User Tools

Site Tools


lanka-lucid

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
lanka-lucid [2021/12/19 02:20]
wigglefig
lanka-lucid [2021/12/29 06:02] (current)
wigglefig
Line 1: Line 1:
-======Lucid's Lanka National Overview======+======Lucid's Lanka Guide======
  
-This is the accompaniment to Lucid's [[https://www.youtube.com/watch?v=zCctc9FDrfg&t=1005s | National Overview of EA Lanka]] on YouTube.+This is the written supplement to Lucid's [[https://www.youtube.com/watch?v=zCctc9FDrfg&t=1005s | National Overview of EA Lanka]] on YouTube. 
 +=====Summary ======
  
-__**Summary**__: +Lanka is one of the [[nations-ea | early era]] {{:misc:magic:blood.png?14&nolink}}blood powers. As a nation it is made up of MarkataAtaviBandar and [[demon | 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 {{path>B1}} mages, strong and sacred blood summons, demon thugs, and demon SCs. They have excellent {{:misc:magic:death.png?14&nolink}}death, {{:misc:magic:air.png?14&nolink}}air and {{:misc:magic:blood.png?14&nolink}}blood mages, with strong access to {{:misc:magic:nation.png?14&nolink}}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. 
-Lanka is one of the early era blood powers. As a nation it is made up of markataatavibandar 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. +
  
-__**Capital Income**__: 2N, 3D, 1A 
  
-__**National Mechanics**__: Improved blood hunting in turmoil. **Add specifics for turmoil bloodhunting** 
  
-__**Notable Commanders**__:+=====National Features ====== 
 +__**Capital Income**__: {{gems>2N3D1A}}
  
-{{:nations:ea:lanka:raksharaja.png?nolink&25 |}}**Raksharaja:** Cap Only. 390 Gold. {{:misc:magic:air.png?nolink&20|}}2,{{:misc:magic:death.png?nolink&20|}}1,{{:misc:magic:blood.png?nolink&20|}}2,{{:misc:magic:holy.png?nolink&20|}}2(+100%ADB with 10%ADBNSacred. Demon. Fire Vulnerability 5. Chaos Power 1.+Improved blood hunting in turmoil. **Add specifics for turmoil bloodhunting** 
 + 
 + 
 +====Notable Commanders==== 
 + 
 + 
 +{{:nations:ea:lanka:raksharaja.png?nolink&25 |}} **??Raksharaja??:** Cap Only. 390 Gold. {{path>A2D1B2H2,100%ADB,10%ADBN}} Sacred. Demon. Fire Vulnerability 5. Chaos Power 1.
 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. 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.
  
-{{:nations:ea:lanka:rakshasi.png?nolink&25 |}}**Rakshasi:** Cap Only. 305 Gold. {{:misc:magic:air.png?nolink&20|}}1,{{:misc:magic:death.png?nolink&20|}}1,{{:misc:magic:nature.png?nolink&20|}}1,{{:misc:magic:blood.png?nolink&20|}}1,{{:misc:magic:holy.png?nolink&20|}}1 (+200%ANDB with 10%ANDBSacred. Stealthy. Fire Vulnerability 5. Chaos Power 1. +{{:nations:ea:lanka:rakshasi.png?nolink&25 |}}**??Rakshasi??:** Cap Only. 305 Gold. {{path>A1D1N1B1H1,200%ANDB,10%ANDB}} Sacred. Stealthy. Fire Vulnerability 5. Chaos Power 1. 
-Slow to recruit and 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.+Slow to recruit and often overshadowed by the Raksharaja, the Rakshasi is Lanka's shape-shifting [[seduction | 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 {{:misc:magic:air.png?14&nolink}}{{:misc:magic:nature.png?14&nolink}} crosspath, and give a chance for {{path>D3}} or {{path>N3}}.
  
-{{:nations:ea:lanka:raktapata.png?nolink&25 |}}**Raktapata:** 80 Gold. {{:misc:magic:blood.png?nolink&20|}}1,{{:misc:magic:holy.png?nolink&20|}}1. Sacred.+{{:nations:ea:lanka:raktapata.png?nolink&25 |}}**??Raktapata??:** 80 Gold. {{path>B1H1}} Sacred.
 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. 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.
  
