![]() Penumbrals are ethereal, undead beings that have a life drain attack. Cavern Wights are Pale/Wet One undead, so they only get 1 eye, but come back to life with Resist Cold/Poison +25, and a chill aura 3.īind Penumbral: Conjuration 3. ![]() Pale One Scout: Has mountain survival and stealthy +50, along the typical pale and wet one stats and abilities. Wet One Captain: Can only be recruited in UW Forts. Troglodyte Lord: A troglodyte unit that can somehow lead around 10 troops at -1 morale. Pale One Commander: Can be recruited in any fort or cave. Has inspirational +1 and can lead around 80 troops. Clad in bronze, wields an iron battleaxe. Can lead around 40 troops and 10 magic beings.Īncient Lord: Sacred. Has adept researcher +2, but can't lead around any troops at all.Įarth Reader: Sacred. Is unarmed and unarmored, but gets a mind blast and a life drain attack.Įngraver: Sacred. Has blind fighter 1, and fortune teller 5. Recruitable in your capital and in any cave province with a fort and a temple. Level 3 priests with E3F1 with 100% EF and 10& EF. Level 3 priests with E3W1 with 100% EW and 10& EW. Level 3 priests with E3D1 with 100% ED and 10& ED. The good news is that you get several versions of a level 3 priest, which is convenient for capping thrones. Realistically, you are going to get to E4, W2, D2, and F2, though there is a chance you can get E5, W3, D3 and F3 on your slow to recruit capital only Oracles with 10 % randoms. Are size 4, animal and can trample.Īgartha's magic is heavy earth, with a smattering fire, death and water. Troglodyte: Your only other non cold-blooded unit. Gets a nifty magic weapon, the obsidian glaive, but is only map move 1. One of your more expensive units, and your only sacred that can only be recruited from your capital. Gets a spear, a size 4 body, and bronze armor, buckler and cap. Get an A8B8 bless to turn them into laser guided rock snipers.Īncient One: Sacred. In any case, is armed with a rock and a fist, and that's it.These guys and Olms are your only sort of ranged units. Comes recruitable either with armor or without. Notable because it has Castle Defence +1Īncient Stone Hurler: Sacred. Doesn't have any weapons or armor, but does have a mind blast and a life drain attack.Ĭavern Guard: Recruitable in caves and forts, is armed with an iron Glaive and wears bronze armor. Has poison and cold resistance, and Blind Fighter 1. One of your few units that isn't cold blooded. Recruitable in your capital and in any cave. Can be recruited in a cave or a land fort. The cheaper version only gets bronze armor and a cap, while the more resource intensive version gets a buckler. Pale One Warrior: Comes in two flavours, and can be recruited in both caves and forted land provinces. Is almost essentially a poorly armored Ancient One. Has all the standard Pale One attributes, and wields an iron spear and is armored with sharkskin armor and a cap. Only recruitable in an underwater fort with a temple. In either case, is armed with iron spears.Īncient Wet One: Sacred. The Armored one is only recruitable in underwater forts. The naked Wet One is recruitable in any fort, any cave province, and in underwater fort provinces. Wet One: Comes in two different flavours: an armoured one in sharkskin leather armor, and a naked one. The "Hall of the Oracles" site present in your capital allows your earth mages to scry any province they want.Īgartha is also the nation of recruit anywhere sacreds, with everything but the Seal Guard being recruitable out of the cap. In addition, most of your troops do not need to eat, and are quite slow, with no survival abilities present at all in the nation. Despite having a large amount of troops capable of going underwater, most of the weapons fielded are Ferrous and will rust underwater. Pale and Wet ones also only have a single eye, and have a bonus to sieging forts. Most of their units, the Pale/Wet Ones and the Olms, are Amphibious and have Dark Vision, but also suffer from being Cold blooded. To that end, they get 20% more gold and resources in cave forts. The Oracles are gathered in a great, cavernous hall where they divine the fate of the Pale Ones.ĮA Agartha is a nation of cave peoples. The wisest of the Ancient Ones are known as the Oracles, priest-mages of great power. ![]() Pale Ones never stop growing and ancient ones can grow to huge proportions. The Pale Ones are gifted with perfect darkvision and gills and inhabit underwater rivers and lakes as well as cavernous halls. ![]() Untouched by the sun, they have become known to humans as the Pale Ones. In dark caverns under the Roots of the Earth a strange kind of one-eyed humanoids has evolved. Oracles and Earth-Blood mage-kings rule the Pale Ones. A cavern realm of Pale Ones and troglodytes.
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