvision(50%)
poison barbs(5)
Properly trained Atlantian with Cuirass as the only defense (relies on enemies only hitting the chest with 12 Prot).
Cheapest Poison Barbs.
Atlantian Infantry
10
12
9
amphibious
darkvision(50%)
poison barbs(5)
Wears full light armor (Cuirass, hat, plus shield) at the price of 6 Enc and 7 speed.
Reef Warrior
12
11
13
amphibious
darkvision(50%)
poison barbs(5)
Elite Atlantans wear cuirass, Shield, and Throw Poisoned Javelins, which only work out of water and are the only national source of ranged weapons.
have a bad precision of 6 but matters less at short range.
Shambler
20
1
25
amphibious
darkvision(50%)
Commentary here.
Shambler Guard
22
8
27
amphibious
darkvision(50%)
Shamblers with one attack, a shield, and a shirt (for 13 Body Prot).
It and two Atlantans fills the max square space. Speed of 9, keeps pace with Shield Bearers and Reef Warriors.
War Shambler
25
17
30
amphibious
darkvision(50%)
Professionally Trained Upgrade. +1 HP and Moral, +2 Def, One-hands a two-handed Glave For High damage while still using a shield.
Keeps Pace With Atlantan Light Infantry with a speed of 8.
Coral Cuirass gives 15 body Prot (but doesn't have the poison barbs trait?)
Coral Guard
15
15
21
amphibious
darkvision(50%)
poison barbs(5)
Commentary here.
Coral Guard
15
17
21
amphibious
darkvision(50%)
poison barbs(5)
Mother Guard
40
23
41
Capital Only
sacred
amphibious
darkvision(50%)
poison barbs(5)
bodyguard(3)
Lobster Rider
50
4
49
darkvision(100%)
amphibious
Giant Lobster undisciplined
darkvision(100%)
animal
trample
Aquatic
Soldier of the Deep
10
6
9
Coastal Forts Only
Poor amphibian

Heros

Image Unit Name Special Attributes Comments
Shudul Cthuda Coral Prince water 11holy 22rp 77
Sacred
Darkvision (100%)
Amphibious
Poison Barbs (5)
Commentary here.
Chuddar Kadul - Seer King
Earliest Arrival Turn (10)
water 44astral 33rp 1919
Cold Resistance (7)
Darkvision (50%)
Water Breathing (250)
Fortune Teller (15%)
Void Sanity (100%)
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.

Discounted Item

  • Coral Blade (Construction 3) water 11 and 4watergem

Magic Access

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

Atlantis's magical ascent from its recruits is very straightforward; it can get deep into Water, 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, Earth, or Astral without empowerment unless it lucks into a Good 10% on King of the Deep like fire 33 in time for Construction Level 9 and crafts The Ruby Eye (and Summon Flame Spirit because of that Lv3 rare), or Earth Astral for Coin of Meteoric Iron.

General Access

The Elements

  • fire 22 one-in-four King of the Deep
  • No Air magic
  • water 55 one-in-four King of the Deep. water 22 on the coast
  • earth 22 on one-in-four King of the Deep

The Sorceries

  • astral 22 on Deep seer(capital-only), and one-in-four King of the Deep , astral 11 on coasts.
  • No Death magic
  • No Nature magic
  • No Glamour magic

The Rites

  • No Blood magic
  • holy 33 on Coral Queens

Crosspaths

  • water 33fire 22:
  • water 33earth 22:
  • water 33astral 22:

Extended Access

Everything except Water is a rough climb up.

Fire

1/160 King of the Deep randoms fire 33. More Practical to Empower a fire random in death 11 for Skull of Fire. Then follow the typical fire climb and grant King of the Deep forging access to Staff of Elemental Mastery plus Crown of the Elements for fire and the other elements.

Air

No native access.

Water

Esest to boost, 1 out of 4 King of the Deep are naturally strong as Water queens and have the paths to make most of the boosters.

Earth

After Earth Boots and 1 in 160 King of the Deep. Wait on Fire and Astral boosting for the Omni boosters, or risk Blood empowerment on the earth random.

Astral

1/80 kings have both Astral & Earth (a 2 & 1 path that can make the needed booster for Coin of Meteoric Iron). Then a Ring of Sorcery & Ring of Wizardry Requires an empowerment or a relic.

Death

No native access.

Nature

No native access.

Glamour

No native access.

earth 44 allows a King of the Deep (1 in 160) to cast Troll King's Court for glamour 11.

Blood

No native access. No simple summons.

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-ma.txt · Last modified: 2024/04/27 15:39 by joste