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MA Bandar Log, Land of the Apes

Lore

"Bandar Log, the nation of the monkey people, is inspired by Hindu myths, ancient India and Rudyard Kipling. The Vanara comes from the Ramayana, an epic in which the monkey people aid prince Rama in his struggle against the demon king Ravana. The hierarchical division of the different species of monkeys has parallels in the Hindu caste system. I wanted the Bandar to use the alleged colors of the Indo-Aryan castes: white for priests, red for nobles and black for commoners. Markatas are exempt from the hierarchy and society at large and might be seen as untouchables of earlier times, although I imagine them less vulnerable. Important to the development of the Bandar Log were the semi-divine beings of Hindu myth. With a slight breath of 2001: A Space Odyssey, the Yavanas and Devatas became lords of the monkey people." -Illwinter

The Bandar Log is an empire of primates who have evolved with uncanny intelligence. Once fostered by Yakshas and awed by Rakshasas, the rainforest realm is home to the warlike Bandar, the lanky Vanara, the chittering Markatas, and the quiet White Ones. When the caretakers and demons left, the Bandar took charge to form the next society; some already had governing experience as Rajas (kings) beneath the Rakshasas, but the chosen order is closer to that of the Yakshas.

There are three properly defined castes in the Bandar Log, drawn by racial or special lines, and two unofficial castes borne of lifestyle; these are roughly based on the varnas in Hinduism. The newest of these castes is that of the Vanara, who remained in their tribes in the previous age and reproduced bountifully; the urban Vanara wear black, the supposed color of the Shudra laborers, while the tribal Vanara name themselves "the Atavi" and wear no colors. The Markatas, while found in the urban centers and occasionally given jobs, also wear no colors; they appear based on the Dalits, written off from society. Above the black-wearing Vanara are the red-wearing Bandar, probably based on the Kshatriya warrior-governors since they set the rules in stone. Above everyone else are the White Ones, who are expected to wear white (the color of the Brahmin priests) and entrusted with all intellectual affairs. Such is the high status of the White Ones that they may break the caste conventions if they so choose, adding the colors of other castes to their outfits and assuming similar roles.

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
astral 44 (rare 5)
nature 33 (rare 4)
water 11 (rare 2)
earth 11 (rare 2)
holy 11
Hero
holy 22
Summons
way too many
Archers, from small apes to large ape
Light infantry, from small apes to large apes
Elephants
Sacred Tiger Cavalry
Animal
Forest Survival
Reincarnation
Standard Forts

Capitol Gems: 3astralpearl2naturegem

Order scales Order Limit +1, Heat scales Heat Limit + 1

Heat scalesHeat scales Prefers Heat Scale + 2

The Bandar Log are three kinds of intelligent primates. There are the Size 4 Bandar, the Size 3 Vanara or "Atavi" (three-to-a-square), and the Size 2 Markatas (five-to-a-square). All are still considered Animals, and all are adapted to Forests.

  • The Markatas have only 5 HP & Strength, 7's in Magic Resistance & Morale, and 8 Precision; however, they also have 2 Encumbrance, and 14's in Defence Skill, Combat Speed, and Map Movement naked.
  • The Vanara are very similar to humans, except that they have 1 Natural Protection, 8's in Morale & Magic Resistance, and 10 Combat Speed & 16 Map Movement while naked.
  • The Bandar also have 8 Magic Resistance and 10 Combat Speed, but the average ones are distinguished with 18 HP, 3 Natural Protection, 15 Strength, 11 Attack Skill, 9's in Defence Skill & Precision, and 12's in Morale and Map Movement while naked.

The White Ones are enlightened Vanara, newly important in the absence of magic beings. While largely the same as Vanara, they live ten years longer and have 11 Magic Resistance. Notably, White Ones may Reincarnate upon death, promptly returning shortly after dying; depending on their grand deeds, they may come back in the same form with all of their memories, in a different form with only some of their memories, as a Dominion candle somewhere, or even as newly-found magical skill within their Pretender.