-{{:nations:ea:lanka:kalamukha.png?nolink&25 |}}**Kala-Mukha:** 170 Gold. {{:misc:magic:blood.png?nolink&20|}}1,{{:misc:magic:holy.png?nolink&20|}}2 (+100% DNB). Sacred. +{{:nations:ea:lanka:kalamukha.png?nolink&25 |}}**??Kala-Mukha??:** 170 Gold. {{path>B1H2,100%DNB}} Sacred. 
-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.+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 {{path>H3}} and can cast ??Divine Blessing??.
  
-{{:nations:ea:lanka:yogini.png?nolink&25 |}}**Yogini:** 150 gold. {{:misc:magic:death.png?nolink&20|}}1,{{:misc:magic:nature.png?nolink&20|}}2,{{:misc:magic:blood.png?nolink&20|}}1. +{{:nations:ea:lanka:yogini.png?nolink&25 |}}**??Yogini??:** 150 gold. {{path>D1N1B1}}  
-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.+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.
  
-__**Units**__:+====Notable Units====
  
-{{:nations:ea:lanka:palankasha1747.png?nolink&25 |}}**Palankasha:** 55 gold. Cap Only. Demon. Chaos Power 1. 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. 
  
-{{:nations:ea:lanka:anusara1746.png?nolink&25 |}}**Anusara:** 35 gold. Cap Only. Demon. SacredNotable 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.+{{:nations:ea:lanka:palankasha1747.png?nolink&25 |}}**??Palankasha??:** 55 gold. Cap Only. Demon. Chaos Power 1With 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.
  
-{{:nations:ea:lanka:asara1745.png?nolink&25 |}}**Asara:** 35 gold. Cap Only. Demon. Sacred. Having no protection or shieldAsaras 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.+{{:nations:ea:lanka:anusara1746.png?nolink&25 |}}**??Anusara??:** 35 gold. Cap Only. Demon. Sacred. Notable for being cheaper in gold and much cheaper in resources than the Palankashathese 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.
  
-{{:nations:ea:lanka:kalamukhawarrior1763.png?nolink&25 |}}**Kala-Mukha Warrior:** 50 gold. Sacred. Expensive and has a worse general stat line than Palankashasthe 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.+{{:nations:ea:lanka:asara1745.png?nolink&25 |}}**??Asara??:** 35 gold. Cap Only. Demon. Sacred. Having no protection or shieldAsaras 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.
  
-{{:nations:ea:lanka:bandarwarrior1762.png?nolink&25 |}}**Bandar Warrior:** 16 gold. AnimalVersatile medium infantry. Has small shield and modest body armor but not helmetHigh 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.+{{:nations:ea:lanka:kalamukhawarrior1763.png?nolink&25 |}}**??Kala-Mukha Warrior??:** 50 gold. SacredExpensive and has worse general stat line than Palankashas, the Kala-Mukha are however recruit anywhere and are //not// demons nor do they have chaos powerSo 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.
  
-{{:nations:ea:lanka:lightbandararcher1130.png?nolink&25 |}}**Light Bandar Archer:** 16 gold. Animal. No armor but high HP and str. The high strength gives this unit very damaging long bow attack. The light bandar archer will struggle if it is trading fire with other archers due to no armor.+{{:nations:ea:lanka:bandarwarrior1762.png?nolink&25 |}}**??Bandar Warrior??:** 16 gold. Animal. Versatile medium infantry. Has a small shield and modest body armor but not helmet. High HP and strength with high damage melee attack and rather high damage sticks and stones attacksLow MR and animal is a late game vulnerability.
  
-{{:nations:ea:lanka:ataviinfantry1122.png?nolink&25 |}}**Atavi Infantry:** gold. Animal. StealthyCan function as a stealthy raider or mass stone throwing if fighting a very low protection adversaryHas low morale and MR.+{{:nations:ea:lanka:lightbandararcher1130.png?nolink&25 |}}**??Light Bandar Archer??:** 16 gold. Animal. No armor but high HP and strThe high strength gives this unit a very damaging long bow attackThe Light Bandar Archer will struggle if it is trading fire with other archers due to no armor.
  
