On the sacred Mount Kailasa, beings from an earlier era still linger. They are blessed with mystical powers but are few in number. With the emergence of the New God they have mustered aid from a most unsuspected source. Deep in the forests below the Sacred Mountain, apes of uncanny brightness have evolved. The apes are uncivilized and have only recently mastered the mysteries of metalworking.
"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
Among the monkey nations of Dominions, Kailasa feels their weaknesses most keenly. Armour is conspicuously absent from almost every unit on the roster, leaving Kailasa's recruitable units incredibly vulnerable to ranged fire without specialised tactics such as bait squads. Most of these units combine poor equipment with mediocre melee skills, further reducing their viability as dedicated combat troops. Nowhere are these weaknesses more keenly felt than in Kailasa's sacreds, who suffer against both ranged fire and elite troops who can morale-check their way through awe. To add insult to injury, Kailasa's sacreds can only be led by commanders with magic leadership, and the most accessible recruitable leader with this capability costs 2 CP to produce.
Yet, not all hope is lost for Kailasa. They have a great, cheap ranged option in the form of the Light Bandar Archer, and Kailasa's sacreds have reasonable damage output due to their two attacks. More importantly, Kailasa's national spell Celestial Music, both cheap and easily castable, turns its sacreds into blenders by quickening every single sacred magic being on the battlefield. Meanwhile, Kailasa's national summons provide access to heavily-armoured troops and excellent mages, shoring up the recruitable roster's flaws - but only once Kailasa has the gem income and research to get there.
Players who wish to be successful with Kailasa will need to use all of the tools, pretender design know-how and advanced tactics at their disposal to mitigate the nation's shortcomings and allow it to survive into the midgame. As its summons become available and combat magic is unlocked, the nation can blossom into its full potential.
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
|---|---|---|---|---|
| | Hero Summons (req. (req. (req. (req. (req. (req. | Archers, from small apes to large apes and Yakshas Light infantry, from small apes to large apes and Yakshas | | |
Mount Kailasa
Enables recruitment of
Yavana
Yavana Archer
Produces 2
per turn
The Lotus Garden
Enables recruitment of
Yaksha
Yakshini
Produces 1
2
1
per turn
Heat Limit + 1
Magic Limit + 1
Prefers Heat Scale + 2
The heads of Kailasa are the Yakshas, Size 4 beings (two-to-a-square) of Celestial recognition. These are
Magic Beings with at least 1 point of
Awe, dissuading attackers who fail a Morale check. The average Yaksha has 23 HP, 1 Natural Protection, 15 Strength, 11's in Attack Skill, Defence Skill, and Precision, and 13's in Magic Resistance and Morale. They have 2 Encumbrance, 14 Map Movement, and 14 Combat Speed; naked, of course, but all Yakshas are naked. All Yakshas are intrinsically capable of kicking, giving them a bonus attack, albeit a very basic one.
Beneath the Yakshas are the Bandar Log, 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.
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Markata Scout | | A cheaper, stealthier Scout. Excellent value, but costs fort turns to recuit. |
| Atavi Chieftain | | Capable of leading stealthy raiding parties with its modest 50 leadership, and recruitable outside of forts. |
| Bandar Commander | | 100 leadership commander, capable of putting squads into formations with +1 morale. |
| Guhyaka General | | A weak priest and 100 leadership/40 magic leadership commander, capable of leading Kailasa's magic being sacreds in formation. An extremely important commander due to its magic leadership, but its 2 CP cost makes this a painful necessity, and its low bless AOE makes a prophet or |
| Yogi | | 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 | | Gurus are a good deal more expensive than Yogis, but have much better access to astral battle magic, and their |
| Yaksha Contact Yaksha (Conj. 4) | 10% | Yakshas are powerful earth mages, singlehandedly providing the earth magic Kailasa needs for most combat magic and rituals. They are vital for gaining access to buffs like Steel Slice Warriors, Marble Warriors, and Giant Strength Warriors. They also provide a little glamour magic to the nation. Though they are expensive, they each only cost one turn to recruit at the capital, and they can also be summoned at Conjuration 4 through Contact Yaksha. |
| Yakshini Contact Yakshini (Conj. 4) | 10% 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. They are also amphibious, allowing them to bring their strong water magic to the underwater realm. |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Markata | | 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 Markatas are somewhat functional as meat shields, though their morale means they will not last long if they start dying. Markatas have a very weak, low-range sticks and stones attack which they will pelt enemies with upon initiating combat. |
| Markata Archer | | Markata Archers are basically identical to Markatas, but with less defence skill, no mace, and a weak ranged attack (8 damage compared to the human standard of 11) instead of sticks and stones. |
| Atavi Archer | | 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 Kailasa's roster otherwise lacks, and they can be recruited outside of forts. |
| Atavi Infantry | |
|
| Light Bandar Archer | | Light 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 (albeit low protection) and present a deadly ranged option when massed, though Kailasa's recruitable mages lack some of the paths that would make them really deadly. |
| Bandar Warrior | | Naked infantry with a 12-damage sticks and stones attack and a high damage iron cudgel. |
| Bandar Swordsman | | Bandar Swordsmen are light infantry with a high damage falchion attack. As Kailasa's only unit that wears armour (unfortunately still missing a helmet), they are also the the only unit with a medium resource cost. |
| Guhyaka | | Kailasa's recruitable sacreds present several significant issues. Like the rest of the roster, they wear no armour and have little natural protection to compensate for this, meaning they absolutely wither under ranged fire or when enemies land attacks. Their base defence is fairly mediocre, and while their awe ability works well against average-morale independent troops, it begins to struggle against the elite troops other players tend to field, especially in Early Age lobbies. As magic beings, they must be led by commanders with magical leadership, and Kailasa's primary option for this is expensive and costs 2 CP at forts. However, these sacreds do present some opportunities to offset their (admittedly grievous) weaknesses. Guhyakas are 2-attack infantry that can be recruited in all forts, and are fairly inexpensive. Yavana Archers are sacred archers, which is rare in and of itself. While the ranged attack is perhaps not that useful, they will stand in place if told to hold and fire, allowing them to be buffed far more easily than the infantry and hold the line for Kailasa's other ranged units. Yavanas are slightly more survivable infantry than Guhyakas, holding a buckler that sometimes blocks ranged fire and enemy attacks, and their falchion attack deals significantly more damage. Perhaps most significantly, Kailasa's national spell Celestial Music quickens all sacred magic beings (which these units are) on the entire battlefield, vastly improving their combat effectiveness for very low cost per use. This spell singlehandedly makes these sacreds much more viable - though Kailasa needs to survive all the way to Thaumaturgy 6 to make use of this. |
| Yavana Archer | |
|
| Yavana | |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Devasura - Fallen | | Devasura has good melee skills and base gear, and his ability to blood hunt allows Kailasa to gather enough slaves to forge a few blood items. Ironically, Devasura would be much more valuable for later monkey nations as they actually get access to Lanka's blood summons. |
For the purposes of readability, Kailasa's ritual summons are organised by theme.