National Units

FIXME summons, mounts, co-riders

Commanders

Sprite Unit Name Special Attributes Comments
Markata Scout
25
1
1
Stealthy (60)
Animal
Mountain Survival
Forest Survival
A cheaper, stealthier Scout. Excellent value, but costs fort turns to recuit.
Vanara Captain
50
17
1
Animal
Forest Survival
A fairly cheap 75 leadership commander, but otherwise unremarkable. The Bandar Commander is a more efficient way to turn fort turns into mundane leadership.
Atavi Chieftain
60
8
1
Forest Recruit
Stealthy (40)
Animal
Forest Survival
Capable of leading stealthy raiding parties with its modest 50 leadership, and recruitable outside of forts.
Bandar Commander
105
22
1
Animal
Forest Survival
100 leadership commander, capable of putting squads into formations with +1 morale.
Bandar Noble
160
19
2
Animal
Forest Survival
150 leadership commander, capable of putting squads into formations with +2 morale.
Brahmin
60
2
1
holy 11
Sacred
Reincarnation (50%)
Animal
Forest Survival
A weak and fragile priest. This is Bandar Log's only recruitable option for blessing sacreds, aside from your prophet. Wider AOE or battlefield-wide blessing has to be provided by summons, which fortunately Bandar Log has in abundance.
Yogi
80
1
2
astral 11rp 77
Sacred
Reincarnation (50%)
Animal
Forest Survival
The Yogi's low cost and halved upkeep from being sacred makes it an excellent research mage. The single path in astral offers a surprising amount of utility: Yogis can point-buff, join communions, or be boosted by Light of the Northern Star to cast basic damage spells.
Guru
225
1
2
astral 22nature 11rp 1111
Sacred
Supply Bonus (10)
Reincarnation (50%)
Animal
Forest Survival
Gurus are a good deal more expensive than Yogis, but have much better access to astral battle magic, and their nature 11 provides some flexibility to access spells like Barkskin and Web, or Personal Regeneration in communions.
Rishi
450
1
4
Capital Only
astral 33nature 22rp 1717random1100%
10%

Sacred
Supply Bonus (20)
Floating
Reincarnation (50%)
Animal
Forest Survival
Rishis are powerful astral mages, and can much more easily cast high level nature magic in combat compared to Gurus. Their randoms provide some much-needed magic diversity in Bandar Log's otherwise extremely narrow set of paths, including being able to cast many of Bandar Log's national summon spells.

Troops

Sprite Unit Name Special Attributes Comments
Markata
5
1
3
Forest Recruit
Undisciplined
Animal
Forest Survival
Fragile, undisciplined infantry with low morale, the Markata's primary redeeming features are that it is cheap, has relatively high defence skill (14) and fits 5 to a square. This means that squads of Markata are somewhat functional as meat shields, though their morale means they will not last long if they start dying.

Markata have a very weak, low-range sticks and stones attack which they will pelt enemies with upon initiating combat.
Markata Archer
5
2
3
Forest Recruit
Undisciplined
Animal
Forest Survival
Markata Archers are basically identical to Markata, but with less defence skill and a weak ranged attack (8 damage compared to the human standard of 11).
Atavi Archer
7
3
3
Forest Recruit
Stealthy (40)
Animal
Forest Survival
Cheaper, stealthy, and naked versions of human infantry and archers, Atavi can function as stealthy raiders but have trouble standing up to any serious province defence due to their total lack of armor, mediocre stats, and low morale. Still, their stealth provides utility that Bandar Log's roster otherwise lacks, and they can be recruited outside of forts.
Atavi Infantry
7
3
3
Forest Recruit
Stealthy (40)
Animal
Forest Survival
Vanara Archer
8
14
3
Animal
Forest Survival
Vanara have slightly higher morale than Atavi, and have moderate protection, but are not stealthy.

Vanara Archers are better at absorbing arrow fire than their Atavi counterparts, but the damage of their bow is identical and they are more expensive.

Vanara Chakram Throwers have what is essentially a javelin with higher damage.

Vanara Infantry are better than Atavi Infantry in the line of battle, but very mediocre by the standard of human infantry.

Vanara Swordsman are the "elite" of the group, though again they are pretty mediocre by human infantry standards.
Vanara Chakram Thrower
8
15
3
Animal
Forest Survival
Vanara Infantry
8
14
3
Animal
Forest Survival
Vanara Swordsman
11
17
3
Animal
Forest Survival
Light Bandar Archer
16
6
8
Animal
Forest Survival
Bandar Archers use the long bow, which combined with their strength results in a fairly high damage (16) ranged attack compared to the human archer standard of 11. These units are very cheap and present a deadly ranged option when massed, though Bandar Log's recruitable mages lack some of the paths that would make them really deadly.

