{{ :nations:flags:MA_naba.png?nolink|}} ======= MA Na'Ba, Queens of the Desert ======= ===== Lore ===== ===== General Overview ===== FIXME How the nation plays and what it is good at should go here, aka why would it be cool to play, whats good about it (in general terms) and where they falter possibily there could be a standard for nation classification (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based etc) National Features ===== National Features ===== ^ Special Race Attributes ^ Military ^ Magic Access ^ Priests ^ Buildings ^ | Perefer {{heat}} +2\\ **Giant Elves!**\\ {{:abilities:wasteland_survival.png?nolink}} {{:abilities:stealthy.png?20&nolink}} {{:abilities:glamour.png?20&nolink}} | recruit anywhere archers\\ Half-Giant Infantry\\ Sneaky Elven Half-Giants. | {{:misc:magic:fire.png?20&nolink}} Fire (4, Rare 5)\\ {{:misc:magic:air.png?20&nolink}} Air (4, Rare 5)\\ {{:misc:magic:earth.png?20&nolink}} Earth (2, Rare 3)\\ {{:misc:magic:astral.png?20&nolink}} Astral (1, Rare 2)\\ {{:misc:magic:nature.png?20&nolink}} Nature (1, Rare 2) \\ Summonable {{path>D1}}*, {{path>W3}}, {{path>N2}}, {{path>B2}}*\\ *cannot be summoned natively | {{:magicpath:path_h.png?20&nolink}} Priests lvl2 (giant Priests) \\ \\ Dominion Hides Province Ownership | {{:misc:gui:fortress.png?30&nolink}} Giant Forts\\ Labs Cost 250 in Wastelands | Dominion Hides Province Ownership FIXME elaborate. \\ \\ Enemy nations will see Na'Ba's provinces as Independent if: * They have Na'ba's [[Dominion]] * There are no [[Scout Reports]] on them (such as from a scout, or from any neighbouring friendly province) ==== Capital Special Sites ==== **Great Dam** \\ {{ :sites:sites_0018.png?nolink }} \\ Increases Growth Scales \\ Produces {{gems>1W}} per turn **Jannah** \\ {{ :sites:sites_0050.png?nolink }}\\ Enables recruitment of: \\ {{:nations:ma:naba:malikah.png?nolink}} **??Malikah??**\\ {{:nations:ma:naba:jann_guard.png?nolink}} **??Jann Guard??**\\ Produces {{gems>1F1A1E1S}} per turn **The Vault of Incense and Marvels** \\ {{ :sites:sites_0009.png?nolink }} \\ Generates 100 {{:misc:gui:gold.png?15&nolink}} per turn. ===== National Units ===== FIXME ==== Commanders ==== FIXME ^ Img ^ Unit Name ^ Abilities ^ Comments ^ | {{:nations:ma:naba:nabaean_scout.png?nolink}} | **??Nabaean Scout??**\\ {{:misc:gui:gold.png?15&nolink}} 20\\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ + foreign Rec | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (50)\\ {{:abilities:pillager.png?15&nolink}} [[Pillager]] (1)\\ {{:abilities:mountainsurvival.png?20&nolink}} [[Mountain Survival]]\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | Cheaper recruit anywhere scout. | | {{:nations:ma:naba:sheikh.png?nolink}} | **??Sheikh??**\\ {{:misc:gui:gold.png?15&nolink}} 65\\ {{:misc:gui:resources.png?15&nolink}} 8 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ + foreign Rec | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]](40)\\ {{:abilities:pillager.png?15&nolink}} [[Pillager]] (5)\\ {{:abilities:inspirational.png?15&nolink}} [[inspirational]] (1)\\ {{:abilities:tax_collector.png?20&nolink}} [[Tax collector]]\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | Recruit anywhere Commanders, very useful as they can cover a lot of ground, can pillage, and start with 1-3 ??Falcon??s which harass like Imps. \\ They are also tax collectors in case raiders try to cut off your land from your forts, or to make raiding more profitable. | | {{:nations:ma:naba:karib.png?nolink}} | **??Karib??**\\ {{:misc:gui:gold.png?15&nolink}} 80\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ + foreign Rec | {{path>E1H1}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | Your cheapest early game [[research]]ers, and low-path Earth gear forger. \\ Even at Magic 3, the Hermit Sahir give better RP/gold, but Karibs give better RP/turn.