.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old January 9th, 2009, 08:43 AM

legowarrior legowarrior is offline
Second Lieutenant
 
Join Date: Dec 2008
Posts: 412
Thanks: 19
Thanked 18 Times in 5 Posts
legowarrior is on a distinguished road
Default Agartha: Golem Crafters

I'm trying to get a handle on hte Agartha golem crafters for a single player game that I might use later on in multiplayer.
I'm stuck on what to use for a pretender and what kind of scales I need, to be specific, whether Growth should be a factor (what with all the old age going around) or use Order instead (and maybe get a perk if I use Hidden in the Sand).

For my pretender, I decided to go with an imprisoned oracle for the 600 design points and great dominion strengths, which would help my golems later on.

For magic, I have 9 Astral (to give me access to the ring of wizardry, and Golem spells, as well as all the usually perks) and 6 Earth (for the bless and so I can use Earth Blood) In combination I can create the Sword of Many Colors, with the Ring of Wizardry would allow my Golem Crafters to make Staff of Elemental Mastery (although I don't know if that is worth it).

So, the hard part (although I may be completely off with all of my pretenders) is the scales.
I have 42 points left over and an 8 dominion strengths.
I have so far 0 order
3 productivity
1 heat (cold blooded Agartha, so why not. Also counters many cold sides)
0 Growth
0 Luck
1 Magic

I'm playing with the idea of going3 turmoil, 3 luck and 1 in growth, but I'm curious of what people think?
Reply With Quote
  #2  
Old January 9th, 2009, 08:51 AM

ese-aSH ese-aSH is offline
Private
 
Join Date: Dec 2008
Posts: 32
Thanks: 1
Thanked 10 Times in 1 Post
ese-aSH is on a distinguished road
Default Re: Agartha: Golem Crafters

speaking of agartha pale ones : can someone explain to me how can those creatures be cold-blooded ? in the description it is said they do not face the sun, yet they wont be affected in hot lands, but by cold lands ^^
Reply With Quote
  #3  
Old January 9th, 2009, 08:55 AM

legowarrior legowarrior is offline
Second Lieutenant
 
Join Date: Dec 2008
Posts: 412
Thanks: 19
Thanked 18 Times in 5 Posts
legowarrior is on a distinguished road
Default Re: Agartha: Golem Crafters

Personally, the thing that strikes me about the Agartha is there how similar they are to the atlantians. Never stop growing, live hundreds of years and very similar paths in magic. Oh and don't forgot the amphibianism part of it.
Are they an offshoot of atlantis that grew underground?

Oh, and about the cold blood, they are like underground salamanders that are blind.
Reply With Quote
  #4  
Old January 9th, 2009, 09:01 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Agartha: Golem Crafters

Agarthans truly are an enigmatic race. They spend their time in apparently cold caverns and rarely see the sun, yet they are cold blooded and prone to fatigue because of this. It doesn't help that one of their strengths, the fact they are amphibious, sees them running into the common cold 3 dominion of underwater races, all of which will school them in the water anyway.

Agarthans are one eyed with very poor precision and are clumsy in battle, with terrible attack and defense. They are however very strong. So with typical agarthan logic, they bring glaives to battle, which give malus to attack and defence and do high damage. So if they hit something (which they don't) it's double dead. But surely they'll hit /something/ you cry? Well it certainly 'helps' that they are size 3 or 4 and so suffer from being swarmed and being unable to swarm back. But surely their armour is excellent? In their ancient wisdom agarthans have elected to wear relatively high enc armour with unimpressive protection, knowing as they do that they are so effectively shielded by their tower shields that they need not worry about missile weapons. I jest of course, what agarthan would be seen with anything bigger than a buckler? It's sheer madness.