Light Bandar Archers are very resource-cheap but have low protection, while regular Bandar Archers are more durable.
Bandar Archer
16
21
8
Animal
Forest Survival
Bandar Warrior
16
18
8
Animal
Forest Survival
For their cost, Bandar Warriors have reasonable protection, good hitpoints and decent morale, making them significantly more capable as a generic frontline troop than Bandar Log's other options. Due to their high strength, Bandar Warriors also deal a lot of damage. Their pretty average attack/defence skills mean they will struggle when fighting enemy elites without magic support.

The two Bandar Warrior versions give you a choice between a very high-damage two-handed cudgel and a merely high damage mace/shield combo with a bit more defence skill.

The Light Bandar Warrior loses the head protection, but can throw 12-damage sticks and stones at close range.

Royal Swordsmen cost 50% more gold than other Bandar Warriors, and gain the bodyguard ability and +1 attack/defence skill for the cost. Their falchion attack deals a bit more damage than the shield Bandar Warrior's mace, as well.
Bandar Warrior
16
18
8
Animal
Forest Survival
Light Bandar Warrior
16
11
8
Animal
Forest Survival
Royal Swordsman
24
22
11
Bodyguard (2)
Animal
Forest Survival
Elephant Rider
90
18
28
Animal
Forest Survival
Mount: War Elephant
War Elephants are a powerful tool in Bandar Log's roster; their ability to trample can deal a lot of damage and disrupt enemy formations. However, the Elephant mount itself has very low morale and only light protection, meaning it is prone to routing or dying as it tramples into the middle of the enemy. The former issue can be mitigated with spells like Rage of the Cornered Rat, while the latter requires protection/defensive buffs to fix. Massed, and if necessary buffed, Elephants are a menace to fight, but in smaller numbers and against deadly enough opponents, they might not be worth the cost.

The Elephant Archers this unit is packaged with are functionally identical to Atavi Archers.
Elephant Archer × 2 Stealthy (40)
Animal
Mobile Archer
Forest Survival
War Elephant Animal
Trample
White One
23
17
31
Sacred
Reincarnation (5%)
Animal
Forest Survival
White Ones are medium infantry sacreds with reasonable attack/defence skill, a decent weapon, and perhaps most significantly an average MR stat (11) compared to the 7-8 MR more typical of Bandar Log's units. They are not spectacular in any one respect but can be recruited in all forts, allowing Bandar Log to benefit more from a bless, and their higher MR allows them to stand up a bit better to mid/late-game magic than the rest of the roster. Keep in mind their very high recruitment point cost if mass-producing these.
Tiger Rider
60
31
61
Capital Only
Sacred
Skilled Rider (2)
Reincarnation (10%)
Animal
Forest Survival
Mount:
Armored Sacred Tiger
Tiger Riders are a conventionally powerful cavalry sacred. They have moderate protection, good melee skill, and high quality attacks from both the rider and Sacred Tiger mount. They are not quite as powerful as the best cavalry sacreds of the era, like MA Man's Knights of Avalon, but they are also less expensive. Their primary weakness compared to their peers is their relatively low protection.

With a moderate bless, Tiger Riders make expansion much more straightforward and provide early game power before Bandar Log's magic and summons come online.

Note that, unlike horses, Armored Sacred Tigers are size 4, meaning that Bandar Log can take a Larger bless while maintaining two Tiger Riders to a square.
Armored Sacred Tiger Sacred
% decrease in the penalty for fighting in the dark Darkvision (50)
Smart Mount (100)
Undisciplined
Animal
Forest Survival

Heroes

Sprite Unit Name Special Attributes Comments
Bandarjuna - Tathagata holy 22
Sacred
Reincarnation (100%)
Animal
Forest Survival
Inspirational (1)
Spreads Dominion (1)
Reduces Unrest (5)
Dominion Attracts:
Seeker of Truths
Tathagata is not very special on a tactical or strategic level, but his ability to spread dominion and reduce unrest is a nice bonus. He is at least an inspirational leader, though his leadership score isn't especially high either (100).

National Spells and Items

Rituals

For the purposes of readability, Bandar Log's ritual summons are organised by theme.

