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EDIT: This is a hero for LA Agartha
![Image](http://i.imgur.com/xTYDtrh.png)
Moderator: Moderators
I think some of these changes may have happened because of that thread on Agartha balance Frank started on Desura. Thanks for that!Changes to EA Agartha
Pretenders:
- Earth Made Flesh
- Pillar
Units:
- Ancient Wet Ones
- Olm Sage (in caves and womb of earth)
- Great Olm (in caves and womb of earth)
Heroes:
- Members of the Closed Council x3 (death, forests, water)
- Deepthought descr
Sites: (a one time event should add the new sites in ongoing games)
- Womb of the Earth
Spells:
- Release Imprisoned Ones.
- Barathrus & Rhuax needs site: Roots of the Earth.
- Living Mercury
- Cavern Wights (EA - no magic weapons) - altered cost and available EA
- Penumbral
- Umbral
Changes to MA Agartha
Pretenders:
- Earth Made Flesh
- Pillar
Units:
- Defender of the Halls
- Shard Guard
- Ancient One +1 att, +1def, throw rocks, descr fix, better armor, standard +1
- Ancient Lord +1 att (IIRC)
Sites: (a one time event should add the new sites in ongoing games)
- Halls of Oracles no longer gives gems
- Roots of the Earth
- Broken Seal
Spells:
- Attentive statues, sentinels lvl and cost
- Olm Conclave
- Umbral more efficient
- Penumbral more efficient
- Living Mercury
- Shard Wights - replaces cavern wights in MA and LA
- Hall of Statues (many sentinels)
Changes to LA Agartha
Pretenders:
- Pillar
- Master Alchemist
Units:
- Alchemists
- Sappers throw cave fire
- Blindlord ldr
Heroes:
- Master of Alchemical Secrets
Spells:
- Nightmare Reanimation
- Shard Wights
- Halls of the Dead
- Penumbral and Umbral efficient (like in MA)
- Iron Ancestor spell cost and unit statfix
- Iron corpse spell cost and numbers
Items:
- Nationrestricted Barrel of Mercury
Kaelik wrote:You are so full of Strawmen that I can only assume you actually shit actual straw.
souran wrote:...uber, nerd-rage-inducing, minutia-devoted, pointless blithering shit.
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DSM wrote:Apparently, The GM's Going To Punch You in Your Goddamned Face edition of D&D is getting more traction than I expected. Well, it beats playing 4th. Probably 5th, too.
Frank Trollman wrote:Giving someone a mouth full of cock is a standard action.
PoliteNewb wrote:If size means anything, it's what position you have to get in to give a BJ.
The upshot is that Sauromancers can be recruited from any castle +lab +temple, so you potentially can run around with a lot of big Death mages after you get some castles up.Mister_Sinister wrote:Does anyone here have any thoughts on LA C'tis? I recall that someone mentioned that Sauromancers were awesome, but them being StR kinda hurts. Also, from what I can see, LA C'tis has bad troops (low morale for everyone!), despite having pretty awesome-looking undead available. I guess I'm just not sure what you're meant to do for early expansion.
MA Agartha got a few bones thrown to it.None of the others seem to have changed, I haven't been through all the nationals but the ones I checked remain the same.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
You know, I've never actually managed to make much from magic diversity. Like, what do you actually do with mages who provide you with a single level in a path you don't otherwise have? I mean, assuming you can't stick them in a communion and start casting higher-end spells.FrankTrollman wrote:The big boost for LA Agartha is that they went from a low magic diversity faction to a medium magic diversity faction because they got a Water mage.
-Username17
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
Forge items, trade for boosters, site search, empower, profit????name_here wrote:You know, I've never actually managed to make much from magic diversity. Like, what do you actually do with mages who provide you with a single level in a path you don't otherwise have? I mean, assuming you can't stick them in a communion and start casting higher-end spells.FrankTrollman wrote:The big boost for LA Agartha is that they went from a low magic diversity faction to a medium magic diversity faction because they got a Water mage.
-Username17
Let's continue that a little bit.Orion wrote:Each path has a couple of "gem sink" items -- items a level 1 mage can make that you can never have too many of.
Fire: Throw down a Sceptre of Authority, Fire Bola, or Just Man's Cross for all of your non-mage commanders. Lightless Lanterns for research.
Air: Bow of War and Bow of Accuracy. Owl Quills.
Death: Skull Talisman and Black bow of Botulf
Water: Water Bracelet, and then water bottles.
Nature: Boots of the Messenger for all your battle mages.
Earth: Girdle of Might for all your mages.
Blood is already supposed to be a pyramid scheme and Astral interacts with whatever other magic you have.