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
If you are considering picking this nation to play, what should you know?
AQUATIC
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
5 (Rare 6) 2 (rare 3) 2 (rare 3) 2 (rare 3) 3 | Hero 43 | Coral-armed Infantry Shamblers War Lobsters No Missile Weapons (One Javelin Unit) | Amphibious Darkvision Poison Barbs Gift of Water Breathing | Standard Forts |
Capitol Gems: 5
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…
All Atlantians that are not mages are armed with Coral weapons, which Deal 5 Poison Damage. (Reminder: it's 5 damage + a DRN roll vs Defender DRN roll.)
Armored Troops have Poison Barbs (5) that punish the living with length 1-0 Attacks.
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Scout 35 1 1 | Darkvision (50%) Stealthy (50) Amphibious | Amphibious Scout | |
Shambler Chief 70 2 1 Coastal Recruit | 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 | 1 Sacred Darkvision (50%) Poison Barbs (5) Amphibious | 100 Ld Priest in full Coral armor (18 Head, 16 body). | |
Coral Queen 390 19 4 | 3 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 | |
Mage of the Deep 230 3 2 | 21100%11 Darkvision (50%) Water Breathing (15) Amphibious | Commentary here. | |
King of the Deep 385 5 4 | 32200% 10%15 Cold Resistance (5) Darkvision (100%) Water Breathing (120) Amphibious | Commentary here. | |
Deep Seer 445 1 2 Capital Only | 32115 Sacred Cold Resistance (5) Gift of Water Breathing (120) Fortune Teller (15%) Old Age (60/50) Amphibious | Commentary here. | |
Initiate of the Deep 65 1 2 Coastal Forts Only | 17 Poor Amphibian | Coastal Research Monkey | |
Witness of the Deep 230 1 2 Coastal Forts Only | 2111 Sacred Gift of Water Breathing (50) Fortune Teller (10%) Amphibious | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Atlantian Militia 7 2 3 | Darkvision(50%) Amphibious | Same chaff indies, with Coral Spear. | |
Atlantian Light Infantry 10 9 9 Coastal Fort Recruit | Darkvision (50%) Poison Barbs (5) Amphibious | Properly trained Atlantian with Cuirass as the only defense (relies on enemies only hitting the chest with 12 Prot). Cheapest Poison Barbs. |
|
Atlantian Shield Bearer 10 3 9 | Darkvision (50%) Amphibious | 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 Infantry 10 12 9 | Darkvision (50%) Poison Barbs (5) Amphibious | Wears full light armor (Cuirass, hat, plus shield) at the price of 6 Enc and 7 speed. | |
Reef Warrior 12 11 13 | Darkvision (50%) Poison Barbs (5) Amphibious | 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. |
|
Coral Guard 15 15 21 | Darkvision (50%) Poison Barbs (5) Amphibious | Commentary here. | |
Coral Guard 15 17 21 | Darkvision (50%) Poison Barbs (5) Amphibious | ||
Shambler 20 1 25 | amphibious darkvision(50%) | Commentary here. | |
Shambler Guard 22 7 27 | Darkvision (50%) Amphibious | 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 | Darkvision (50%) Amphibious | 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?) |
|
Lobster Rider 50 4 49 | Darkvision (100%) Amphibious | ||
Giant Lobster | Darkvision (100%) Undisciplined Animal Trample Aquatic Very Stupid | ||
Mother Guard 40 23 41 Capital Only | Sacred Darkvision (50%) Bodyguard (3) Poison Barbs (5) Amphibious | ||
Soldier of the Deep 10 6 9 Coastal Forts Only | Poor Amphibian |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Shudul Cthuda - Coral Prince | 127 Sacred Darkvision (100%) Poison Barbs (5) Amphibious | Commentary here. | |
Chuddar Kadul - Seer King Earliest Arrival Turn (10) | 4319 Cold Resistance (7) Darkvision (50%) Water Breathing (250) Fortune Teller (15%) Void Sanity (100%) Amphibious | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Monster Fish (Conjuration 6) 3 and 6 | Monster Fish | Fear (+5) Digest (2) Undisciplined Animal Aquatic | Commentary here. |
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 3 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.
Everything except Water is a rough climb up.
1/160 King of the Deep randoms 3. More Practical to Empower a fire random in 1 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.
No native access.
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.
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.
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.
No native access.
No native access.
No native access.
4 allows a King of the Deep (1 in 160) to cast Troll King's Court for 1.
No native access. No simple summons.
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?
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