\\ Being stealthy let them safely raid with {{gems>3E}} by first casting ??Summon Earthpower?? and then casting ??Summon Earth Elemental?? | | {{:nations:ma:naba:adite_general.png?nolink}} | **??'Adite General??**\\ {{:misc:gui:gold.png?15&nolink}} 85\\ {{:misc:gui:resources.png?15&nolink}} 26 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | An 80 Ld Commander. Note that Sheikhs give equal morale and better movement on a cheaper rec anywhere, but Adites can do formations and are far safer from stray threats in battle. | | {{:nations:ma:naba:mukarrib.png?nolink}} | **??Mukarrib??**\\ {{:misc:gui:gold.png?15&nolink}} 120\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>S1,H2}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:fortune_teller.png?20&nolink}} [[Fortune Teller]] 5%\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | One of your other spammable mages. \\ As {{path>S1}} mages the Mukarrib can pointbuff with ??Luck?? and ??Body Ethereal??. \\ As Sacred Giants with Astral magic, they can form durable communions to support your big mages. \\ Because of their {{path>S1H2}} three Mukarrib can join in a [[communion]] to cast ??Divine Blessing?? and ??Smite?? if no better options are available. | | {{:nations:ma:naba:hermit_sahir.png?nolink}} | **??Hermit Sahir??**\\ {{:misc:gui:gold.png?15&nolink}} 125\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ foreign Rec Only | {{path>F1,A1,E1,100%FAES}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | A strong mage that can only be recruited from any unforted lab in 4 turns, with wasteland labs being preferable since they're cheaper. \\ They are excellent battle mages, and come with a ??Hinn?? Companion. \\ Stealth and the Hinn make them capable of solo-raiding using ??Summon Fire Elemental??, ??Summon Air Elemental?? or ??Summon Earth Elemental?? | | {{:nations:ma:naba:jann_emir.png?nolink}} | **??Jann Emir??**\\ {{:misc:gui:gold.png?15&nolink}} 280\\ {{:misc:gui:resources.png?15&nolink}} 26 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>F1,A1,H1,100%FAE}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:glamour.png?20&nolink}} [[Glamour]]\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (65)\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] \\ {{:abilities:iron_vulnerablity.png?20&nolink}} [[Iron Vulnerability]] 1\\ {{:abilities:resist_fire.png?15&nolink}} [[fire Resistance]] (5) | A fairly strong Thug. \\ Not only he is a Elven, giant hybrid, but he is also a sacred mage with thug paths.\\ Each random can give good things, ??Phoenix Pyre??, ??Ironskin??, and ??Mistform??. The {{path>F1A2H1}} and {{path>F1A1E1H1}} versions thug best until Pyre. Enc 6 is an issue without AOE weapons.\\ Can lead stealthy raids with other Jann. | | {{:nations:ma:naba:sahir.png?nolink}} | **??Sahir??**\\ {{:misc:gui:gold.png?15&nolink}} 315\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 | {{path>F2,A2,E1,100%FES}} {{:misc:gui:research.png?15&nolink}} 17\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:glamour.png?20&nolink}} [[Glamour]]\\ {{:abilities:stealthy.png?20&nolink}} [[Stealthy]] (65)\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] \\ {{:abilities:fortune_teller.png?20&nolink}} [[Fortune Teller]] 5%\\ {{:abilities:iron_vulnerablity.png?20&nolink}} [[Iron Vulnerability]] 1\\ {{:abilities:resist_fire.png?15&nolink}} [[fire Resistance]] (5) | Your strongest any-fort mage. \\ {{path>E2}} provide ??Legions of Steel??, ??Strength of Giants??, and ??Maws of the Earth??. \\ {{path>F3}} can evo (especially ??Smokeless Flame??) and provide ??Heat from Hell??. \\ All can do elemental spam and ??Scorching Wind??. | | {{:nations:ma:naba:malikah.png?nolink}} | **??Malikah??