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dom6:ashdod-ma

MA Ashdod, Reign of the Anakim

Lore

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 With the disappearance of the Nephilim and the pureblooded Rephaim, the Nephilim Cult has been replaced by ancestor worship.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 The Kohanim of earlier times have been replaced by the Zamzummim, priest-mages and shepherds of the dead, who fulfill their purpose in life by being devoured at the funerary banquets.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

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
death 44
fire 33 (rare 4)
earth 33 (rare 4)
astral 33 (rare 4)
holy 22
Heroes
fire 44holy 22
earth 44holy 22
fire 11earth 11astral 44holy 22
Summons
nature 33 (req. astral 44nature 11)
holy 33 (req. astral 55fire 22)
astral 44holy 44 or air 44holy 44 or fire 44holy 44 or earth 44holy 44 (req. astral 77fire 33)
death 22blood 22holy 22random2200% (req. death 44holy 11)
Event
earth 33death 33nature 33holy 22 (Turn 25, req. Dominion strength8)
Rephaite Giant Infantry
Human Slaves
Sacred Anakite Giants
Sacred
Fire Resistance
Gluttony
Wasteland Survival
Fear of the Flood
Giant Forts

Capitol Gems: 1firegem2earthgem1astralpearl1deathgem
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.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Edomite Scout
Gold 45
17
1
Stealthy (50)
Wasteland Survival
Mountain Survival
Forest Survival
Commentary here.
Rephaite Commander
Gold 140
35
1
Fire Resistance (5)
Gluttony (3)
Wasteland Survival
Commentary here.
Kohen
Gold 120
3
1
holy 11random010%
Sacred
Fire Resistance (5)
Gluttony (1)
Wasteland Survival
Commentary here.
Emite
Gold 175
3
2
death 11random1100%rp 99
Fire Resistance (5)
Fortune Teller (10%)
Gluttony (1)
Wasteland Survival
Commentary here.
Rephaite Sage
Gold 215
3
2
random2200%rp 1313
Fire Resistance (5)
Gluttony (1)
Wasteland Survival
Commentary here.
Adon
Gold 425
85
4
Capital Only
Holy Points x 2
holy 22random2200%rp 55
Sacred
Fire Resistance (5)
Gluttony (8)
Fear of the Flood (4)
Wasteland Survival
Commentary here.
Zamzummite
Gold 440
3
4
Capital Only
earth 11death 22holy 11random2100%
100%
rp 1515
Sacred
Fire Resistance (5)
Gluttony (1)
Wasteland Survival
Spirit Sight
Commentary here.
Talmai Elder
Gold 520
3
4
Capital Only
Holy Points x 2
random3300%
10%
rp 1919
Sacred
Fire Resistance (5)
Forge Bonus (1)
Gluttony (6)
Fear of the Flood (4)
Wasteland Survival
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Human Slinger
Gold 7
2
3
Slave Commentary here.
Human Slave
Gold 7
3
3
Slave Commentary here.
Edomite
Gold 20
15
15
Wasteland Survival Commentary here.
Amorite
Gold 40
27
17
Fire Resistance (5)
Gluttony (2)
Wasteland Survival
Commentary here.
Gileadite
Gold 40
29
17
Fire Resistance (5)
Gluttony (2)
Wasteland Survival
Commentary here.
Gileadite Archer
Gold 40
47
17
Fire Resistance (5)
Gluttony (2)
Wasteland Survival
Commentary here.
Bashanite
Gold 50
33
21
Fire Resistance (5)
Gluttony (2)
Wasteland Survival
Commentary here.
Sheshai Anakite
Gold 130
50
47
Capital Only
Holy Points x 2
Sacred
Fire Resistance (10)
Berserker (2)
Gluttony (5)
Fear of the Flood (4)
Wasteland Survival
Commentary here.
Ahiman Anakite
Gold 130
89
47
Capital Only
Holy Points x 2
Sacred
Fire Resistance (5)
Gluttony (5)
Fear of the Flood (4)
Wasteland Survival
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Sheshai - First Son of Anak
Earliest Arrival Turn: (20)
fire 44holy 22rp 1313
Sacred
Fire Resistance (17)
Berserker (4)
Gluttony (10)
Old Age
Wasteland Survival
Commentary here.
Ahiman - Second Son of Anak
Earliest Arrival Turn: (20)
earth 44holy 22rp 1313
Sacred
Fire Resistance (5)
Gluttony (10)
Old Age
Wasteland Survival
Commentary here.
Talmai - Third Son of Anak
Earliest Arrival Turn: (20)
fire 11earth 11astral 44holy 22rp 1717
Sacred
Fire Resistance (5)
Forge Bonus (1)
Fortune Teller (15%)
Gluttony (10)
Old Age
Wasteland Survival
Commentary here.

