Ashdod is a dry wasteland inhabited by the Rephaim, giants descended from the Nephilim of primordial times. The Rephaim have degenerated and lost the prodigal powers of their predecessors, but they are still mighty in comparison to other beings. While not as mighty as they once were, there are still a few Rephaim with pure blood. In the Twin Cities of Ashdod and Ashkelon live the Anakim, mightiest of the Rephaim, and the Anakite priest-kings. With the disappearance of the Nephilim and the pureblooded Rephaim, the Nephilim Cult has been replaced by ancestor worship. Malikum, Rephaite kings of old, are worshiped at sacred banquets for the dead. The Kohanim of earlier times have been replaced by the Zamzummim, priest-mages and shepherds of the dead, who fulfill their purpose in life by being devoured at the funerary banquets.
"Hinnom, Ashdod and Gath are heavily influenced by ancient Israelite, Canaanite and Philistine concepts. I have always been intrigued and fascinated by biblical mythology, and had long I wanted to include the Nephilim and biblical Genesis myths into the game. However, I was worried that I would not do the sources justice, so it took a while before I finally got down to finishing the nations. The Bible, the Book of Enoch, the Dead Sea scrolls and the Ras Shamra texts of Ugarit and interpretations of these texts are the main sources of the nations. [T]he veneration of the deified dead kings of Ashdod draws inspiration from the Ras Shamra and Canaanite/Ugaritic concepts of the dead. The rephaim/r'p'm of the Ugaritic texts are ghosts or deified dead rather than giants, so Ashdod turned out a bit different than I first intended, with death magic replacing blood. The shift from blood to death gave the nation a different and interesting mood. I have looked a bit at Sumerian and Babylonian history when designing Hinnom and Ashdod." -Illwinter
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() | Heroes ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Event ![]() ![]() ![]() ![]() ![]() | Rephaite Giant Infantry Human Slaves Sacred Anakite Giants | ![]() ![]() ![]() ![]() ![]() | ![]() |
Capitol Gems: 12
1
1
Heat Limit + 1
Death Limit + 1
Prefers Heat Scale + 2
Compared to their predecessors, today's Rephaim are shadows, only Size 6. Their
hunger is less than before, though still great. The average Rephaite (now) has 35 HP, 2 Natural Protection, 13's in Magic Resistance and Morale, 18 Strength, 11's in Attack Skill and Defence Skill, 5
Fire Resistance, and 16's in Map Movement and Combat Speed. They are still used to
Wastelands.
Even the Avvim have declined, possibly due to the old Rephaim stealing their best wives, and they are now the Edomites. While still Size 4 (conveniently small enough to share a square with a new Rephaite), they now have only 21 HP, 14 Strength, 9 Attack Skill, 10 Defence Skill, 11 Magic Resistance, and 9 Morale. They still have 1 Natural Protection, 16 Map Movement (naked), 14 Combat Speed (also naked), and
Wasteland Survival.