**\\ {{:misc:gui:gold.png?15&nolink}} 480\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F3,A3,E1,H1,100%FAESN,10%FAESN}} {{:misc:gui:research.png?15&nolink}} 21\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:glamour.png?20&nolink}} [[Glamour]]\\ {{:abilities:stealthy.png?20&nolink}} [[Stealthy]] (65)\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] \\ {{:abilities:magic_being.png?20&nolink}} [[Magic Being]]\\ {{:abilities:ethereal.png?20&nolink}} [[Ethereal]]\\ {{:abilities:flying.png?20&nolink}} [[flying]]\\ [[female]]\\ {{:abilities:spirit_sight.png?20&nolink}} [[Spirit Sight]]\\ {{:abilities:magic_power.png?15&nolink}} [[Magic Power]] 1\\ {{:abilities:iron_vulnerablity.png?20&nolink}} [[Iron Vulnerability]] 2\\ {{:abilities:salt_vulnerability.png?15&nolink}} [[Salt Vulnerability]] 1\\ {{:abilities:resist_fire.png?15&nolink}} [[fire Resistance]] (20)\\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (10)\\ {{:abilities:obfuscate.png?15&nolink}}[[Obfuscate]] (25) | Any nation is better when they have a recruitable flying super mage. Malikah is such a mage and should be auto-recruited in your capital as soon as possible.\\ A strong and hard to hit mage with excellent paths. \\ Malikahs can thug in the early game and can ??Cloud Trapeze?? to catch mages and smaller armies that are out of position.\\ She is your only recruitable nature mage. \\ The {{path>A4}} and {{path>F4}} randoms give you access to high-level magic gear and spells. \\ Beware of fielding {{path>S1}} Malikah without other Astral mages, since they are extremely inviting for ??Magic Duel??. | ==== Troops ==== FIXME ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ma:naba:nabaean_desert_warrior.png?nolink}} | **??Nabaean Desert Warrior??**\\ {{:misc:gui:gold.png?15&nolink}} 7\\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 5\\ + foreign Rec | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:pillager.png?15&nolink}} [[Pillager]] (1)\\ {{:abilities:skirmisher.png?20&nolink}} [[Skirmisher]]\\ {{:abilities:undisciplined.png?20&nolink}} [[Undisciplined]]\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | Recruit anywhere chaff with a bow and a high damage sword.\\ Decent as cheap lance catchers and lets your army replenish their meat shields at any frendly province.\\ Decently efficient ??Flaming Arrows?? users. | | {{:nations:ma:naba:nabaean_camel_rider.png?nolink}} | **??Nabaean Camel Rider??**\\ {{:misc:gui:gold.png?15&nolink}} 22\\ {{:misc:gui:resources.png?15&nolink}} 8 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 24\\ + foreign Rec | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:pillager.png?15&nolink}} [[Pillager]] (1)\\ {{:abilities:skirmisher.png?20&nolink}} [[Skirmisher]]\\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | Is a decent armorless horse archer that deals decent damage with their bow and sword.\\ What really justifies their price is the fact they all spawn a ??Falcon?? which will muddy up the formations and distract the enemy for a few turns.\\ Very good as part of a expansion army. | | {{:nations:ma:naba:nabaean_soldier.png?nolink}} | **??Nabaean Soldier??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 17 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | Decently armoured human chaff with a high damage sword. | | {{:nations:ma:naba:nabaean_light_infantry.png?nolink}} | **??Nabaean Light Infantry??**\\ {{:misc:gui:gold.png?15&nolink}} 10\\ {{:misc:gui:resources.png?15&nolink}} 13 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | A more spammable armored human spear chaff with a javelin.\\ Decent with all the range attack buffs you can throw down. | | {{:nations:ma:naba:adite_light_infantry.png?nolink}} | **??'Adite Light Infantry??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 20 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 15 | {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | A decent and flexible expander unit, high HP and Str, with ok Prot and a hard hiting javelin.