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lanka-ea

EA Lanka, Land of Demons

Summary

Lanka is one of the early era blood powers. As a nation it is made up of markata, atavi, bandar and demons. Lanka is able to field very hard hitting demons and bandar warriors or instead field large amounts of markata or undead chaff. Lanka is notable for its cheap blood 1 mages, strong and sacred blood summons, demon thugs, and demon SCs. They have excellent death, air and blood mages, with strong access to nature. Most of Lanka's demon units are weak to fire even though Lanka has a heat preference! Many of their demonic troops also have chaos power where they gain attack, strength and defense in turmoil and unrest! They also can reanimate undead for chaff as needed with their priests.

National Features

Capital Income: 2N, 3D, 1A Improved blood hunting in turmoil.
FIXMEAdd specifics for turmoil bloodhunting

  • Mercenaries are 25% more expensive.
Special Race Attributes Military Magic Access Priests Buildings
Prefer Heat scales +2
Stealthy Monkeys
Strong Gorillas
Weak to Fire Demons
Stealthy Monkeys Raiders
Gorillas Infantry
Sacred Demons
Reanimator Priests
air 33 (Rare 4)
death 22 (Uncomon 3, rare 4)
nature 22 (Uncomon 3, rare 4)
blood 33 (Rare 4)
Medium (holy 22)
reanimater Priest
National Summons
holy 33
Standard Forts(Fortress)

National Units

Commanders

Img Unit Name Abilities Comments
Markata Scout
20
1
1
Stealthy (60)
Animal
Mountain Survival
Forest Survival
Scout
Atavi Chieftain
45
19
1
+ forest Rec
Stealthy (40)
Animal
Forest Survival
Bandar Commander
75
20
1
Animal
Forest Survival
Bandaraja
115
21
1
Animal
Forest Survival
Raktapata
80
4
2
blood 11holy 11 7
Sacred
reanimator-priest
Animal
Forest Survival
Raktapata are very versatile mages: they are Lanka's most efficient blood hunters, they can bless small stacks of sacreds, they are your sabbath slaves, competent sabbath masters, basic blood combat casters, and reanimators.
Yogini
150
2
2
death 11nature 22blood 11 13
reanimator-priest
Animal
Supply Bonus +20
Forest Survival
female
Lanka's best rec-anywhere researchers especially in drain scales.
They are effective in combat - able to do many swarm castings, or cast mass protection.
They are also excellent sabbath masters reliably adding nature and death to any communion.
Kala-Mukha
170
5
2
blood 11holy 22random1100% 9
Sacred
reanimator-priest
Animal
Darkvision 50%
Supply Bonus -1
Forest Survival
While more expensive than Raktapta and in some respects less efficient,
they make better use of fort turns giving you a better priest, better reanimator, more versatile sabbath masters, and 1/3rd are better blood hunters.
Notably with 2 sabbath slaves, a Kala-Mukha becomes H3 and can divine blessing.

Rakshasi
305
2
4
Capital Only
air 11death 11nature 11blood 11holy 11random2100%+100%+10% 17
Sacred
reanimator-priest
Supply Bonus (2)
Stealthy (40)
Darkvision (100%)
need not eat
chaos power 1/2
fire vulnerability (5)
seduction (vs 9, Manushya shape only)
demon
Forest Survival
shapechanger(Manushya Rakshasi)
Female
Often overshadowed by the Raksharaja, the Rakshasi is Lanka's shape-shifting seducer.
They are notable for being very versatile seducers due to their wide path access, but are expensive and difficult to mass.
They also provide access to A/N crosspath, and give a chance for D3 or N3.
Raksharaja
390
22
4
Capital Only
air 22death 11blood 22holy 22random1100%+10% 17
Sacred
reanimator-priest
Gluttony (7)
chaos power(1)
Darkvision (100%)
fire vulnerability (5)
Forest Survival
need not eat
demon
With 38 hp, decent starting gear and stat line, a competent thug and combat mage.
Also a functions as an air and death sabbath master