Animals

Summon Spell Unit Special Attributes Comments
Herd of Elephants
(Conjuration 3)
nature 22 and 20naturegem

Elephant × 5 + [1/2 per lvl]
Animal
Trample
The same comments from the recruitable version apply. Whether gems or gold are more valuable determines the viability of this spell, though Bandar Log has a lot of spells that compete for nature gems.
Ambush of Tigers
(Conjuration 3)
nature 22 and 9naturegem

Tiger × 15+
Darkvision (50%)
Undisciplined
Animal
Forest Survival
Tigers are fairly fragile but have two decent attacks.
Herd of Buffaloes
(Conjuration 3)
nature 22 and 8naturegem

Buffalo × 5 + [1/2 per lvl]
Berserker (+2)
Animal
Trample
Buffalos are significantly less expensive tramplers than Elephants, and solve the routing problem with their berserker ability. However, their low protection makes them vulnerable when trampling into enemy formations, and their smaller size means they don't do quite as much damage when trampling.

Nagas

Naga units share some traits in common, which will be omitted for brevity.

In naga form: Poison Resistance (10), Magic Being, Cold Blooded, Amphibious, Swamp Survival, Swimming, Spirit Sight

In human form: Poison Resistance (10), Magic Being, Spirit Sight. They also lose a level of water magic in this form.

Summon Spell Unit Special Attributes Comments
Summon Nagas
(Conjuration 3)
water 22earth 11 and 15watergem

Naga Warrior × 9
Sacred Naga Warriors are heavy (albeit helmetless) infantry sacreds who are amphibious, allowing Bandar Log to get underwater.
Contact Nagini
(Conjuration 4)
water 22earth 11 and 25watergem

Nagini
water 22earth 11glamour 11holy 11random1100%rp 1515
Sacred
Unsurroundable (1)
Female
Shapechanger (Nagini)
Naginis offer good magic diversity, including glamour access, and are able to summon the other Naga units. In human form, they can seduce enemy commanders.

Nagini
water 11earth 11glamour 11holy 11random1100%rp 1313
Sacred
Stealthy (+40)
Seduction (Morale vs. 9)
Female
Shapechanger (Nagini)
Contact Nagaraja
(Conjuration 5)
water 22earth 11 and 30watergem

Nagaraja
water 22earth 11glamour 11holy 22rp 1313
Sacred
Unsurroundable (1)
Shapechanger (Nagaraja)
Nagarajas are slightly worse mages but better priests than Naginis. In human form, they are excellent army leaders with 150 leadership and 40 magic leadership.

Nagaraja
water 11earth 11glamour 11holy 22rp 1111
Sacred
Shapechanger (Nagaraja)
Contact Nagarishi
(Conjuration 6)
water 33earth 11 and 40watergem

Nagarishi
water 33earth 22astral 11nature 11glamour 11holy 11random1100%
10%
rp 2323
Sacred
Supply Bonus (+10)
Unsurroundable (1)
Shapechanger (Nagarishi)
Nagarishis are powerful mages with diverse paths. In human form, they have 90 magic leadership but are not otherwise good generals, being incapable of using formations or granting morale bonuses like Nagarajas.

Nagarishi
water 22earth 22astral 11nature 11glamour 11holy 11random1100%
10%
rp 2121
Sacred
Supply Bonus (+10)
Shapechanger (Nagarishi)

Celestial Beings

Summon Spell Unit Special Attributes Comments
Summon Angiri
(Conjuration 3)
fire 22 and 5firegem

Angiri × 5 + [1/2 per lvl]
Sacred
Fire Resistance (15)
Awe (+1)
Magic Being
Angiris are cheap, naked, sacred infantry; essentially Yavanas from Kailasa with fire resistance. Bandar Log lacks the means to summon Angiris in their recruitable mage lineup, and their lack of protection makes them very fragile, but they are at least very cheap.
Summon Apsaras
(Conjuration 3)
astral 22 and 3astralpearl

Apsara × 5 + [1/2 per lvl]
Sacred
Awe (+4)
Standard (1)
Magic Being
Female
Apsaras are mostly notable for their standard ability, which grants a morale bonus to their squad. Otherwise, they are fragile units that deal little damage, with only awe for defense.
Summon Vidyadhara
(Conjuration 4)
astral 22 and 15astralpearl

Vidyadhara
air 11astral 22rp 1111
Sacred
Awe (+2)
Magic Being
Ethereal
Flying
Storm Immunity
Essentially the little siblings of Kinnaras, Vidyadharas are very mobile mages that add air magic into communions. While boosting or communioning up to very high air magic is a challenge, even medium air magic offers great utility to Bandar Log.
Contact Yaksha
(Conjuration 4)
earth 11nature 22 and 25naturegem

