From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
The humans revere statues made by the Agarthans and the Golem Crafters give them life through magic.

Overview[edit]

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

National Features[edit]

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.

Units[edit]

Agarthan Light Infantry[edit]

Gold 10 Resources 10
Hit Points 10 Strength 10
Protection 9 Attack Skill 10
Morale 10 Defence Skill 13
Magic Resistance 10 Precision 8
Encumberance 5 Move 2/10
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[edit]

Gold 10 Resources 22
Hit Points 10 Strength 10
Protection 14 Attack Skill 10
Morale 10 Defence Skill 13
Magic Resistance 10 Precision 8
Encumberance 7 Move 1/8
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[edit]

Gold 10 Resources 27
Hit Points 10 Strength 10
Protection 17 Attack Skill 10
Morale 10 Defence Skill 12
Magic Resistance 10 Precision 8
Encumberance 8 Move 1/7
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[edit]

Gold 10 Resources 20
Hit Points 18 Strength 12
Protection 13 Attack Skill 8
Morale 10 Defence Skill 9
Magic Resistance 12 Precision 7
Encumberance 5 Move 1/8
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[edit]

Gold 40 Resources 19
Hit Points 40 Strength 18
Protection 12 Attack Skill 9
Morale 12 Defence Skill 10
Magic Resistance 13 Precision 7
Encumbrance 5 Move 2/13
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

Commanders[edit]

Agarthan Scout[edit]

Gold 20 Resources 3
Hit Points 10 Strength 10
Protection 6 Attack Skill 10
Morale 10 Defence Skill 10
Magic Resistance 10 Precision 8
Encumberance 3 Move 2/12
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[edit]

Gold 30 Resources 22
Hit Points 12 Strength 11
Protection 14 Attack Skill 11
Morale 12 Defence Skill 14
Magic Resistance 10 Precision 8
Encumberance 7 Move 2/8 Leadership 80/0/0
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[edit]

Gold 30 Resources 20
Hit Points 22 Strength 13
Protection 13 Attack Skill 10
Morale 12 Defence Skill 10
Magic Resistance 12 Precision 7
Encumberance 5 Move 2/8 Leadership 40/0/0
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[edit]

Gold 50 Resources 1
Hit Points 10 Strength 9
Protection 0 Attack Skill 9
Morale 9 Defence Skill 9
Magic Resistance 12 Precision 8
Encumberance 3 Move 2/10 Leadership 10/0/0
Traits
Darkvision(50), Sacred
Magic
1H
Armor
Weapons
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[edit]

Gold 90 Resources 1
Hit Points 10 Strength 9
Protection 1 Attack Skill 9
Morale 12 Defence Skill 12
Magic Resistance 14 Precision 8
Encumberance 3 Move 1/10 Leadership 40/0/5
Traits
Darkvision(50), Sacred
Magic
1H1E
Armor
Weapons
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[edit]

Gold 200 Resources 2
Hit Points 10 Strength 8
Protection 2 Attack Skill 9
Morale 12 Defence Skill 8
Magic Resistance 14 Precision 8
Encumberance 4 Move 1/10 Leadership 45/0/20
Traits
Darkvision(50), Sacred, Old Age 52(48)
Magic
1F1W2E1H
Armor
Weapons
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[edit]

Gold 90 Resources 21
Hit Points 44 Strength 19
Protection 12 Attack Skill 10
Morale 14 Defence Skill 8
Magic Resistance 13 Precision 7
Encumberance 5 Move 2/13 Leadership 80/0/0
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[edit]

Gold 400 Resources 1
Hit Points 38 Strength 17
Protection 6 Attack Skill 7
Morale 13 Defence Skill 10
Magic Resistance 18 Precision 7
Encumberance 6 Move 1/14 Leadership 80/30/15
Traits
Darkvision(100), Sacred, Amphibian, NNE, Cold Blooded, Siege Bonus(5), Old Age 440(400)
Magic
3E1D3H1? (10 FWED)
Armor
Weapons
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

Heroes[edit]

Starting Sites[edit]

Halls of the Oracles[edit]

Enables recruitment of
Ancient Lord, Oracle of the Ancients, Ancient One
Produces
5 earth gems/turn

National Spells[edit]

Only summons.

National Summons[edit]

Attentive Statue[edit]

Gem Cost 8E
Hit Points 13 Strength 13
Protection 22 Attack Skill 12
Morale 50 Defence Skill 14
Magic Resistance 13 Precision 2
Encumberance 0 Move 3/6
Traits
Darkvision(100), Poor Amphibian, Poison Resist(100), Magic Being, Lifeless, NNE, Mindless, Never Heals, Patrol Bonus(5)
Armor
Stone Shield
Weapons
Granite Sword
Description
"The ancient statues of old Agartha are sacred and rare. Human ones are not treated with the same respect, butare quite common. Enlivened by the Golem Crafters, these statues are placed near gates to stand vigil and wait for trespassers."
Comments
Summons 2 per cast. Only national summon that has a shield. Needs 2E to cast. Enchant 3.

Sentinel[edit]

Gem Cost 4E
Hit Points 25 Strength 16
Protection 22 Attack Skill 12
Morale 50 Defence Skill 9
Magic Resistance 14 Precision 2
Encumberance 0 Move 3/8
Traits
Darkvision(100), Poor Amphibian, Poison Resist(100), Magic Being, Lifeless, NNE, Mindless, Never Heals, Patrol Bonus(10), Sacred
Armor
Weapons
Granite Glaive
Description
"Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the Earth are adored and worshipped, enchanted and given magical life by the Golem Crafters. Statues of Pale Ones stand guard, ever watching and waiting."
Comments
Needs 2E to cast. Enchant 4.

Granite Guardian[edit]

Gem Cost 12E
Hit Points 75 Strength 22
Protection 22 Attack Skill 12
Morale 50 Defence Skill 9
Magic Resistance 15 Precision 2
Encumberance 0 Move 3/8
Traits
Darkvision(100), Poor Amphibian, Poison Resist(100), Magic Being, Lifeless, NNE, Mindless, Never Heals, Patrol Bonus(10), Sacred
Armor
Weapons
Granite Glaive
Description
"Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the Earth are adored and worshipped, enchanted and given magical life by the Golem Crafters. The great statues of Ancient Seal Guards are foremost of these living statues, sacred guardians ever watching and waiting."
Comments
Needs 3E to cast. Enchant 5.

Marble Oracle[edit]

Strategies[edit]

Strategy A[edit]

Scale Design[edit]

Pretender Design[edit]

Expansion[edit]

Research Order[edit]