Agathon, The Voice in the Darkness
|99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.|
1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
| Agathon, The Voice in the Darkness |
This model is available in one Prime Army, Infernals. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.
The entity called Agathon has been transacting insidious arrangements with humans of western Immoren for centuries. Countless talented but impatient and greedy arcanists have been twisted to serve the Nonokrion Order as infernalists through the far-reaching schemes of Agathon. Though a creature of subtle power, will, and persuasion, Agathon is also a fierce battle master who takes delight in rendering lesser beings powerless and reminding them of their mortality. What those beings call magic is simple thought to Agathon, as reality bends and reshapes at a whim.
- 1 Basic Info
- 2 Thoughts on Agathon, The Voice in the Darkness
- 3 List Building Advice
- 4 Other
- Infernal Master - This model is the Infernal equivalent of a warcaster or warlock. They have a number of unique rules (which you can read here), but fulfil the same role; namely, being really awesome at everything.
Feat - Well of Sorrow
- When an enemy model casts a spell while in Agathon’s control range, increase the COST of the spell by 1.
- Additionally, while in Agathon’s control range, models gain one additional die on their magic attack rolls and magic attack damage rolls. For each of those rolls, you choose one of the dice rolled to be discarded.
- Well of Sorrow lasts for one round.
- Eyeless Sight
- Revelations of the Outer Darkness - Once per turn, when a friendly Faction non-soulless warrior model in this model's command range is destroyed by an enemy attack, immediately after the attack is resolved this model can cast a spell without spending essence.
- Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its essence during your next Control Phase, replace each soul token with 1 essence point.
|Pain Touch (x2)|
|Enemy upkeep spells in the spellcaster's control range immediately expire. A model can keep any of its upkeep spells in play by suffering d3 damage per spell. This damage cannot be transferred or reduced by spending focus points. Remove one damage point from the spellcaster for each damage point caused by Censure. Censure can only be cast once per activation.|
| Curse of Shadows
|Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.|
| Dark Fire
|When a living enemy model is destroyed by Dark Fire, the spellcaster gains the destroyed model's soul token regardless of the proximity of other models.|
| Dark Seduction
|Take control of target enemy non-warcaster, non-warlock warrior model. You can immediately make a full advance with that enemy model followed by a basic attack, then Dark Seduction expires. The enemy model cannot be targeted by free strikes during this movement. Dark Seduction can be cast only once per activation. A model can be affected by Dark Seduction only once per turn.|
|If this attack misses, nothing happens. If it hits, before making the damage roll, push models within 3" of the model hit 3" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play.|
|Place the spellcaster anywhere completely within 6" of its current location, then its activation ends.|
|Immediately after the spellcaster ends its Normal Movement, target horror in its battlegroup can advance up to 3" directly towards it.|
Thoughts on Agathon, The Voice in the Darkness
Agathon, The Voice in the Darkness in a Nutshell
Agathon is a being of pure arcane might. They feature an extremely high Essence stat (9!) and a large selection of potent spells. Agathon's gameplay should revolve around summoning and spell-slinging. As the highest Essence Master, Agathon should be able to reliably summon a Horror each turn if necessity dictates, while still slinging a spell or two (or camping Essence for defensive purposes).
Additionally, Agathon has some features that punish puny mortals for trying to kill off their supply of Marked Souls or Essence in Revelations of the Outer Darkness which lets them throw out a spell for free after one of them gets destroyed in its command range. Their opponent must consider if killing off a few cultist is worth taking a free Hellmouth/Dark Fire to the face or triggering a free teleport to safety.
Agathon has the weakest Soul Collection abilities, which is offset by their extremely high Essence.
In concept, Agathon should feature a broad toolbox of spells that should give them something to do every turn. Agathon should be making turn-by-turn decisions of summoning and fueling their Horrors or going on a spell-slinging rampage during their feat. However, Agathon is defensively weak, and should be easily taken down if your opponent can scalpel out their defensive options. With their low defensive stats, huge control range, and readily available arc nodes, Agathon likes to sit in the back and do everything from a safe distance.
Agathon has a large toolbox of spells, featuring a "spell for every situation," though few are straightforward to use. Agathons enormous ESS stat makes their offensive spells very accurate, and they can manage to summon and cast a few spells without needing supplementary essence from souls (though with said extra essence they become despicably powerful).