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Herd of Elephants (Conjuration 3) | Elephant × 5 + [1/2 per lvl] | | Elephants are potentially a decent early tool in Kailasa's summoned roster; their ability to trample can deal a lot of damage and disrupt enemy formations. However, Elephants have 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. However, their cost makes it difficult to justify summoning many of these unless under truly existential threat. |
| Ambush of Tigers (Conjuration 3) | Tiger × 15+ | | Tigers are fairly fragile but have two decent attacks. |
| Herd of Buffaloes (Conjuration 3) | Buffalo × 5 + [1/2 per lvl] | | 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. |
Kailasa can cast most of these summon spells with its recruitable mages, so they can be pretty reliably be incorporated into any strategy.
Almost all of these summons are size 4.
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Summon Angiri (Conjuration 3) | Angiri × 5 + [1/2 per lvl] | | Angiris are cheap, naked, sacred infantry; essentially Yavanas with fire resistance. Kailasa 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) | Apsara × 5 + [1/2 per lvl] | 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) | Vidyadhara | | 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 Kailasa. |
| Contact Yaksha (Conjuration 4) | Yaksha | 10% | Interestingly, Kailasa gets the option to summon their cap-only mages with nature gems instead of purchasing them with gold. They are great mages and can be worth the spend if Kailasa's other nature summons are not as useful in a particular game. |
| Contact Yakshini (Conjuration 4) | Yakshini | 10% Female |
|
| Summon Gandharvas (Conjuration 5) | Gandharva × 6 | | 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) | Kimpurusha × 6 | | 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) | Garuda × 6 | | 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. Unlike other Celestial beings, Garudas are size 5 due to their wings. |
| Summon Maruts (Conjuration 6) | Marut × 3 | | 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 Kailasa. |
| Summon Kinnara (Conjuration 6) | Kinnara | | 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 due to having both astral and holy magic. |
| Summon Siddha (Conjuration 7) | Siddha | | One research level up from Kinnaras, Siddhas are teleporting |
| Summon Devata (Conjuration 8) | Devata | | Devatas have good combat stats and abilities, but are a bit expensive considering their magic paths are about equivalent with Siddhas. Aside from their skill in air magic, their main utility lies in being great army leaders - their 150 mundane and 80 magic leadership allows them to lead plenty of Kailasa's sacred magic beings by default. A much cheaper option for leading armies of magic beings, albeit one that is difficult to access for Kailasa, is the Sleeper at . |
| Summon Devala (Conjuration 9) | Devala | Female | Devalas are very expensive, but the high cost is not necessarily matched by an increase in utility. With their |
| Summon Rudra (Conjuration 9) | Rudra | Eyes (3) | Rudras are unlikely to be relevant in most multiplayer games due to coming in at research level 9, but are very nice if Kailasa 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 time Rudras arrive, countermeasures to single supercombatants are usually easily available. |
See Magic Access. These guides supplement the summaries at the top.
No recruitable access.
5 can Summon Rudra, which has
3.
No recruitable access.
4
1 can cast Faerie Court in Cold and have a 1 in 2 chance of
2. It can also cast Faerie Court not in Cold and have a 1 in 3 chance of
2.
2 can Summon Vidyadhara, which has
1.
3 can Summon Kinnara, which has
2.
4 can Summon Siddha, which has
2.
5 can Summon Devata, Summon Devala, or Summon Rudra, all of which have
3.
4 Yakshini (~1 in 5) starts high up in
Water.
4 Yaksha (~1 in 5), with a
Nature booster, can create The Tome of Gaia.
Ascending
Astral with EA Kailasa while minimizing empowerment is complicated. Between a
2 Guru and a
1 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.
No recruitable access.
4
1 can cast Faerie Court in Cold and have a 1 in 2 chance of
2. Also, Summon Fay Prince in Cold to get
1.
3 can cast Forest Troll Tribe to get at least
1.
5 can Summon Rudra, which has
3.
2 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.
2 Yaksha (1 in 5) will need to be empowered to
3 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.
No native access except for the hero, Devasura - Fallen.
5 for Awaken Treelord gives a 1 in 3 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?
Add links to guides or other overviews for this nation here.