Yaksha
earth 33nature 11glamour 11holy 11random1100%
10%
rp 1717
Sacred
Awe (+1)
Supply Bonus (+10)
Magic Being
Yakshas are powerful earth mages, singlehandedly granting access to basically all the earth magic Bandar Log really needs for both combat magic and rituals. They are vital for gaining access to buffs like Steel Slice Warriors, Marble Warriors, Giant Strength Warriors and Legions of Steel.
Contact Yakshini
(Conjuration 4)
water 11nature 22 and 25naturegem

Yakshini
water 33nature 11glamour 11holy 11random1100%
10%
rp 1717
Sacred
Cold Resistance (5)
Awe (+2)
Supply Bonus (+10)
Magic Being
Amphibious
Female
Similar to Yakshas, Yakshinis provide enough water magic for most of the important combat magic and rituals. Highlights include Wave Warriors, water evocations, and the fire/cold resist spells.
Summon Gandharvas
(Conjuration 5)
astral 22 and 15astralpearl

Gandharva × 6
Sacred
Awe (+2)
Standard (1)
Magic Being
Gandharvas are relatively affordable heavy sacred infantry, coming in at 2.5 astral pearls each. Both durable and fairly deadly, they are excellent all-round units to include in the front line of a mid-to-late game army - as long as you have the pearls.
Summon Kimpurushas
(Conjuration 5)
astral 11nature 22 and 15naturegem

Kimpurusha × 6
Sacred
Darkvision (50%)
Awe (+2)
Magic Being
Forest Survival
Kimpurushas are very similar to Gandharvas, but focus more on offence, losing the helmet and 2 defence skill to gain +1 attack skill and an extra attack.
Summon Garudas
(Conjuration 6)
astral 22 and 21astralpearl

Garuda × 6
Sacred
Poison Resistance (15)
Awe (+2)
Magic Being
Flying
Garudas are poison-resistant Gandharvas who can fly. They are more expensive at 3.5 astral pearls each, but can be excellent shock troops to force enemies to guard their rear.
Summon Maruts
(Conjuration 6)
astral 22 and 18astralpearl

Marut × 3
Sacred
Fire Resistance (15)
Shock Resistance (15)
Storm Power (1)
Magic Being
Flying
Storm Immunity
Maruts are very expensive at 6 astral pearls each, but come with an AN lightning ranged weapon, making them essentially really pricey Storm Demons or Shedim. Lightning that doesn't come from mages is nice, but it comes at a premium for Bandar Log.
Summon Kinnara
(Conjuration 6)
astral 33 and 25astralpearl

Kinnara
air 22astral 22holy 22rp 1313
Sacred
Awe (+3)
Inspirational (1)
Magic Being
Flying
Kinnaras have slightly more skill in air magic that Vidyadharas, allowing them to reach higher air magic more easily. They can also communion up to cast battlefield-wide Divine Blessing with their holy magic.
Summon Siddha
(Conjuration 7)
astral 44 and 35astralpearl

Siddha
air 22astral 33holy 33rp 1515
Sacred
Awe (+3)
Ambidextrous (4)
Magic Being
Teleporter
Spirit Sight
One research level up from Kinnaras, Siddhas are teleporting holy 33s, allowing Bandar Log to have Divine Blessing wherever needed. This insane movement ability is also very useful for claiming thrones.
Summon Devata
(Conjuration 8)
astral 55 and 45astralpearl

Devata
air 33astral 22holy 33rp 1515
Sacred
Shock Resistance (5)
Awe (+5)
Ambidextrous (5)
Magic Being
Spirit Sight
Devatas are more expensive than Siddhas, the cost going towards better melee skills, high awe, and basic gear. They lose out on the significant utility from the teleport ability that Siddhas have.
Summon Devala
(Conjuration 9)
astral 55 and 55astralpearl

Devala
astral 33holy 44rp 1111
Sacred
Awe (+4)
Inspirational (1)
Spreads Dominion (1)
Magic Being
Spirit Sight
Female
Devalas are much more expensive than Siddhas, but the increase in cost is not necessarily matched by an increase in utility. With their holy 44 path, Devalas can naturally cast Fanaticism for a battle-field wide morale boost, but this capability is also available to Siddhas in communions. They don't even have arm slots, as all of them are devoted to playing instruments.
Summon Rudra
(Conjuration 9)
astral 55 and 55astralpearl