I don't think there's any question as to why they end up extinct. Along with draconians, they are the dodos of the dom3 world.
Reply With Quote
The Following 6 Users Say Thank You to Sombre For This Useful Post:
  #5  
Old January 9th, 2009, 09:15 AM
Tifone's Avatar
Tifone Tifone is offline
Lieutenant Colonel
 
Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
Tifone is on a distinguished road
Default Re: Agartha: Golem Crafters

And yet they look cool

I think in EA one should just skip Agathan troops and go for summons and Troglos. The rare Agarthans you'll see in an army are thus wise Ancient Oracles with their great magic and strong Ancient Ones kitted for battles. It feels quite thematic for an ancient dying race

Last edited by Tifone; January 9th, 2009 at 09:27 AM..
Reply With Quote
  #6  
Old January 9th, 2009, 09:18 AM
Kadelake's Avatar

Kadelake Kadelake is offline
Sergeant
 
Join Date: Nov 2007
Location: Sweden
Posts: 270
Thanks: 31
Thanked 25 Times in 6 Posts
Kadelake is on a distinguished road
Default Re: Agartha: Golem Crafters

It's hard not to love the Agarthans after Sombre's description
Reply With Quote
  #7  
Old January 9th, 2009, 09:40 AM

VedalkenBear VedalkenBear is offline
Second Lieutenant
 
Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
VedalkenBear is on a distinguished road
Default Re: Agartha: Golem Crafters

Well, regarding MA Agartha, I don't generally worry about the Pale Ones very much, except for the capital-only mage.

Something that people may not be aware of (if they didn't play Dom2) is that MA Agartha has the 'Golem Cult' effect on its Dominion. That is, all Constructs gain +10% HP per point of Dominion. Thus, certain choices are much easier for them.

Enchantment is a very strong school for them because of their national summons (all of whom are Constructs). If/when you can break into water gems, Claymen actually aren't bad for them. The boost to their HPs raises their regeneration value to the point that they're pretty hard to kill.

Of course, Construction is also good, and if you can cast Mechanical Militia, your PD gets a lot better.
Reply With Quote
The Following 3 Users Say Thank You to VedalkenBear For This Useful Post:
  #8  
Old January 9th, 2009, 09:43 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Agartha: Golem Crafters

Just to be clear, I /love/ agarthans. They're up there with Bog Beasts for me. They're just adorable and all 3 of the ages of agartha are interesting, different and cool.

It's just that Agarthans themselves are such a race of cave dwelling turkeys.
Reply With Quote
  #9  
Old January 9th, 2009, 09:45 AM

legowarrior legowarrior is offline
Second Lieutenant
 
Join Date: Dec 2008
Posts: 412
Thanks: 19
Thanked 18 Times in 5 Posts
legowarrior is on a distinguished road
Default Re: Agartha: Golem Crafters

How necessary is gold or growth to the Agarthians?
Is turmoil/luck a good combination with them, because I do find it hard to find none Earth gems with the Agarthians.
How often should you buy Agarthian mages instead of the Golem Crafters?
Reply With Quote
  #10  
Old January 9th, 2009, 10:17 AM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Agartha: Golem Crafters

Quote:
Originally Posted by legowarrior View Post
I'm trying to get a handle on hte Agartha golem crafters for a single player game that I might use later on in multiplayer.
I'm stuck on what to use for a pretender and what kind of scales I need, to be specific, whether Growth should be a factor (what with all the old age going around) or use Order instead (and maybe get a perk if I use Hidden in the Sand).

For my pretender, I decided to go with an imprisoned oracle for the 600 design points and great dominion strengths, which would help my golems later on.

For magic, I have 9 Astral (to give me access to the ring of wizardry, and Golem spells, as well as all the usually perks) and 6 Earth (for the bless and so I can use Earth Blood) In combination I can create the Sword of Many Colors, with the Ring of Wizardry would allow my Golem Crafters to make Staff of Elemental Mastery (although I don't know if that is worth it).

So, the hard part (although I may be completely off with all of my pretenders) is the scales.
I have 42 points left over and an 8 dominion strengths.
I have so far 0 order
3 productivity
1 heat (cold blooded Agartha, so why not. Also counters many cold sides)
0 Growth
0 Luck
1 Magic

I'm playing with the idea of going3 turmoil, 3 luck and 1 in growth, but I'm curious of what people think?
I would go Astral 6 max, use the points to get another school (nature) to 4. GOH.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:37 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.