-{{:nations:ea:lanka:ataviarcher1121.png?nolink&25 |}}**Atavi Archer:** 7 gold. Animal. Stealthy. Very cheap short bow to mass, but low morale and MR.+{{:nations:ea:lanka:ataviinfantry1122.png?nolink&25 |}}**??Atavi Infantry??:** 7 gold. Animal. Stealthy. Can function as a stealthy raider or mass stone throwing if fighting a very low protection adversary. Has low morale and MR.
  
-{{:nations:ea:lanka:markata1118.png?nolink&25 |}}**Markata:** gold. Animal. Highly massable ultra light undisciplined infantryCan use sticks and stones attack vs very low armor units. Low MR and morale.+{{:nations:ea:lanka:ataviarcher1121.png?nolink&25 |}}**??Atavi Archer??:** gold. Animal. StealthyVery cheap short bow to mass, but low morale and MR.
  
-{{:nations:ea:lanka:markataarcher1120.png?nolink&25 |}}**Markata Archer:** 5 gold. Animal. One of the cheapest short bow units in the game, but has abysmal strength which affects short bow damage.+{{:nations:ea:lanka:markata1118.png?nolink&25 |}}**??Markata??:** 5 gold. Animal. Highly massable ultra light undisciplined infantry. Can use sticks and stones attack vs very low armor units. Low MR and morale.
  
-__**National Summons**__:+{{:nations:ea:lanka:markataarcher1120.png?nolink&25 |}}**??Markata Archer??:** 5 gold. Animal. One of the cheapest short bow units in the game, but has abysmal strength which affects short bow damage.
  
-**Commanders:**+====National Summon====
  
-{{:nations:ea:lanka:mandeha1748.png?nolink&40 |}}**Mandeha:** Cost: 133{{:misc:magic:bloodslave.png?nolink&20|}}. {{:misc:magic:air.png?nolink&20|}}3,{{:misc:magic:death.png?nolink&20|}}3,{{:misc:magic:blood.png?nolink&20|}}2,{{:misc:magic:holy.png?nolink&20|}}3 Sacred. Demon. Chaos Power 2. Dark Power 3. Sleep Aura. Flying. Autocasts Darkness at 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 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. 
  
-{{:nations:ea:lanka:dakini1714.png?nolink&20 |}}**Dakini:** Cost: 81{{:misc:magic:bloodslave.png?nolink&20|}}. {{:misc:magic:air.png?nolink&20|}}3,{{:misc:magic:death.png?nolink&20|}}1,{{:misc:magic:blood.png?nolink&20|}}3,{{:misc:magic:holy.png?nolink&20|}}2. Sacred. Demon. Chaos Power 1. Damage Reversal. Fear 6. Flying. Shock Resistance 5. The Dakini is very competent in the roles of 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.+===Commanders===
  
-{{:nations:ea:lanka:samanishada1744.png?nolink&25 |}}**Samanishada:** Cost: 35{{:misc:magic:bloodslave.png?nolink&20|}}. Sacred. Demon. Assassin. Chaos Power 1. Dark Power 2. Fire Vulnerability 10. The Samanishada is a competent assassin having a moon blade and a dusk dagger (15 gem value) 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.  
  
-**Units**+{{:nations:ea:lanka:mandeha1748.png?nolink&40 |}}**??Mandeha??:** Cost: {{gems>133B}}. {{path>A3D3B2H3}} Sacred. Demon. Chaos Power 2. Dark Power 3. Sleep Aura. Flying. Autocasts ??Darkness?? at 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 supporting undead and demon armies by auto-casting Darkness every fight. Having {{path>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.
  