Troops

Img Unit Name Abilities Comments
Markata
5
1
int
+ forest Rec
Undisciplined
Animal
Forest Survival
Highly massable ultra light undisciplined infantry. Can use sticks and stones attack vs very low armor units. Low MR and morale.
Markata Archer
5
2
int
+ forest Rec
Undisciplined
Animal
Forest Survival
One of the cheapest short bow units in the game, but has abysmal strength which affects short bow damage.
Atavi Archer
7
3
int
+ forest Rec
Stealthy (40)
Animal
Forest Survival
Stealthy. Very cheap short bow to mass, but low morale and MR.
Atavi Infantry
7
3
int
+ forest Rec
Stealthy (40)
Animal
Forest Survival
Can function as a stealthy raider or mass stone throwing if fighting a very low protection adversary. Has low morale and MR.
Light Bandar Archer
16
7
int
Animal
Forest Survival
No armor but high HP and str. The high strength gives this unit a very damaging long bow attack. The light bandar archer will struggle if it is trading fire with other archers due to no armor.
Bandar Warrior
16
12
int
Animal
Forest Survival
Versatile medium infantry. Has a small shield and modest body armor but not helmet. High HP and strength with a high damage melee attack and rather high damage sticks and stones attacks. Low MR and animal is a late game vulnerability.
Palankasha
55
17
int
Capital Only
sacred
Demon
Forest Survival
Chaos Power(1)
Darkvision(100%)
Gluttony (2)
With 30 HP and 12 protection and 19 strength, this is Lanka's strongest recruitable troop. With chaos power 1, this demon is much stronger in provinces with turmoil or unrest.
Anusara
35
4
int
Capital Only
sacred
Demon
Forest Survival
Chaos Power(1)
Darkvision(100%)
Need Not Eat
Notable for being cheaper in gold and much cheaper in resources than the Palankasha, these troops pack a mighty punch but are very vulnerable to melee and ranged troops. With chaos power 1, this demon is much stronger in provinces with turmoil or unrest.
Asara
35
4
int
Capital Only
sacred
Demon
Forest Survival
Chaos Power(1)
Darkvision(100%)
Gluttony (1)
Eyes 1
Having no protection or shield, Asaras are the most vulnerable of all the lanka sacreds to melee and ranged attacks. They have a javelin and high strength and are capable of taking out a few units at range before charging into melee. With chaos power 1, this demon is much stronger in provinces with turmoil or unrest.
Kala-Mukha Warrior
50
20
int
Capital Only
sacred
Animal
Darkvision(50%)
Forest Survival
Gluttony (1)
Expensive and has a worse general stat line than Palankashas, the Kala-Mukha are however recruit anywhere and are not demons nor do they have chaos power. So they may be the troop of choice for you if you are invading lands with order or your enemy is fielding demon counters. These warriors also wear bronze caps unlike other most other Lankan troops, so they will be less vulnerable to archers and taking lethal damage to the head.

Magic

National Summon

Commanders

  • Summon Dakini: Blood 6 blood 44air 11 for 81bloodslave. ( Dakinix1) air 33death 11blood 33holy 22 Sacred. Demon. Chaos Power 1. Damage Reversal. Fear 6. Flying. Shock Resistance 5. The Dakini is very competent in the roles of a thug, air mage, or blood mage. As a thug, damage reversal will block and reflect all damage if the enemy fails an MR check, this is notable for both reducing incoming damage and potentially killing high-value targets such as mages. They are also competent sabbath masters.
  • Summon Samanishada: Blood 7 blood 33death 11 for 35bloodslave( Samanishadax1). Sacred. Demon. Assassin. Chaos Power 1. Dark Power 2. Fire Vulnerability 10. The Samanishada is a competent assassin having a Moon Blade and a Duskdagger (usually costing 5deathgem10astralpearl to forge) along with a very solid stat melee stat line. Dark power is of special importance if the battle happens at night (50% chance). While quite effective without gear vs simple targets, higher-value targets will often require items to assist in successful assassinations.
  • Summon Mandeha: Blood 8 Cost: 133bloodslave. air 33death 33blood 22holy 33, ( Mandehax1) Sacred. Demon. Chaos Power 2. Dark Power 3. Sleep Aura. Flying. Autocasts Darkness at the start of combat. Fear 8. Fire Vulnerability 10. The Mandeha, is a super combatant tier summon having 65 hp, a great stat line (especially in turmoil and darkness), and many SC supporting abilities. The Mandeha is also excellent at supporting undead and demon armies by auto-casting darkness every fight. Having H3, it is also able to divine blessing large sacred demon armies and claim thrones. It is however vulnerable to anti-demon weapons and spells.

