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dom6:lanka-ea

EA Lanka, Land of Demons

Lore

On the dark and densely forested island of Lanka, Rakshasas, demon ogres from an earlier era, still linger. Gifted with tremendous strength, they once fought the Devatas of Kailasa, but since then the most powerful of the Rakshasas have left this world for the Nether Realms. The remaining Rakshasas have captured and enslaved the monkey people of Kailasa and made them serve as warriors, hunters or food. The Rakshasas had no use for the peaceful White Ones and Kala-Mukhas, Rakshasa halfbreeds, lead the monkey people of Lanka. Since the enslavement of the apes, the ancient conflict between the Devatas of Kailasa and the Rakshasas of Lanka has been renewed. Rakshasas have an affinity for blood magic and in times of strife they are drawn to the blood of innocents.

"The latest addition to the monkey business was Lanka, the mythical kingdom of Ravana. The nation is in many ways similar to Kailasa, but rakshasas of various forms replace the yakshas and yavanas, and blood magic and cannibalism is prevalent. I confess to having a weakness for great ape sorcerers and necromancers in semi-civilized apparel, preferably raging and howling with gory mouths. Hindu myth is rich and you could probably make a Dominions game based entirely on Hindu nations, beings and gods." -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
air 33 (Rare 4)
blood 33 (Rare 4)
death 22 (Uncommon 3, Rare 4)
nature 22 (Uncommon 3, Rare 4)
glamour 22 (Uncommon 3, Rare 4)
holy 22
Summons
air 22death 33blood 33holy 33
air 33death 22blood 33holy 33
air 33death 33blood 22holy 33
(req. blood 55death 22)
air 33death 11blood 33holy 22
(req. blood 44air 11)
Primate archers of various sizes
Primate light infantry of various sizes
Strong Rakshasa infantry
Animal
Demon
Forest Survival
Reanimator Priest
Gluttony
Chaos Power
Darkvision
Standard Forts

Capitol Sites

Sri Pada

Enables recruitment of
Rakshasi
Raksharaja
Produces 1airgem3deathgem per turn

Lanka

Enables recruitment of
Asara
Anusara
Palankasha
Produces 2naturegem per turn

National Special Features

Turmoil Limit + 1
Heat Limit + 1

Prefers Heat Scale + 2

Reanimation: National priests can reanimate the dead.
Better Blood Hunts: Blood hunts give more blood slaves in turmoil and less in order.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Markata Scout
25
1
1
Stealthy (60)
Mountain Survival
Forest Survival
Animal
A cheaper, stealthier Scout. Excellent value, but costs fort turns to recuit.
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
18
1
Animal
Forest Survival
100 leadership commander, capable of putting squads into formations with +1 morale. Cannot lead Lanka's sacred demons.
Bandaraja
160
19
2
Animal
Forest Survival
150 leadership commander, capable of putting squads into formations with +2 morale. Costs 2 CP to recruit. Also cannot lead Lanka's sacred demons.
Raktapata
110
3
2
blood 11holy 11rp 77
Sacred
Animal
Forest Survival
Reanimator Priest
Raktapatas are cheap mage-priests whose low paths result in limited combat ability outside of sabbaths. Their strengths are their ability to reanimate undead for patrol and siege chaff, research somewhat efficiently depending on the magic scales, and blood hunt.

Unfortunately, in Dominions 6 blood 33 is required to maximise blood hunting success; Raktapatas with just a Sanguine Dowsing Rod have at most a 70% chance of finding blood slaves, though they will do fine until Blood Thorns are researched for the next cheapest blood searcher boost.
Yogini
210
5
2
death 11nature 22blood 11rp 1313
Supply Bonus (20)
Animal
Forest Survival
Female
Yoginis are Lanka's fastest way to turn gold into research points, especially in drain scales. Their nature 22 path also provides a good deal of combat strength through spells like Group Barkskin, Web, and Swarm. Yoginis become reanimator priests if they gain holy paths somehow, such as through being made a prophet.
Kala-Mukha
240
5
2
blood 11holy 22rp 99random1100%
Sacred
Darkvision (50%)
Gluttony (1)
Animal
Forest Survival
Reanimator Priest
Kala-Mukhas are very expensive for the paths they provide, but are a faster way of improving reanimation capacity. They also make it easier to access Divine Blessing in Sabbaths compared to Raktapatas, due to their higher base holy path.
Rakshasi
425
2
4
Capital Only
death 11nature 11glamour 11blood 11holy 11
rp 1717random2100%
100%
10%

