Dominions 3: The Awakening/Nations/Agartha, Golem Cult

Overview
During the Middle Age, Agarthans are growing lesser in number and humans have moved to the caverns.

National Features

 * Golem Cult
 * In short, the golem cult is +10% HP per level of friendly dominion, for your golems. This includes non-national golems such as Claymen and "Golem" golems. It does not cover undead.

Agarthan Light Infantry

 * Traits
 * Darkvision(50)


 * Armor
 * Full Leather Armor, Iron Cap, Shield


 * Weapons
 * Short Sword


 * Description
 * "Light infantry equipped with light armor, shields and short swords. They have partial darkvision."


 * Comments
 * Not particularly good for mid- or late-game strategies, but a good unit for hording to take on independents early. They are useless in the face of cavalry.

Agarthan Infantry

 * Traits
 * Darkvision(50)


 * Armor
 * Chain Mail Hauberk, Iron Cap, Kite Shield


 * Weapons
 * Short Sword


 * Description
 * "Infantry equipped with chainmail,kite shields and short swords. They have partial darkvision."


 * Comments

Agarthan Heavy Infantry

 * Traits
 * Darkvision(50)


 * Armor
 * Full Chain Mail, Half Helmet, Kite Shield


 * Weapons
 * Short Sword


 * Description
 * "Heavy infantry equipped with heavy chainmail,kite shields and short swords. They have partial darkvision."


 * Comments

Pale One Soldier

 * Traits
 * Darkvision(100), NNE, Cold Blooded, Amphibian, Siege Bonus(2)


 * Armor
 * Scale Mail Hauberk, Iron Cap, Buckler


 * Weapons
 * Spear


 * Description
 * "In dark caverns under the Roots of the Earth a strange race of one-eyed humanoids has evolved. Untouched by the sun, they have become known to humans as the Pale Ones. Pale Ones are gifted with perfect darkvision and gills. They inhabit underwater rivers and lakes as well as cavern halls. With the coming of the New God, the Pale Ones have emerged from the depths of the earth to conquer the world of humans. Since the arrival of men, the Pale Ones have started to use iron armor."


 * Comments

Ancient One

 * Traits
 * Darkvision(100), NNE, Cold Blooded, Amphibian, Siege Bonus(5), Sacred


 * Armor
 * Bronze Scale Cuirass, Bronze Cap, Buckler


 * Weapons
 * Spear


 * Description
 * "Pale Ones can live for a very long time and they do not stop growing. These ancient giants have sacred status and many serve as commanders of the Agarthan armies."


 * Comments

Agarthan Scout

 * Traits
 * Darkvision(50), Stealthy(+20)


 * Armor
 * Leather Cap, Leather Cuirass


 * Weapons
 * Spear


 * Description
 * "Scouts are trained to pass unseen through enemy territory. Their reports on enemy army movements and the resources in enemy lands are invaluable to the prudent warlord. The scouts of Agartha have partial darkvision."


 * Comments

Cave Captain

 * Traits
 * Darkvision(50)


 * Armor
 * Iron Cap, Chain Mail Hauberk, Kite Shield


 * Weapons
 * Short Sword


 * Description
 * "Cave Captains are Agarthan Commanders. They are equipped in the same manner as Agarthan infantry. They have partial darkvision."


 * Comments

Pale One Captain

 * Traits
 * Darkvision(100), NNE, Cold Blooded, Amphibian, Siege Bonus(5)


 * Armor
 * Iron Cap, Scale Mail Hauberk, Buckler


 * Weapons
 * Spear


 * Description
 * ""In dark caverns under the Roots of the Earth a strange race of one-eyed humanoids has evolved. Untouched by the sun, they have become known to humans as the Pale Ones. Pale Ones are gifted with perfect darkvision and gills. They inhabit underwater rivers and lakes as well as cavern halls. With the coming of the New God, the Pale Ones have emerged from the depths of the earth to conquer the world of humans. Since the arrival of men, the Pale Ones have started to use iron armor."


 * Comments

Attendant of the Oracles

 * Traits
 * Darkvision(50), Sacred


 * Magic
 * 1H


 * Armor
 * Weapons
 * Dagger
 * Dagger


 * Description
 * "Deep down underneath the Cave City lie the Halls of the Oracles. Here a few surviving Oracles live in opulent splendour. They are at all time served by the attendants of the Oracles, lowly human priests who scurry hither and yon to answer every whim of the Ancient Ones."


 * Comments

Earth Reader

 * Traits
 * Darkvision(50), Sacred


 * Magic
 * 1H1E


 * Armor
 * Weapons
 * Quarterstaff
 * Quarterstaff


 * Description
 * "Earth Readers are Agarthan priests and diviners of the Will of the Earth. Once the Earth Readers were Pale Ones, but with the slow demise of that race, humans have replaced them. Earth Readers are always consulted when new caverns or mines are opened. They also predict earth tremors and cave-ins."


 * Comments

Golem Crafter

 * Traits
 * Darkvision(50), Sacred, Old Age 52(48)


 * Magic
 * 1F1W2E1H


 * Armor
 * Weapons
 * Maul
 * Maul


 * Description
 * "When men first entered the caves of Agartha, they were awed by the great statues adorning the opulent halls of the Pale Ones. The great statues of the Pale Ones became worshipped and human mages formed a cult around them. The Golem Crafters are the leaders of the cult. They guard the secrets and magic wonders of Old Agartha and perform the sacred animation rituals.


 * Comments
 * As stated these are going to be the driving force behind your golem summoning.

Ancient Lord

 * Traits
 * Darkvision(100), Sacred, NNE, Amphibian, Cold Blooded, Siege Bonus(5)


 * Armor
 * Bronze Cap, Bronze Scale Cuirass


 * Weapons
 * Battleaxe


 * Description
 * "Pale Ones can live for a very long time and they do not stop growing. These ancient giants have sacred status and many serve as commanders of the Agarthan armies."


 * Comments

Oracle of the Ancients

 * Traits
 * Darkvision(100), Sacred, Amphibian, NNE, Cold Blooded, Siege Bonus(5), Old Age 440(400)


 * Magic
 * 3E1D3H1? (10 FWED)


 * Armor
 * Weapons
 * Quarterstaff
 * Quarterstaff


 * Description
 * "Deep down underneath the Cave City lie the Halls of the Oracles. Here a few surviving Ancients and their Oracles live in opulent halls adorned with statues and riches from the Earth. Awaiting the eventual demise of their proud race, the Oracles try to keep the old traditions and memories alive. By reanimating statues of their ancestors, the Oracles cling to memories of a glorious past when humans were not present in the Halls of the Earth and the Seal was unbroken. Some Oracles have even gone so far as to reanimate their dead brethren."


 * Comments

Halls of the Oracles

 * Enables recruitment of
 * Ancient Lord, Oracle of the Ancients, Ancient One


 * Produces
 * 5 earth gems/turn

National Spells
Only summons.

National Summons

 * Unit: Gems z
 * Description