\\ Easily able to take out indies before taking attrition, especially when buffed. | | {{:nations:ma:naba:adite_archer.png?nolink}} | **??'Adite Archer??**\\ {{:misc:gui:gold.png?15&nolink}} 25\\ {{:misc:gui:resources.png?15&nolink}} 37 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 15 | {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | This is one of the closest things Dominions has to a cannon. A great bow that deals a large amount of damage.\\ As a Fire, Earth, Air, and a Nature communion nation, it's not hard to see how a group of fully buffed archers could decimate most elite units.\\ Super combatants beware...| | {{:nations:ma:naba:adite_elite_soldier.png?nolink}} | **??'Adite Elite Soldier??**\\ {{:misc:gui:gold.png?15&nolink}} 30\\ {{:misc:gui:resources.png?15&nolink}} 26\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 19 | {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] | | | {{:nations:ma:naba:jann_guard.png?nolink}} | **??Jann Guard??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 26 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 19\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (65) \\ {{:abilities:glamour.png?20&nolink}} [[Glamour]] \\ {{:abilities:bodyguard.png?20&nolink}} [[Bodyguard]](2)\\ {{:abilities:iron_vulnerablity.png?20&nolink}} [[Iron Vulnerability]](1) \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] \\ {{:abilities:resist_fire.png?20&nolink}} [[Fire Resistance]] (5) | | ==== Heroes ==== FIXME ===== Magic ===== ==== National Spells & Summons ==== ===Evocation=== **??Scorching Wind??** Evocation 4, {{path>A2F1}}. A national ??Curse of the Desert?? alternative, applying Dessication. It has a wider range and a wider Area-of-Effect, the latter scaling with the caster's {{:misc:magic:air.png?14&nolink}}[[Air]] level. **??Smokeless Flame??** Evocation 6, {{path>F3A1}}. An incredibly-powerful attack spell, that has an extra chance to set nearby targets on fire (though they can dodge this extra combustion chance with [[defence skill]]). Its damage output is greater than ??Pillar of Fire?? (which comes two levels later in Research) and less than ??Bane Fire?? (which doesn't apply heat). \\ \\ ===Summons=== **??Pride of Lions??** Conjuration 3 {{gems>10N}}, {{path>N2}}. ({{:nations:ma:naba:great_lion.png?nolink}} ??Great Lion??x10 + Lv) **??Contact Jinn??** Conjuration 4 {{gems>18F}}, {{path>F2A1}}. ({{:nations:ma:naba:jinn.png?nolink}} ??Jinn??x1). The Jinn is an extraordinary thug chassis, possessing invisibility (-9 [[attack skill|attack]] and defense **for those fighting him, against him only**) until he takes damage once, alongside his elf-like [[Glamour]] and his inherent ability to [[Flying|fly]]. ??Mistform?? and high {{:misc:scales:magic.png?14&nolink}}[[Scales|Magic Scales]] make them particularly stubborn, and the Jinn's {{path>F2A2}} give them both Mistform and [[Phoenix Pyre]]. Balancing out these traits are the Jinn's weaknesses to Cold damage and ??Enchanted Salt??, along with his enormous lack of equipment and somewhat-average [[Morale]]. Jinnun are also [[Ethereal]] [[Magic Being|Magic Beings]], like the Malikat, so they do even better against mundane weapons but can have a very bad time against ??Moon Blade??s. **??Summon Jinn Warriors??** Conjuration 5 {{gems>18F}}, {{path>F2A1}}. ({{:nations:ma:naba:jinn_warrior.png?nolink}} ??Jinn Warrior??x3): Jinnun without the aforementioned enormous lack of equipment. They even have the same magic paths ({{path>F2A2}}), **if** you use [[divine-name|Divine Name or Gift of Reason]] on them. **??Summon Hinn??** Conjuration 6 {{gems>6A}}, {{path>A1F1}} Only in Wastelands. ({{:nations:ma:naba:hinn.png?nolink}} ??Hinn??x5+[1/2 lv]). Stealthy Ethereal beasts. Has a heat aura and resistance to Fire and Shock. could rear attack or stall enemies while fatiguing them out. **??Summon Si'lat??