- Dark Fire provides a decent nuke with Soul Collecting capabilities. If Agathon is able to snag a decent number of souls, using this and their feat together produce a large number of highly accurate attacks that can be channeled at odd angles. This can be the makings of an assassination or, more mundanely, a way to remove an enemy unit and brim with souls on the next turn as well.
- Censure can deal with enemy upkeeps or provide some damage to their caster and healing for Agathon. As Agathon can cast it twice as often as the spell suggests thanks to Revelations of the Outer Dark, they can quickly rid the field of junior war casters or force them to not use the powerful upkeeps they are often included for.
- Dark seduction can provide some great control and punish enemy infantry formations. It can be particularly brutal on units with low command, as moving the leader away can force them out of formation.
- Curse of Shadows can help with enemy armor and provide some interesting ways to get your units into tricky combat positions, such as walking Croe's through the target to allow for juicy backstab bonuses.
- Teleport gives them a defensive out. It can also be used as a pseudo sprint to leverage Agathon's odd melee abilities once in a blue moon.
- Tether increases the threat range of your horrors, but can be awkward to use as Agathon generally does not want to be in a position where it is in front of it's horrors. However, you can use Teleport to bounce back once the Tether target is moved. You can also use it to pull a horror backwards so that your cultists can sit further in the backfield before moving to fill it back up.
- Hellmouth is Agathon's most powerful spell, with a commensurate cost. It can annihilate infantry and drag in heavier targets to close threat distances alike. Note that running a cheap body, such as a cultist, into the midst of an enemy unit can allow you to drag in much more if your opponent has spaced their models to try to avoid Hellmouth.
All of Agathons spells can potentially be cast during your opponents turn for free if they kill one of your non-souless models. This creates a huge amount of weird and powerful interactions, such as spoiling a charge with dark seduction, unjamming a heavy while also pulling it forwards with Hellmouth, or simply teleporting Agathon away from harm. Not many casters can manage to fire off two Hellmouths in a turn: Agathon barely struggles to use three!
Well of Sorrow increases the cost of enemy spells cast in their control range and adds an extra dice to the spell attack and damage rolls, dropping the one of your choice for both friendly and enemy models. Agathon doesn't have to play as forward as most would in order to catch the opposing caster in their feat due to their very large control range. The feat can set up a very scary assassination run from Agathon and with their huge control range and arc nodes will not be left in a vulnerable position if it fails. This threat will also have a psychological effect on anyone facing Agathon as they must keep it in mind
Infernals also have a few solo and attachment options that can benefit from their feat. Eilish, Regna, Lord Roget, Orin, and Wretches all can make use of it, but they are worth bringing for many other reasons besides and shouldn't be included with Agathon for the idea that they will help them. Dark sentinels can also benefit from the feat, though usually only via Battle Wizard.
There are casters that will be undone by the increased difficulty of spellcasting, but they are few in number and overall this is primarily a selfish feat to boost Agathon's output.
Drawbacks & Downsides
- Old man defensive stats on a Large base. Agathon is the most fragile of the Infernal Masters and careful planning will be required to keep it safe.
- Agathon needs to channel, otherwise it's average spell ranges bring it far too close to the action for comfort. Taking out Foreboders severely limits what it's spells can accomplish. Summoning Foreboders is costly, slow and obvious, providing an entire turn to react to any plan Agathon is trying to salvage the game with.
- Poor soul collection capabilities.
Tricks & Tips
- Revelations of the Outer Darkness can be used in each player's turn. During your turn, try to get some cheap cultists to die to free strikes so you can get an extra spell.
List Building Advice
Agathon has three basic strategies, and can be taken as a ranged version of the melee Omodamos list
- The main plan is the same with any Dark Legacy list, attrition the enemy with a weight of heavy Horrors backed up with insane Essence economy.
- The secondary plan, and one which should be set up every turn by Foreboder positioning, is to spellsling the enemy caster to death.
- Finally, Agathon can run a more conventional scenario game very well thanks to its ability to focus Essence resources from one part of the board to anther basically freely.