National Spell and Item

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Summon Mazzikim
(Conjuration 3)
nature 11 and 3naturegem

Mazzik x 10
Stealthy (40)
Flying
Need Not Eat
Demon
Wasteland Survival
Commentary here.
Call Malakh
(Conjuration 4)
astral 22 and 9astralpearl

Malakh
holy 11
Sacred
Fire Resistance (5)
Shock Resistance (5)
Stealthy (60)
Awe (4)
Invulnerability (15)
Magic Being
Flying
Need Not Eat
Spirit Sight
Commentary here.
Summon Lilot
(Conjuration 5)
nature 44 and 15naturegem

Lilot
Stealthy (55)
Dream Seduction (Morale vs. 14)
Flying
Demon
Wasteland Survival
Female
Commentary here.
Dirge for the Dead
(Conjuration 6)
death 33holy 11 and 25deathgem

Ditanu
death 11holy 11random1100%rp 99
Sacred
Fire Resistance (5)
Cold Resistance (15)
Poison Resistance (25)
Fear (6)
Shattered Soul (5%)
Pierce Resistance
Undead
Ethereal
Need Not Eat
Wasteland Survival
Spirit Sight
Commentary here.
Call Hashmal
(Conjuration 6)
fire 11astral 33 and 21astralpearl

Hashmal
holy 22
Sacred
Fire Resistance (25)
Shock Resistance (5)
Fire Shield (10)
Awe (5)
Invulnerability (20)
Magic Being
Ethereal
Flying
Need Not Eat
Inquisitor
Spirit Sight
Commentary here.
Call Arel
(Conjuration 7)
astral 44nature 11 and 39astralpearl

Arel
nature 33holy 33rp 1111
Sacred
Fire Resistance (5)
Poison Resistance (20)
Shock Resistance (5)
Healer (3)
Awe (6)
Invulnerability (15)
Supply Bonus (30)
Magic Being
Flying
Need Not Eat
Spirit Sight
Female
Commentary here.
Banquet for the Dead
(Conjuration 8)
death 44holy 11 and 55deathgem
Kills Caster

Malik
death 22blood 22holy 22random2200%rp 1717
Sacred
Fire Resistance (10)
Cold Resistance (15)
Poison Resistance (25)
Fear (12)
Spreads Dominion (1)
Shattered Soul (15%)
Pierce Resistance
Undead
Ethereal
Need Not Eat
Wasteland Survival
Spirit Sight
Commentary here.
Ditanu x 4 See above.
Call Ophan
(Conjuration 8)
fire 22astral 55 and 49astralpearl

Ophan
holy 33
Sacred
Fire Resistance (15)
Poison Resistance (25)
Shock Resistance (15)
Fire Shield (11)
Awe (6)
Patrol Bonus (50)
Eyes (12)
Magic Being
Ethereal
Inanimate
Ethereal
Flying
Trample
Need Not Eat
Spirit Sight
Commmentary here.
Call Merkavah
(Conjuration 9)
fire 33astral 77 and 222astralpearl

Chayot
-2-2-2astral 44holy 44rp 11
fire 44-2-2-2holy 44rp 11
-2air 44-2-2holy 44rp 11
-2-2earth 44-2holy 44rp 11
Sacred
Fire Resistance (22)
Poison Resistance (15)
Shock Resistance (22)
Fire Shield (17)
Awe (7)
Invulnerability (30)
Spreads Dominion (1)
Magic Being
Flying
Counts as Sun
Need Not Eat
Eyeloss on Attackers
Spirit Sight
No Wish
Summons in Battle (Ophan x 4)
Shapechanger (→ ChayotChayotChayotThis)
The "-2" in the magic paths means two boosters are needed just to reach zero.
Commmentary here.
Summon Se'irim
(Blood 3)
blood 22 and 23bloodslave
in Waste