Sacred
Fire Vulnerability (5)
Stealthy (40)
Chaos Power (1)
Supply Bonus (10)
Gluttony (8)
Need Not Eat
Demon
Forest Survival
Reanimator Priest
Female
Shape Changer (Manushya Rakshasi)
Rakshasis are significant mainly for their ability to seduce in Manushya form and for the diversity of their paths. Rakshasis can potentially provide access to death 33, nature 33 and glamour 33, though some luck is required to get these, especially since they take two turns to recruit in the capital.
Manushya Rakshasi Identical abilities to Rakshasi form except:
Seduction (Morale vs. 9)
Shape Changer (Rakshasi)
Raksharaja
550
19
2
Capital Only
air 22death 11blood 22holy 22rp 1717random1100%
10%

Fire Vulnerability (5)
Chaos Power (1)
Gluttony (7)
Need Not Eat
Demon
Forest Survival
Reanimator Priest
Raksharajas are strong mages with good combat stats and paths that lend themselves well to thugging and direct damage via air evocations. Prior to blood search boosters, they are Lanka's most reliable blood hunters and will form the basis of its blood economy at the start of the game. They are excellent leaders for Lanka's sacred demons. While they are expensive, they are only take one turn to recruit in the capital, which is helpful because they have a lot of roles to fulfil.

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 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
5
2
3
Forest Recruit
Undisciplined
Animal
Forest Survival
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
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
Light Bandar Archer
16
6
8
Animal
Forest Survival
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 and present a deadly ranged option when massed, though being naked means they will take significant damage from any return fire.
Bandar Warrior
16
11
8
Animal
Forest Survival
Bandar Warriors have a high damage mace attack and moderate body protection, but no helmet. When engaging the enemy, they have the option of attacking from a distance with a 12-damage sticks and stones.
Asara
35
3
21
Capital Only
Sacred
Darkvision (100%)
Chaos Power (1)
Gluttony (1)
Demon
Forest Survival
Eyes (1)
Asaras are naked sacred infantry who have a high damage spear and javelin attack. Despite their high hitpoints, their lack of protection makes them quite fragile.
Anusara
35
3
21
Capital Only
Sacred
Darkvision (100%)
Chaos Power (1)
Demon
Forest Survival
Similar to Asaras, Anusaras wear no armor and have very low protection, but benefit from very high strength. They at least have a buckler and move very quickly, resulting in them taking a little less ranged fire before engaging in melee, but they are still very fragile.
Kala-Mukha Warrior
50
18
32
Sacred
Darkvision (50%)
Gluttony (1)
Animal
Forest Survival
Kala-Mukha Warriors are recruit-anywhere sacred infantry with fairly reasonable combat stats, moderate protection, and a high-damage falchion attack. Unlike most of Lanka's sacreds, they wear helmets, are not demons and have neither fire vulnerability nor chaos power, making them resilient in circumstances the demons would be weak to. However, their high recruitment point cost does not synergise well with the rest of Lanka's roster and national traits, which greatly incentivise taking turmoil scales. Their low map move also prevents them from moving more than one province a turn in most situations.
Palankasha
55
15
31
Capital Only
Sacred
Darkvision (100%)
Chaos Power (1)
Gluttony (2)
Demon
Forest Survival
Palankashas are a bit more expensive than Kala-Mukha Warriors and have very similar stats. However, they are more mobile, have more hitpoints, do a bit more damage and, most importantly, their chaos power ability gives them a lot of stats in turmoil scales, resulting in a lot more maximum power in ideal circumstances. Palankashas are the sacred best suited for fighting a defensive war, or taking advantage of opponents who have also taken turmoil scales.

Note that Palankashas do not wear helmets, making them a bit more vulnerable to ranged attacks than you might expect.