-{{:nations:ea:lanka:danava1767.png?nolink&30 |}}**Danava:** Cost: 25{{:misc:magic:bloodslave.png?nolink&20|}}(75{{:misc:magic:bloodslave.png?nolink&20|}}for 3 Danava). {{:misc:magic:holy.png?nolink&20|}}2 (2x50%{{:misc:magic:air.png?nolink&20|}}, 2x50%{{:misc:magic:blood.png?nolink&20|}})Sacred. Demon. Fear 5Ambidextrous 8Fire Vulnerability 5. Danava are top tier **units** which can be turned into commanders with gift of reason or divine name to gain magic pathsBy default, they have 3 unholy weapons which paralyze sacreds and poor armor with weak shield. As unitsthey are relatively cheap anti elite units. If turned into a commander and kitted properlythey become much more durable and may become super combatant tier.+{{:nations:ea:lanka:dakini1714.png?nolink&20 |}}**??Dakini??:** Cost: {{gems>81B}}. {{path>A3D1B3H2}} SacredDemonChaos Power 1Damage Reversal. Fear 6FlyingShock Resistance 5. The Dakini is very competent in the roles of thug, air mage, or blood mageAs thugdamage reversal will block and reflect all damage if the enemy fails an MR checkthis is notable for both reducing incoming damage and potentially killing high value targets such as mages. They are also competent sabbath masters.
  
-{{:nations:ea:lanka:asrapa1741.png?nolink&25 |}}**Asrapa:** Cost: 3.6{{:misc:magic:bloodslave.png?nolink&20|}}(11{{:misc:magic:bloodslave.png?nolink&20|}}for 3 Asrapa){{:misc:magic:blood.png?nolink&20|}}1,{{:misc:magic:holy.png?nolink&20|}}1. Sacred. Demon. Berserker 3. Chaos Power 1. Asrapas are quite cheap compared to other Lankan summonsWhile having no protection, they have rather good attack and defense stats and and a built in life draining magic weapon as well as kickThis gives asrapa better attack density than other Lankan summonsOnce berserkin turmoil 3, their athame will be 20 attack and 23 magic damage and their kick will be 18 attack 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 B1H1.+{{:nations:ea:lanka:samanishada1744.png?nolink&25 |}}**??Samanishada??:** Cost: {{gems>35B}}. Sacred. Demon. Assassin. Chaos Power 1. Dark Power 2Fire Vulnerability 10. The Samanishada is a competent assassin having a ??Moon Blade?? and a ??Duskdagger?? (usually costing {{gems>5D10S}} to forge) along with 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 targetshigher value targets will often require items to assist in successful assassinations
  
-{{:nations:ea:lanka:sandhyabala1743.png |}}**Sandhyabala:** Cost: 10{{:misc:magic:bloodslave.png?nolink&20|}}(30{{:misc:magic:bloodslave.png?nolink&20|}}for 3 Sandhyabala) Sacred. Demon. Chaos Power 1. Dark Power 1. Fire Vulnerability 5. 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 attack (64 damage vs magic beings!) while they sport an impressive 17 defense. If there 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).+===Units===
  
-{{:nations:ea:lanka:rakshasawarrior1737.png?nolink&25 |}}**Rakshasa Warrior:** Cost: 5{{:misc:magic:bloodslave.png?nolink&20|}}(25{{:misc:magic:bloodslave.png?nolink&20|}}for 5 Rakshasa Warriors) Sacred. Demon. Chaos Power 1. Fire Vulnerability 5.The Rakshasa warrior is the middle ground between expensive well equipped elite summons and cheap poorly equipped summonsCosting only 5 slaves per unit yet still having decent armor and a high damage two handed cudgelthe Rakshasa Warrior a very compelling middle of the road option for trade-offs between quality and price.+{{:nations:ea:lanka:danava1767.png?nolink&30 |}}**??Danava??:** Cost: {{gems>25B}}({{gems>75B}} for 3 Danava). {{path>H2,50%A,50%A,50%B,50%B}} Sacred. Demon. Fear 5. Ambidextrous 8. Fire Vulnerability 5. Danava are top tier **units** which can be turned into commanders with ??Gift of Reason?? or ??Divine Name?? to gain magic pathsBy default, they have 3 unholy weapons which paralyze sacreds and poor armor with weak shield. As unitsthey 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.
  