Units

  • Host of Ganas: Conj 2 death 11 for 12deathgem. ( Ganax20). These Ghost monkeys are very mage turn efficient units to mass, costing 0.6deathgem per Gana. They are perhaps most notable for having magic weapons and being ethereal. Not inflicting a tremendous amount of damage themselves, they can be a very effective screen vs units that have no magic weapons. Being ethereal and having a shield, they are also effective vs archers.
  • Summon Vetalas: Conj 5 death 22 for 10deathgem. ( Possessed Corpse, Vetalax10). Cheap death summons with a second ethereal form that has an armor-piercing life drain attack as well as an attack that feebleminds the target. Like all second-form troops that survive, the unit will revert to the first form after the battle. Notably Well protected with the first form has some armor and a buckler while the second form is ethereal.
  • Herd of Elephants: Conj 3 nature 22 for 25naturegem. ( Elephantx5+[1/2]).
  • Summon Rakshasas: Blood 1 blood 11 for 10bloodslave. ( Rakshasax3). Like your other national Demen apes, they are Sacred with Chaos Power Vulnerable to Fire. The Rakshasa is available very early (blood 1) and has two claw attacks but quite low protection. In turmoil 3, it will hit twice for 22 damage with 16 attacks. When attack density is needed over raw damage, they might be preferable to Rakshasa Warriors. They also have quite high HP pools at 28.
  • Feast of Flesh: Blood 2 blood 11nature 11 for 50bloodslave. ( Praghasax15). The Praghasa is very similar to the rakshasa but is more mage turn efficient to summon and has notably more HP (35). This unit is the most efficient way to turn blood slaves into sacred HP in Lanka. So while it has higher strength and HP than the Rakshasa, it gives up its two attacks in favor of a single mace attack.
  • Summon Asrapas: Blood 3 blood 22 for 11bloodslave( Asrapax3) Asrapas are quite cheap compared to other Lankan summonses. While having no protection, they have a rather good attack and defense stats and a built-in life-draining magic weapon as well as a kick. This gives asrapa better attack density than other Lankan summonses. Once berserk, in turmoil 3, their athame will be 20 attacks and 23 magic damage and their kick will be 18 attacks and 19 damage. They also do no have fire vulnerability, unlike most Lankan demons. Asrapas can also be gift of reasoned to be turned into commanders at which point they gain a Hidden which matter mores other nations with this spell.
  • Summon Rakshasa Warriors: Blood 4 blood 22 for 25bloodslave. ( Rakshasa Warriorx5). The Rakshasa warrior is the middle ground between the expensive well equipped elite summons and cheap poorly equipped summons. Costing only 5 slaves per unit yet still having decent armor and a high damage two-handed cudgel, the Rakshasa Warrior a very compelling middle-of-the-road option for trade-offs between quality and price.
  • Summon Sandhyabalas: Blood 5 blood 22death 11 for 33bloodslave. ( Sandhyabalax3) Some of Lanka's most expensive elite heavy infantry. Sandhyabalas carry a Moonblade and a buckler but have no helmet. They do have phenomenal stats in turmoil and darkness: Their moon blade will do 32 magic damage with 20 attacks (64 damage vs magic beings!) while they sport an impressive 17 defense. If their enemy also has the darkness penalty, the stat difference can become huge. While very strong, they are much more expensive than other Lankan summons and also more vulnerable to fire (10).
  • Summon Danavas: Blood 8 blood 55 for 75bloodslave( Danavax3). They are Sacred Demons with Fear 5, Ambidextrous 8. Danava is top tier units which can be turned into commanders with Gift of Reason or Divine Name to gain magic paths holy 22random250%+50%+50%+50% paths. By default, they have 3 unholy weapons which paralyze sacreds and poor armor with a weak shield. As units, they are relatively cheap anti-elite units. If turned into a commander and kitted properly, they become much more durable and may become super combatant tier.

Magic Access

Combat Magic

Ritual Magic

Magic Items

Headdress of the Bull 5naturegem nature 11. Grant the user +2 strength and a retinue of a Buffalo. Great on a mage thug as its a cheap item that boosts their damage, and gives them a trampling animal to buy him time for buffing. Also, Buffalos are able to run over any would-be assassin.