** Conjuration 6 {{gems>21A}}, {{path>A2}}. ({{:nations:ma:naba:si_lat.png?nolink}} ??Si'lat??x1). The Si'lat is a {{path>F1A2E1}} mage. She's similar to a Jinn, but she has feet instead of their invisibility. Si'lat (plural) can engage in [[Seduction]], but they might need some help for if their attempts fail; {{path>E1}} lets them cast ??Ironskin?? and pin their spiteful foe with ??Earth Grip??, while {{path>A2}} lets them finish the job with Shock Evocations, but a weapon would be nice. **??Contact Houri??** Conjuration 6 {{gems>26A}}, {{path>A2N1}}. ({{:nations:ma:naba:houri.png?nolink}} ??Houri??x1). The Houri is a female Jinn (with all of the same traits) boasting {{path>F2A2N2}} and [[Seduction]] skills. Having the "Invisible-until-hit" trait is great for in case her attempts fail, but her mix of magic stands out better; {{path>N2}} lets her hold the spiteful foe in place with ??Swarm??, and her other paths give her a fine selection of Evocations to destroy them with. If those skills aren't needed, she can still craft and use a ??Thistle Mace?? for {{path>N3}}, which lets her cast ??Healing Mists?? and other fun stuff in battle. **??Summon Binn??** Conjuration 6 {{gems>6W}}, {{path>W1A1}} Only in Wastelands.. ({{:nations:ma:naba:binn.png?nolink}} ??Binn??x5+[1/2 lv]) **??Summon Marid??** Conjuration 8 {{gems>66F}}, {{path>F4A2}}. ({{:nations:ma:naba:marid.png?nolink}} ??Marid??x1) **??Awaken Jinn Block??** Thaumaturgy 5 {{gems>5E}}, {{path>E1H1}}. ({{:nations:ma:naba:Jinn_block.png?nolink}} ??Jinn Block??x1) \\ \\ ===Blood=== Na'Ba doesn't have any recruitable [[Blood]] mages, but Bootstrapping into Blood is easier than bootstrapping into other paths you can't find indies for. Fortunately you don't need Blood in very high levels, though you will need a lot of [[Blood Slaves]]. **??Feast for Ghuls??** Blood 4, {{:misc:magic:blood.png?20&nolink}}1, {{:misc:magic:bloodslave.png?nolink}}21 Only in Wastelands.. ({{:nations:ma:naba:ghul.png?nolink}} ??Ghul#3479??x5+[1/2 lv]). Regenerating ethereal demons with a second shape. Unlike Ubar's recruitable version, they do not cost upkeep. **??Summon Ghulah??** Blood 5, {{:misc:magic:blood.png?20&nolink}}1, {{:misc:magic:bloodslave.png?nolink}}31 Only in Wastelands. {{:nations:ma:naba:ghulah.png?nolink}} ??Ghulah?? are {{path>D1,B1}} assassins and decent blood searchers. Once you get a Ghulah they will take over your blood hunting and summon more of themselves. All their attributes make them good at assassinations and joining communions. **??Summon Ifrit??** Blood 5, {{path>B1F3}} {{gems>58B}}. {{:nations:ma:naba:ifrit.png?nolink}} Each ??Ifrit?? is a stronger Jinn, possessing [[Fire Power]], [[Heat-Aura|Heat]], and a [[Fire Shield]] to go with their Jinn traits. They also start with a weapon. Last-but-not-least, they have {{path>F3A2}}, in case Commander Points from your forts aren't giving you enough Evocation masters. **??Summon Shaytan??** Blood 6, {{path>B1F3}} {{gems>73B}}. {{:nations:ma:naba:shaytan.png?nolink}} Each ??Shaytan?? has {{path>F2,A2,B2}} and the {{:abilities:corruptor.png?nolink}} [[Corruptor]] trait, the latter of which is a more-effective version of Seduction. When accounting for the Assassination battles that happen when Shayatin fail, remember that their Blood Slaves are not guaranteed to show up with them. Their other paths allow for Evocations that are unlikely to miss at close range, at least; if that isn't secure enough for you, consider having them distract their target with ??Phantasmal Warrior??s. The {{path>B2}} is unfortunately not enough to get Blood boosters, but it has additional Ritual and battlefield uses. ==== Magic Access ==== FIXME ====Combat Magic==== Na'Ba relies almost entirely on FAE casting, but has several options among them. *You have a strong