-{{:nations:ea:lanka:rakshasa1736.png?nolink&25 |}}**Rakshasa :** Cost: 3.3{{:misc:magic:bloodslave.png?nolink&20|}}(10{{:misc:magic:bloodslave.png?nolink&20|}}for 3 Rakshasa) Sacred. Demon. Chaos Power 1. Fire Vulnerability 5.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 attack. When attack density is needed over raw damage, they might be preferable to Rakshasa Warriors. They also have quite high HP pools at 28+{{:nations:ea:lanka:asrapa1741.png?nolink&25 |}}**??Asrapa??:** Cost: {{gems>3.6B}}({{gems>11B}} for 3 Asrapa){{path>B1H}} Sacred. Demon. Berserker 3. Chaos Power 1. Asrapas are quite cheap compared to other Lankan summons. While having no protection, they have rather good attack and defense stats and and a built in life draining magic weapon as well as a kickThis gives Asrapa better attack density than other Lankan summons. Once berserk, in turmoil 3, their athame will be 20 attack and 23 magic damage and their kick will be 18 attack and 19 damage They also do not have fire vulnerability unlike most Lankan demons. Asrapas can also be ??Gift of Reason??ed to be turned into commanders at which point they gain {{path>B1H1}}.
  
-{{:nations:ea:lanka:praghasa1742.png?nolink&25 |}}**Praghasa:** 3.3{{:misc:magic:bloodslave.png?nolink&20|}}(50{{:misc:magic:bloodslave.png?nolink&20|}}for 15 Praghasa) Sacred. Demon. Chaos Power 1. Fire Vulnerability 5.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 Rakshasait gives up its two attacks in favor of a single mace attack.+{{:nations:ea:lanka:sandhyabala1743.png |}}**??Sandhyabala??:** Cost: {{gems>10B}} ({{gems>30B}} for 3 Sandhyabala) Sacred. Demon. Chaos Power 1. Dark Power 1. Fire Vulnerability 5. Some of Lanka's most expensive elite heavy infantry. Sandhyabalas carry a ??Moon Blade?? 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 attack (64 damage vs [[magic being | magic beings]]!and they sport an impressive 17 defenseIf their enemy also has the darkness penaltythe stat difference can become huge. While very strong, they are much more expensive than other Lankan summons and also more vulnerable to fire (10).
  
-{{:nations:ea:lanka:vetala1765.png?nolink&25 |}}{{:nations:ea:lanka:vetala1766.png?nolink&22 |}}**Vetala:** Cost: 1{{:misc:magic:deathgem.png?nolink&20|}}(10{{:misc:magic:deathgem.png?nolink&20|}}for 10 VetalaCheap death summon with a second ethereal form that has an armor piercing life drain attack as well as an attack that feebleminds the targetIf their first form is killed but the second form survives, the unit will revert to first form after the battle. Notably the first form has some armor and a buckler but the second form has no armor but is ethereal.+{{:nations:ea:lanka:rakshasawarrior1737.png?nolink&25 |}}**??Rakshasa Warrior??:** Cost: {{gems>5B}} ({{gems>25B}} for 5 Rakshasa WarriorsSacred. Demon. Chaos Power 1. Fire Vulnerability 5.The Rakshasa Warrior is the middle ground between 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.
  
-{{:nations:ea:lanka:gana1764.png?nolink&25 |}}**Gana:** Cost: .6{{:misc:magic:deathgem.png?nolink&20|}}(12{{:misc:magic:deathgem.png?nolink&20|}}for 20 GanaGana are very mage turn efficient units to massThey are perhaps most notable for having magic weapons and being etherealNot inflicting a tremendous amount of damage themselves, they can be a very effective screen vs units that have no magic weaponsBeing ethereal and having a shield, they are also effective vs archers.+{{:nations:ea:lanka:rakshasa1736.png?nolink&25 |}}**??Rakshasa??:** Cost: {{gems>3.3B}}({{gems>10B}} for 3 RakshasaSacred. Demon. Chaos Power 1. Fire Vulnerability 5.The Rakshasa is available very early (blood 1) and has two claw attacks but quite low protectionIn turmoil 3, it will hit twice for 22 damage with 16 attackWhen attack density is needed over raw damage, they might be preferable to Rakshasa WarriorsThey also have quite high HP pools at 28
  
-__**Strategies**__:+{{:nations:ea:lanka:praghasa1742.png?nolink&25 |}}**??Praghasa??:** {{gems>3.3B}} ({{gems>50B}} for 15 Praghasa) Sacred. Demon. Chaos Power 1. Fire Vulnerability 5.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.
  