Strategies

Early Game

Early game with Lanka has some challenges. It is difficult to expand without sacreds, and the sacreds tend to take some attrition (low numbers and no helmets) depending on their bless. Expanding with monkies is possible but difficult and high attrition. Lanka does enjoy having an awake expander, but it may come at the cost of scales or a better bless. Sacred expansion typically involves using either Asara or Anusara to clear the cap circle then Palankashas as resources permit. Do consider any of the massable ranged units vs barbarians who will devastate most Lankan front lines. Also consider using markata or other Lankan chaff to absorb lance charges when expanding into heavy cav. Lanka can also sure up expansion early game by reanimating soulless or longdead with their priests, but this comes at the cost of research (or expanding if reanimating with a priest leading an expansion party).

Lanka's blood summons can come online very early if blood research is a priority and some mages are allocated to blood hunting. This will however come at the cost of income (province being blood-hunted), research (mages blood hunting), and delay other research. (For example: Early blood focus can potentially delay when Lanka thugs come online who tend to need some construction and alteration research.) Never the less, it is an option to start getting a significant number of blood summons quite early in the game.

With many options to bulk up armies from various cheap summons, undead chaff and cheap markata and atavi, Lanka can field very large armies earlier than most other nations. While most of the Lankan armies may be composed of chaff Lanka has hard hitting sacreds and bandar which can be mixed in. Alternatively, Lanka can focus primarily on sacreds and ignore chaff all together.

Mid Game

Lanka's midgame can go in many different directions. Lanka's Raksharaja thugs should be online in the mid game as they are a valuable tool that can almost always find some application. Lanka can also devote significant resources to undead chaff re-animation or they may skip it entirely. Often the undead chaff is a liability on the battlefield without buffs or significant mages support by late midgame; however it can also be used to apply raiding pressure or siege forts down quickly. Significant re-anaimtion will have major effects of research speed though. Most often Lanka will want to have a thriving blood economy by the mid game and use that blood slave income to summon sacred units or commanders.

Lanka is quite flexible in terms of research priorities. It can go down blood for better blood summons and powerful blood battle magic. Likewise it can peruse alteration for fog warriors which can be devastating for unprepared armies. Alteration also gives Lanka wooden warriors and mass protection, though this can be a liability on its troops which already have fire vulnerability. Evocation gives storm and thunderstike which can be very powerful behind chaff hordes. Evocation also gives access to wailing winds and winds of death. Construction is useful for thugs, giving a/d research boosters and sanguine dousing rods for blood hunting. Enchantment opens up horde of skeleton spam (potentially as part of sabbath communions) and fatigue plays with Rigor Mortis. Enchantment 7 gives mass flight which can be devastating with chaff or demon armies. Given this versatility Lanka will have very different research priorities depending on their neighbors and expected wars.

Late Game

By the late game, Lanka should be doing all of the mid game strategies rather than just a few. As with many nations, Lanka will need to ideally have filled any major holes in magic diversity by this time - two particularly important holes to fill are earth and astral. A healthy late game Lanka will have large blood hunting and summoning operations, significant chaff reanimation, a large corp of thugs, and will be dropping most of the aforementioned mid-game spells in every fight. Different players may choose to summon primarily mages or primarily troops as the situation demands. Lanka has excellent access to making fatigue plays, morale plays as well as access to several battlefield whipes like bone grinding, wrathful skies and blood letting. By the late game Lanka will also have their strongest summon - the Mandeha which can act as a super combatant or as mage support for Lankan armies - casting darkness at the start of every combat can really be devastating against certain enemies!. Unfortunately for Lanka, by the late game their enemies will also have counters to their undead hordes in the form of various battlefield whipes, but they will also get one of the strongest counter to demons in the game - demonic cleansing. Demonic cleansing will double all damage demons take before protection or resistances are applied. This can be absolutely devastating to Lankan armies! Never the less Lanka has many options to deal with various challenges but can easily find itself in the late game where it can't take a straight on fight (often due primarily to demonic cleansing).

Pretenders

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lanka-ea.txt · Last modified: 2021/03/15 19:52 by joste