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Old December 15th, 2008, 03:01 AM

TheMenacer TheMenacer is offline
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Default Re: LA Agartha Advice Wanted

I like to go with a Lord of Rebirth with death, earth, and nature all at 4. Low death and earth make nice blesses for your battlemages, and the regen helps your high HP sacreds (as well as patching up diseased mages). Add to that the fact that you've got no native access to nature, which in turn gets you later game access to air (through Fairy Queens), water, and even blood (through Lamia Queens), and you've got yourself a fairly nice setup.

From there, I've had luck with all kinds of scales, but generally you can ignore magic because you'll be recruiting as many necromancers as you can all the time so your research'll be fine without it, and cold 1 is a good idea as plenty of the undead units you're summoning have cold auras. Growth/Death is a tricky decision that I've been puzzling over for a while now. Growth is of course awesome because of the income, lowered affliction rate on your old mages, and all around niceness, but the fact of the matter is that you'll be switching over to summons sooner than most others so it's really your call.

Other than that, either trade or bootstrap your way into blood magic. Blood stones are the most incredible item in the game for Agartha and you can never never never have enough of them. You should be grinding out Tomb Oracles around the same time as you're getting access to mages with blood (you don't have to research the path itself, all those slaves should be going into blood stones) and a couple of tomb oracles with blood stones can drop serious battlefield magic (particularly the "Army of ___" spells) with no micromanagement required.

Another thing to remember is that Tomb Oracles make great thugs in their own right but they're built to help out your armies even moreso, so despite the nice personal buffs that earth and death offer, I recommend keeping them in the back rows. Iron Corpses can soak up damage, but they can't hit anything and have horrifyingly low MR, which sets them back from being a weak unit to being a liability. Skeleton Archers (I think that's the spell, the death/fire one) is absolutely incredible. I don't care how fragile the archers are, it costs five gems to get units with banefire bows and that's just the best thing.

Last edited by TheMenacer; December 15th, 2008 at 03:08 AM..
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