The backbone of playing Agathon well is Foreboder positioning. You'll always bring a minimum of three, most often four, and ideally that will be all you need for the entire game. Foreboders need to be placed each turn such that they will A) allow Agathon access to a different are of the board safely, B) threaten an assassination, and C) keep the Foreboder safe for next turn. Simply spreading out Foreboders isn't enough, as a savvy opponent will take them off the board first thanks to their necessity to Agathon's gameplan and their specific weakness. The worst case scenario for an Agathon player is being down to just one Foreboders coming out of turn three, and needing to spend a summon on a Foreboder so Agathon can stay out of threat in the second half of the game. An Agathon player without Foreboders on the table is an Agathon player with half of their threat vectors gone, a massively tactical victory for their opponent.
- Agathon will always take a minimum of three Foreboders, often four. This enables its spellslinging anywhere on the table.
- An Infernal Gate helps Agathon stay even further back while also pushing forward when it goes for an assassination
- A Griever Swarm or two helps to clear chaff, while also serving as chaff for the enemy
- Unlike the other Masters, Agathon does not have a preference as regards heavy Horrors. It will summon whatever best fits the current situation (so usually Tormentors). Soul Stalkers are great for Agathon into lists with lots of available souls, since Agathon can so efficiently convert souls into damage.
- Agathon will always take the standard Dark Legacy support package of Lord Roget d'Vyaros, Valin Hauke, and the Hermit of Hengehold. Even more so than Omodamos, Agathon needs as many resources as possible on the turn in which it decides to go after the enemy caster.
- Agathon generally needs more Umbral Guardians then the other two Masters, as it lacks a good way to protect the Infernal army from shooting. A full package of three is not uncommon.
- Several Cultist Bands, obviously. Conventional wisdom is usually a full size unit with or without Dark Sentinels plus Orin, and a min unit for essence fuel.
- Released with the Faction launch (2019.06)
- Agathon is based on an old IKRPG model, "Curator & Discerning Beast, Nonokrion Order Infernal". Despite a superficial resemblance, Agathon is much more detailed and far larger.
- While Zaateroth goes by "she", Omodamos goes by "he", Agathon goes by "they", as seen in their POV in the Hengehold Scrolls and is as such the first confirmed non-binary character in the setting.
Other Infernal models
|Infernal Index (Edit)|
|Unique Rules : Masters, Horrors, Essence, & Summoning|
|Infernal Masters||Agathon - Omodamos - Zaateroth|
|Attachment (1)||Lord Roget d'Vyaros|
|Master Infernalist||Princess Regna|
|Lesser||Foreboder||Heavy||Desolator - Soul Stalker - Tormentor|
|Light||Lamenter - Shrieker||Colossal||Guardian of Souls - Harvester of Souls|
|Units, Solos, & Structures|
Eilish1 - Eilish2 - Great Princess Regna Gravnoy (Master Infernalist) - Hermit of Henge Hold - Lord Roget d'Vyaros (Attachment) - Lynda the Forgotten - Nicia2 - Orin1 - Saxon Orrik - Runewood2 - The Wretch - Umbral Guardian - Valin Hauke, The Fallen Knight
|Dark Legacy - Hearts of Darkness||J.A.I.M.s|
This index was last updated: 2021.07
(1) - Note that an Infernal Master Attachment is not part of the battlegroup, they are merely listed there for convenience.
Rules Clarification : Feat : Well of Sorrow
Rules Clarification : Infernal Master (Edit)
Rules Clarification : Inscrutable - None yet. (Edit)
Rules Clarification : Eyeless Sight (Edit)
Rules Clarification : Pathfinder (Edit)
Rules Clarification : Revelations of the Outer Darkness (Edit)
Rules Clarification : Cull Soul - None yet. (Edit)
Rules Clarification: : Magical Damage (Edit)
|* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
Rules Clarification : Dark Banishment (Edit)
Rules Clarification : Needle (Edit)
Rules Clarification : Censure (Edit)
Rules Clarification : Curse of Shadows (Edit)
Rules Clarification : Dark Fire (Edit)
Rules Clarification : Dark Seduction (Edit)
Taking Control of an Enemy Model (Edit) [Show/Hide]
Destroying the Controlled model
Taking control of an enemy Trooper (member of a unit)
Rules Clarification : Hellmouth (Edit)
Rules Clarification : Teleport - None yet. (Edit)
Rules Clarification : Leash and/or Tether - None yet. (Edit)