Rudra
fire 33air 33death 33holy 11rp 33
Sacred
Fire Resistance (20)
Shock Resistance (20)
Storm Power (2)
Fear (+8)
Ambidextrous (5)
Forge Bonus (-5)
Eyes (3)
Magic Being
Flying
Storm Immunity
Spirit Sight
Rudras are unlikely to be relevant in most multiplayer games due to coming in at research level 9, but are very nice if Bandar Log ever makes it there. They have excellent magic paths for self buffs, 4 hand slots, fear, and great mobility with flying and magic-phase capability. Properly geared, they are capable of destroying entire armies - though by the point Rudras arrive, countermeasures to single supercombatants are usually easily available.

Undead

Summon Spell Unit Special Attributes Comments
Host of Ganas
(Conjuration 2)
death 11 and 9deathgem

Gana × 20 + 2/level
Cold Resistance (15)
Poison Resistance (25)
Poor Amphibian
Undead
Ethereal
Need Not Eat
Spirit Sight
Commentary here.
Summon Vetalas
(Conjuration 5)
death 22 and 10deathgem

Possessed Corpse × 15
Cold Resistance (15)
Poison Resistance (25)
Poor Amphibian
Undead
Inanimate
Need Not Eat
Never Heals
Spirit Sight
Wounded Shape (Vetala)
Commentary here.

Demons

Summon Spell Unit Special Attributes Comments
Summon Rakshasas
(Blood 1)
blood 11 and 8bloodslave

Rakshasa × 3
Sacred
Fire Vulnerability (5)
Chaos Power (1)
Gluttony (4)
Need Not Eat
Demon
Forest Survival
Commentary here.
Feast of Flesh
(Blood 2)
nature 11blood 11 and 50bloodslave

Praghasa × 18
Sacred
Fire Vulnerability (5)
Chaos Power (1)
Gluttony (7)
Demon
Forest Survival
Commentary here.
Summon Asrapas
(Blood 3)
blood 22 and 8bloodslave

Asrapa × 3
blood 11holy 11rp 77
Sacred
Chaos Power (1)
Berserker (+3)
Demon
Female
Commentary here.
Summon Rakshasa Warriors
(Blood 4)
blood 22 and 21bloodslave

Rakshasa Warrior × 5
Sacred
Fire Vulnerability (5)
Chaos Power (1)
Gluttony (4)
Need Not Eat
Demon
Forest Survival
Commentary here.
Summon Sandhyabalas
(Blood 5)
death 11blood 22 and 25bloodslave

Sandhyabala × 3
Sacred
Fire Vulnerability (10)
Stealthy (+40)
Dark Power (1)
Chaos Power (1)
Gluttony (4)
Need Not Eat
Demon
Forest Survival
Commentary here.
Summon Dakini
(Blood 6)
air 11blood 44 and 81bloodslave

Dakini
air 33death 11blood 33holy 22rp 1919
Sacred
Shock Resistance (5)
Chaos Power (1)
Fear (+6)
Damage Reversal (12 vs. MR)
Flying
Demon
Spirit Sight
Female
Commentary here.
Summon Samanishada
(Blood 7)
death 11blood 33 and 35bloodslave

Samanishada
Sacred
Fire Vulnerability (10)
Stealthy (+60)
Dark Power (2)
Chaos Power (1)
Ambidextrous (2)
Gluttony (4)
Assassin
Need Not Eat
Demon
Forest Survival
Commentary here.
Summon Mandeha
(Blood 8)
death 22blood 55 and 133bloodslave

One of three unique Mandehas
Common Attributes:
Sacred
Fire Vulnerability (10)
Dark Power (3)
Chaos Power (2)
Cause Unrest (+5 per Month)
Sleep Aura (15)
Gluttony (10)
Flying
Need Not Eat
Demon
Forest Survival
Spirit Sight
Reanimator Priest
Casts each battle (Battle Darkness)
Commentary here.
Mandeha or air 33death 33blood 22holy 33rp 2121
Shock Resistance (5)
Fear (+8)
Mandeha or air 33death 22blood 33holy 33rp 2121
Shock Resistance (5)
Fear (+7)
Mandeha air 22death 33blood 33holy 33rp 2121
Fear (+8)
Summon Danavas
(Blood 8)
blood 55 and 70bloodslave

Danava × 3
Sacred
Fire Vulnerability (5)
Chaos Power (2)
Fear (+5)
Ambidextrous (8)
Need Not Eat
Demon
Spirit Sight
If turned into a commander, gains holy 22random250%
50%
50%
50%
rp 99.
Summon Daitya
(Blood 8)
blood 55 and 45bloodslave

Daitya × 3
Sacred
Fire Vulnerability (5)
Chaos Power (2)
Need Not Eat
Demon
Spirit Sight
If turned into a commander, gains holy 22random350%
50%
50%
50%
50%
50%
rp 1111.