fatigue build with Fire Resistance, ??Heat from Hell??, ??Scorching Wind??, ??Sulphur Haze??, and evocation heat AOEs. Adding ??Curse of Stones?? or ??Maws of the Earth?? can give this more time to work, and you can prepare the battlefield with ??Breath of the Desert??. *??Wind Guide?? can pair with ??Flaming Arrows?? and evocation spam for a heavy ranged threat, useful against massed elite troops. *Both of those plays can be shut down by the fire fatigue and projectile deflection of ??Storm??, so against any Air nation you need a change-up option. You can Tstrike competently or put out remarkable elemental spam, and late game your Fog Warriors access can be used to buff elemental summons to new heights. *For simple army slogs, your buffing game is quite good, with Earth buffs early and Fog Warriors plus elemental resistances later. Decide whether to buff hard and let the enemy come to you, or pair Mass Flight with whole-field buffs for a sudden blitz. *Finally, ??Smokeless Flame??, ??Magma Bolts??, ??Incinerate??, and potentially ??Gifts From Heaven?? provide threats that very few SCs or hellbless nations can stomach. ====Ritual Magic==== FIXME ====Magic Items==== **Thug Template (F15 Eagle): ??Malikah?? equipped with a ??Halberd of Might??, ??Enchanted Ring Mail Armor??,??Dragon Helmet??. Next Script: ??Blessing??, ??Iron Skin??, then Attack** ===National Items=== ***??Jinn Bottle??**: {{path>A2E1}}. Costs {{gems>10A5E}}. Gives a renewable retinue of 1 ??Jinn Warrior??. Also wasteland survival for your indies or stolen mages who may not have it. ***??Companion Bracelet??**: {{path>A2}}. Costs {{gems>10A}}. Unremovable wedding ring that also gives a retinue of an {{path>A1S1}} ??Qarin??, as well as luck and a research bonus (not nearly as efficient as an ??Owl Quill??). ===National Discounts=== *??The Magic Lamp?? (Const 8, {{path>A5F4}}). Use this to summon Al Khazim, a ??Jinn#490?? with {{path>F5A5E3S3}} and absolutely-amazing combat stats. If you lose Al Khazim, you'll have to craft another Lamp to re-summon him. *??Flying Carpet?? *??Stone Idol?? =====Strategic Guide===== ====Power Curve==== //This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.// ====Expansion Strategies==== Na'Ba has several options for expansion. As such Nabaean expansion is about bringing the right tool to do the job. {{:nations:ma:naba:adite_light_infantry.png |}}{{:nations:ma:naba:adite_heavy_infantry.png |}}??'Adite Light Infantry?? are durable half-giants that can take a punch and deal one back with their high-damage javelins. ??'Adite Heavy Infantry?? trade the javelin for slightly more Protection and better stats. Their 13 attack 23 damage scimitars carve through the toughest of armor. Both option are expensive in both gold and resources but work very well once critical mass has been met. {{:nations:ma:naba:jann_guard.png |}}??Jann Guard?? are comparable to 'Adite Heavy Infantry but have glamour for extra protection and can take a bless. Depending on your pretender design they can be a valuable addition to your expansion. {{:nations:ma:naba:nabaean_camel_rider.png?nolink|}}{{:nations:ma:naba:nabaean_desert_warrior.png?nolink|}}??Nabaean Camel Rider??s and ??Nabaean Desert Warrior??s can be recruited everywhere and can help take out indies vulnerable to archer fire, most notably Barbarians. The falcons summoned by the camel riders can take lance charges vs Heavy Cavalry, which can keep down attrition on other troops. {{:nations:ma:naba:malikah.png |}}With an [[pretender|awake pretender]] thugged out ??Malikah?? can compliment your expansion once Const 2, Alt 3 is researched. ====Example Pretender Builds==== //List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.// ====Malikah & Jinnun focused strategy==== [[150 Proof Guide to Na'Ba By Baalz]] {{template>nationindex}} {{tag>nation stubs ma-nation}}