Hero

Sprite Unit Name Special Attributes Comments
Bapu - Apostate Raja holy 22
Sacred
Cold Resistance (15)
Poison Resistance (25)
Fear (5)
Pillager (25)
Poor Amphibian
Inanimate
Need Not Eat
Does Not Heal Naturally
Spirit Sight
Reanimator Priest
Bapu has fear, a very high-damage, armor-piercing axe, and the ability to reanimate undead, but aside from that he is not particularly special.

National Spells and Items

Rituals

For the purposes of readability, Lanka'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
Elephants are tramplers with moderate protection, high hitpoints, but very low morale. They are prone to dying or routing without buffs or if used in insufficient mass. They are also pretty expensive at 4naturegem each.
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.

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
Ganas are not particularly deadly on their own, but can tank slightly better than mundane units due to being ethereal and can be summoned in large numbers relatively cheaply.
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)
Possessed Corpses are actually fairly reasonable in terms of combat stats, being essentially Bandar Warriors with a bit more attack skill. If they die, they revert to a second Vetala form that can cause the feebleminded affliction with one of its attacks. If this second form manages to survive to the end of the battle, it returns to its Possessed Corpse form.

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
Rakshasas are sort of the baseline Lanka demon summon, with many of the traits common to these units. They are sacred, have high hitpoints, strength, morale, and attack skill, and their magic resistance is reasonable at 13. Due to being demons, they have 100% darkvision. However, their demon tag and fire vulnerability makes them vulnerable to certain types of magic, and while they do not need to eat, their gluttony can easily starve out your units that do eat food if Rakshasas make up a significant part of your army.

The basic Rakshasa unit suffers from being totally naked, and its claw attacks do not make the best use of its high strength. They are very cheap, though.
Feast of Flesh
(Blood 2)
nature 11blood 11 and 50bloodslave

Praghasa × 18
Sacred
Fire Vulnerability (5)
Chaos Power (1)
Gluttony (7)
Demon
Forest Survival
Praghasas are similar to Rakshasas but are a bit stronger, have more hitpoints, and wield a mace instead of two claw attacks. They come in huge numbers per cast.
Summon Asrapas
(Blood 3)
blood 22 and 8bloodslave

Asrapa × 3
Sacred
Chaos Power (1)
Berserker (+3)
Demon
Female
Like basic Rakshasas and Praghasas, Asrapas are still totally naked, but have even less natural protection. Their lower strength means they deal less damage, but they do go berserk and have a life-drain attack. They are also not vulnerable to fire damage.

If turned into a commander, Asrapas gain blood 11holy 11.
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
Rakshasa Warriors put the excellent base stats of Rakshasas to better use with basic armor and an immensely hard-hitting iron cudgel attack (33 damage!). They are fairly efficient to summon, coming 5 per cast at only 4.2 blood slaves each.
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
Sandhyabalasa are the luxury end of Lanka's size 4 demons, costing almost twice as much per unit (8.3 blood slaves) as regular Rakshasa Warriors. For the cost, they gain stealth, dark power, even better melee skills and a high-damage moon blade attack that does extra damage to magic beings. They could serve as a specialised task force for stealthy raiding or killing magic beings. Note that they are extra vulnerable to fire compared to regular Rakshasas.
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
Dakinis are powerful mages with a host of neat abilities: fear and damage reversal make them hard to kill, and they are highly mobile due to being able to fly. High air magic opens up a lot of versatility, from coveted buff spells like Fog Warriors to direct damage with lightning evocations. They can even do their own blood hunting to fuel subsequent Dakini summons!
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
A commander version of the Sandhyabala, the Samanishada trades the buckler for an AN duskdagger attack, and has the ability to assassinate enemy commanders.
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)
Mandehas are powerful super-mages. Their fear and sleep aura are excellent defenses against counter-thugs, and they auto-cast Darkness in battle to boost their own stats (dark power) and debuff non-darkvision units (all demons have darkvision). This is not to mention their skill in air, death and holy magic, giving them access to great battle magic and battlefield-wide Divine Blessing. In summary, Mandehas are the capstone of a Lankan summon army, strong mages in their own right who come packaged with excellent utility abilities. They do come late in the research tree, though!
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
Danavas are ultra-elite units that deal a lot of damage, have a lot of hitpoints, paralyze sacreds, and even come with a fear aura. However, their protection is pretty low and they are very expensive at 23.3 blood slaves each. Danavas could perhaps be used to add fear auras into an army's front line, but unless blood slave economy is absolutely no concern, they are probably too expensive to be anything other than special forces. They also come very late in the research tree.