Only the Anakim hold a candle to the greatness of old, and even that is a bit of a reach. These Size 7 beings have arguably better discipline than their predecessors (less Hunger and a weaker
fear of Rain, at least), though, and they don't eat their kin. Simply from taking the worst stats of their race, the weakest Anakim who aren't old have 45 HP, 1 Natural Protection (though most have 3), 20 Strength, 11 Attack Skill, 2 Encumbrance, 13 Morale, 14 Magic Resistance, and 5
Fire Resistance. All of them have a nifty bonus attack, too, thanks to their long horns. Last-but-not-least, they also have
Wasteland Survival.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Edomite Scout ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Rephaite Commander ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Kohen ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Emite ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Rephaite Sage ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Adon ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Zamzummite ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() 100% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Talmai Elder ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Human Slinger ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Human Slave ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Edomite ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Amorite ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Gileadite ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Gileadite Archer ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Bashanite ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Sheshai Anakite ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ahiman Anakite ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Sheshai - First Son of Anak Earliest Arrival Turn: (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ahiman - Second Son of Anak Earliest Arrival Turn: (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Talmai - Third Son of Anak Earliest Arrival Turn: (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Mazzikim (Conjuration 3) ![]() ![]() | ![]() Mazzik x 10 | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Call Malakh (Conjuration 4) ![]() ![]() | ![]() Malakh | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Lilot (Conjuration 5) ![]() ![]() | ![]() Lilot | ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Dirge for the Dead (Conjuration 6) ![]() ![]() ![]() | ![]() Ditanu | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Call Hashmal (Conjuration 6) ![]() ![]() ![]() | ![]() Hashmal | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Call Arel (Conjuration 7) ![]() ![]() ![]() | ![]() Arel | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Banquet for the Dead (Conjuration 8) ![]() ![]() ![]() Kills Caster | ![]() Malik | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | See above. | ||
Call Ophan (Conjuration 8) ![]() ![]() ![]() | ![]() Ophan | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Eyes (12) ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commmentary here. |
Call Merkavah (Conjuration 9) ![]() ![]() ![]() | ![]() Chayot | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pathboost (-6 ALL except the one) ![]() ![]() ![]() Counts as Sun ![]() ![]() ![]() No Wish ![]() ![]() | Commentary here. |
Summon Se'irim (Blood 3) ![]() ![]() in ![]() | ![]() Se'ir x 5 | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Shedim (Blood 4) ![]() ![]() ![]() in ![]() | ![]() Shed x 3 | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
Ashdod doesn't have a ton of useful paths for boosting, but there's always a chance of one of the Talmai Elders having something remarkable, such as 1
3 (for the Sky Metal Coin) or
4 (for the Flame Helmet.
If possible, reaching 3
7 allows casting Call Merkavah for 222
. The summoned Chayot can have either
4,
4,
4, or
4, depending on the shape it is in. The
Air path is especially useful.
3 Talmai Elder (1 in 3) is the highest
Fire mage available. Both Emite (1 in 4) and Zamzummite (1 in 4) can have
1
1 to make a Skull of Fire. This can allow the Talmai Elder to get to
4 to make a Flame Helmet, removing the need to try for the unique The Ruby Eye.
The hero, Sheshai - First Son of Anak, has 4.
No native access. 4
1 can cast Ether Gate for a 1 in 4 chance of
1.
No native access. 3 can Summon Spectre for a 7 in 16 chance of at least
1.
3 Talmai Elder (1 in 3) is the highest
Earth mage available along with the (1 in 8)
3 Zamzummite. Neither has useful crosspaths, unless you can take a (1 in 8)
2
1 Zamsummite all the way to
5
5 for the unique Atlas of Creation.
The hero, Ahiman - Second Son of Anak, has 4. The hero, Talmai - Third Son of Anak, has
1
4, which theoretically could allow it to make the unique Atlas of Creation. Increasing
Earth by four is difficult, though.
3 Talmai Elder (1 in 3) is the highest
Astral mage available. A (1 in 8)
2
1 Zamzummite, with a Starshine Skullcap made by the Talmai Elder, can forge a Coin of Meteoritic Iron. With all three, the Talmai Elder can get to
6 for a Ring of Sorcery.
The hero, Talmai - Third Son of Anak, has 4. With an
Earth booster it can make a Coin of Meteoritic Iron. With enough boosters and empowerment, it theoretically could make the unique items Atlas of Creation and The Forbidden Light, increasing a path by four is difficult.
4 Zamzummite (1 in 8) is the highest
Death mage available.
A 1
2 Zamzummite (1 in 8), with Earth Boots it makes itself, can make The Copper Arm to allow a
Death mage climbing the path to hold more boosters.
No native access. If an 3 Talmai Elder (1 in 3) is empowered
Nature, he can Call Arel for a
3 mage.
If you have 8 in a province on Turn 25 or after, and at least one Adon and one Zamzummite in that province, the Zamzummite will be replaced with a
3
3
3
2 mage. This happens only once.
No native access. 4 can cast Troll King's Court for
1.
3 can Summon Spectre for a 7 in 16 chance of at least
1.
No native access. 4
1, 55
, and the mage sacrificing itself, allows casting Banquet for the Dead and a
2 mage.
4
1 can cast Ether Gate for a 1 in 4 chance of
1.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?
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