Combat

  • Celestial Music (Thaumaturgy 6)
    astral 33 and 1astralpearl
    Battlefield-wide Quickness is absurdly powerful if an army includes a good number of sacred magic beings, which all Nagas and Celestial Beings are. This spell is also very easy to cast: even Gurus can boost up to it with an extra gem.

Items

  • Headdress of the Bull (Construction 5)
    nature 11 and 5naturegem
    Commentary here.
  • Vajra (Construction 5)
    astral 22 and 10astralpearl
    Commentary here.

Magic Access

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

General

The Bandar Log has some of the narrowest and shallowest off-capital magic access in the entire game: astral 22nature 11holy 11. It's worse than Ulm's, even, unless you value Astral over the other paths. At least there's more Astral than Sceleria, and a wide variety of diversity summons for the lategame.

Elements

  • No fire magic
  • No air magic
  • water 11 on one-in-four Rishis (capital only)
  • earth 11 on one-in-four Rishis (capital only)

Sorcery

  • astral 44 on one-in-four Rishis (capital only), astral 22 off-capital
  • No death magic
  • nature 33 on one-in-four Rishis (capital only), nature 11 off-capital
  • No glamour magic

Rites

  • No blood magic
  • holy 11 on Brahmins

Path Boosting

FIXME (for Kailasa)

Fire

No recruitable access. astral 55 can Summon Rudra, which has fire 33.

Air

No recruitable access. glamour 44nature 11 can cast Faerie Court in Cold and have a 1 in 2 chance of air 22. It can also cast Faerie Court not in Cold and have a 1 in 3 chance of air 22.

astral 22 can Summon Vidyadhara, which has air 11.

astral 33 can Summon Kinnara, which has air 22.

astral 44 can Summon Siddha, which has air 22.

astral 55 can Summon Devata, Summon Devala, or Summon Rudra, all of which have air 33.

Water

water 44 Yakshini (~1 in 5) starts high up in Water.

Earth

earth 44 Yaksha (~1 in 5), with a Nature booster, can create The Tome of Gaia.

Astral

Ascending Astral with EA Kailasa while minimizing empowerment is complicated. Between a astral 22 Guru and a astral 11 Yaksha (1 in 5), they can create a variety of boosters and work their way up the path. The Guru can make a Starshine Skullcap and then the unique Dimensional Rod. Without the Dimensional Rod, empowerment is necessary on the Yaksha to get the Coin of Meteoritic Iron. Glamour boosters may help the Yaksha create the unique The Trapped Dreams of Hruvur. Similar with Earth and the unique Atlas of Creation.

EA Kailasa can't easily forge The Copper Arm or Abominable Arms.

Death

No recruitable access. glamour 44nature 11 can cast Faerie Court in Cold and have a 1 in 2 chance of death 22. Also, Summon Fay Prince in Cold to get death 11.

nature 33 can cast Forest Troll Tribe to get at least death 11.

astral 55 can Summon Rudra, which has death 33.

Nature

nature 22 Yaksha (1 in 5) can get the unique The Tome of Gaia. With two Nature boosters, an Astral Yaksha can forge a Moonvine Bracelet.

EA Kailasa can't easily forge The Copper Arm or Abominable Arms.

Glamour

You can't recruit any, but roughly half of your Rishis can summon glamour 11 mages (with a chance of glamour 22 mages).

glamour 22 Yaksha (1 in 5) will need to be empowered to glamour 33 to get a Gossamer Veil and a Mirage Crystal. With enough Glamour and Astral boosters on a different, Astral random Yaksha, it can create the unique The Trapped Dreams of Hruvur.

Blood

No native access. nature 55 for Awaken Treelord gives a 1 in 3 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/bandar-log-ma.1778737216.txt.gz · Last modified: 2026/05/14 05:40 by wigglefig