If turned into a commander, Danavas gain 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
Daityas are cheaper but much less threatening than Danavas. Unlike their larger cousins, they have only one melee attack, and they have no fear aura. They do have a plague bow ranged attack that diseases anything it damages, however.

If turned into a commander, Daityas gain holy 22random350%
50%
50%
50%
50%
50%
rp 1111.

Item

  • Headdress of the Bull (Construction 5)
    nature 11 for 5naturegem
    A free buffalo is useful on both ends of an assassination battle, and provides a bit of chaff otherwise.

Magic Access

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

General Access

Elements:

  • No Fire magic
  • air 33 on one-in-three Raksharajas (capital-only)
  • No Water magic
  • No Earth magic

Sorceries:

  • No Astral magic
  • death 33 on one-in-fourteen Rakshasis (capital-only, death 22 is much more common), death 11 on Yoginis off-capital
  • nature 33 on one-in-fourteen Rakshasis (capital-only), nature 22 on Yoginis off-capital
  • glamour 33 on one-in-fourteen Rakshasis (capital-only, glamour 22 is much more common)

Rites:

  • blood 33 on one-in-three Raksharajas (capital-only), blood 22 on one-in-three Kala-Mukhas off-capital
  • holy 22 on Kala-Mukhas

Notably, Lanka lacks access to magic paths that provide Fire Resistance (and Cold Resistance).

Boost Access

Fire

No native access. blood 55 can Bind Heliophagus for 1 in 4 of fire 44.

blood 88 can Bind Demon Lord for 2 in 6 of at least fire 44.

Air

air 33 Raksharaja (~1 in 3), will need to be empowered into air 44.

Water

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

death 22nature 55 can Contact Lamia Queen for 7 in 16 chance of at least water 11.

nature 11glamour 44 can Faerie Court Not in Cold for 1 in 3 water 11. Faerie Court in Cold gets water 33.

Earth

No native access. nature 11glamour 44 can cast Faerie Court Not in Cold for 1 in 3 earth 11 or in Cold for 1 in 2 earth 11.

nature 33 can Forest Troll Tribe for 1 in 4 of a earth 11.

nature 55 can Awaken Treelord for 1 in 3 of a stationary earth 11.

blood 88 can Bind Demon Lord for 1 in 6 of at least earth 44. The other Demon Lords also provide useful paths.

Astral

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

blood 88 can Bind Demon Lord for 1 in 6 of at least astral 44. The other Demon Lords also provide useful paths.

Death

death 33 Rakshasi (1 in 16) is hard to get with so expensive a mage, so death 22 Rakshasi (7 in 16) or death 22 Raksharaja (1 in 3) might be the best available. Only the Blood path is potentially helpful.

EA Lanka can potentially create Abominable Arms, which are helpful for holding multiple Death boosters.

Nature

nature 33 or nature 22blood 22 Rakshasi (1 in 16 for either) is hard to get with so expensive a mage. Otherwise, the Yogini is just as useful as a Rakshasi. With Blood boosters to get it to blood 33, the mage can create Armor of Twisting Thorns.

EA Lanka can potentially create Abominable Arms, which are helpful for holding multiple Nature boosters.

Glamour

glamour 33 Rakshasi (1 in 16) is hard to get with so expensive a mage, so glamour 22 Rakshasi (7 in 16) might be the best available. The crosspaths are not helpful. Multiple empowerments will be necessary.

Blood

blood 33 Raksharaja (1 in 3) needs one more Death path to make the unique The Black Book of Secrets. Without it, a level of empowerment is necessary.

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/lanka-ea.txt · Last modified: 2026/05/16 01:14 by wigglefig