Se'ir x 5
Sacred
Berserker (4)
Need Not Eat
Demon
Wasteland Survival
Commentary here.
Summon Shedim
(Blood 4)
air 11blood 33 and 28bloodslave
in Waste

Shed x 3
Resist Shock (15)
Storm Power (2)
Flying
Storm Immunity
Need Not Eat
Demon
Commentary here.

Other Spells

Combat

  • Strange Fire (Evocation 4)
    fire 11astral 22
    Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Common Access

The Elements:

  • fire 33 on one-in-three Talmai Elders (capital-only), fire 22 on one-in-three Rephaite Sages off-capital
  • No Air Magic
  • No Water Magic
  • earth 33 on one-in-three Talmai Elders (capital-only), earth 22 on one-in-three Rephaite Sages off-capital

The Sorceries:

  • astral 33 on one-in-three Talmai Elders (capital-only), astral 22 on one-in-three Rephaite Sages off-capital
  • death 44 on one-in-eight Zamzummites (capital-only), death 22 on one-in-four Emites off-capital
  • No Nature magic
  • No Glamour magic

The Rites:

  • No Blood magic (aside from blood 22 on summoned Maliks)
  • holy 22 on Adonai (capital-only), holy 11 on Kohens off-capital

Boosting Analysis

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 earth 33astral 11 (for the Sky Metal Coin) or fire 44 (for the Flame Helmet.

If possible, reaching fire 33astral 77 allows casting Call Merkavah for 222astralpearl. The summoned Chayot can have either astral 44, fire 44, air 44, or earth 44, depending on the shape it is in. The Air path is especially useful.

Fire

fire 33 Talmai Elder (1 in 3) is the highest Fire mage available. Both Emite (1 in 4) and Zamzummite (1 in 4) can have fire 11death 11 to make a Skull of Fire. This can allow the Talmai Elder to get to fire 44 to make a Flame Helmet, removing the need to try for the unique The Ruby Eye.

The hero, Sheshai - First Son of Anak, has fire 44.

Air

No native access. astral 44death 11 can cast Ether Gate for a 1 in 4 chance of air 11.

Water

No native access. death 33 can Summon Spectre for a 7 in 16 chance of at least water 11.

Earth

earth 33 Talmai Elder (1 in 3) is the highest Earth mage available along with the (1 in 8) earth 33 Zamzummite. Neither has useful crosspaths, unless you can take a (1 in 8) earth 22astral 11 Zamsummite all the way to earth 55astral 55 for the unique Atlas of Creation.

The hero, Ahiman - Second Son of Anak, has earth 44. The hero, Talmai - Third Son of Anak, has earth 11astral 44, which theoretically could allow it to make the unique Atlas of Creation. Increasing Earth by four is difficult, though.

Astral

astral 33 Talmai Elder (1 in 3) is the highest Astral mage available. A (1 in 8) earth 22astral 11 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 astral 66 for a Ring of Sorcery.

The hero, Talmai - Third Son of Anak, has astral 44. 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.

Death

death 44 Zamzummite (1 in 8) is the highest Death mage available.

A fire 11earth 22 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.

Nature

No native access. If an astral 33 Talmai Elder (1 in 3) is empowered Nature, he can Call Arel for a nature 33 mage.

If you have Dominion strength8 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 earth 33death 33nature 33holy 22 mage. This happens only once.

Glamour

No native access. earth 44 can cast Troll King's Court for glamour 11.

death 33 can Summon Spectre for a 7 in 16 chance of at least glamour 11.

Blood

No native access. death 44holy 11, 55deathgem, and the mage sacrificing itself, allows casting Banquet for the Dead and a blood 22 mage.

astral 44death 11 can cast Ether Gate for a 1 in 4 chance of blood 11.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/ashdod-ma.txt · Last modified: 2024/04/22 20:44 by fenrir