-**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 shore 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).+{{:nations:ea:lanka:vetala1765.png?nolink&25 |}}{{:nations:ea:lanka:vetala1766.png?nolink&22 |}}**??Vetala??:** Cost: {{gems>1D}} ({{gems>10D}} for 10 Vetala) Cheap death summon with a second [[ethereal]] form that has an armor piercing life drain attack as well as an attack that [[afflictions | feebleminds]] the target. If their first form is killed but the second form survives, the unit will revert to first form after the battle. Notably the first form has some armor and a buckler but the second form has no armor but is ethereal. 
 + 
 +{{:nations:ea:lanka:gana1764.png?nolink&25 |}}**??Gana??:** Cost: {{gems>0.6D}}({{gems>12D}} for 20 Gana) Gana are very mage turn efficient units to mass. 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. 
 +=====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 ??Palankasha??as resources permit. Do consider any of the massable ranged units vs ??Barbarian??who will devastate most Lankan front lines. Also consider using Markata or other Lankan chaff to absorb lance charges when expanding into Heavy Cavalry. Lanka can also shore 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.) Nevertheless, it is an option to start getting a significant number of blood summons quite early in the game. 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.) Nevertheless, 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 to mix in. Alternatively, Lanka can focus primarily on sacreds and ignore chaff all together.+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 chaffLanka has hard hitting sacreds and Bandar to mix 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 reanimation 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.
  
-**Mid Game:** Lanka's midgame can go in many different directions. Lanka'??Raksharaja?? thugs should be online in the mid game as they are valuable tool that can almost always find some applicationLanka can also devote significant resources to undead chaff re-animation or they may skip it entirelyOften 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 quicklySignificant reanimation 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 magicLikewise it can pursue 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 vulnerabilityEvocation gives ??Storm?? and ??Thunder Strike??, which can be very powerful behind chaff hordes. Evocation also gives access to ??Wailing Winds?? and ??Wind of Death??Construction is useful for thugs, giving a/d research boosters and ??Sanguine Dousing Rods?? for blood hunting. Enchantment opens up ??Horde of Skeletons?? 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 armiesGiven this versatility Lanka will have very different research priorities depending on their neighbors and expected wars.
  
-Lanka is quite flexible in terms of research prioritiesIt can go down blood for better blood summons and powerful blood battle magic. Likewise it can pursue alteration for ??Fog Warriors??, which can be devastating for unprepared armiesAlteration also gives Lanka ??Wooden Warriors?? and ??Mass Protection??though this can be liability on its troops which already have fire vulnerabilityEvocation gives ??Storm?? and ??Thunderstike??, which can be very powerful behind chaff hordes. Evocation also gives access to ??Wailing Winds?? and ??Wind of Death??. Construction is useful for thugsgiving a/d research boosters and ??Sanguine Dousing Rods?? for blood hunting. Enchantment opens up ??Horde of Skeletons?? 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 fewAs 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 {{:misc:magic:earth.png?14&nolink}}earth and {{:misc:magic:astral.png?14&nolink}}astralA healthy late game Lanka will have large blood hunting and summoning operations, significant chaff reanimation, a large corps 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 demandsLanka has excellent access to fatigue plays and morale plays as well as access to several battlefield wipes like ??Bone Grinding??, ??Wrathful Skies?? and ??Bloodletting??. By the late game Lanka will also have their strongest summonthe ??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 wipes in addition to one of the strongest counters to demons in the game - ??Demon Cleansing??. Demon Cleansing will double all damage demons take before protection or resistances are applied. This can be absolutely devastating to Lankan armies! Late-game Lanka has many options to deal with various challenges but can easily find itself in the late game where it cannot take a straight-on fight (often due primarily to Demon Cleansing).
  
-**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 corps 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 wipes 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 wipes in addition to one of the strongest counter to demons in the game - ??Demon Cleansing??. Demon Cleansing will double all damage demons take before protection or resistances are applied. This can be absolutely devastating to Lankan armies! Late-game Lanka has many options to deal with various challenges but can easily find itself in the late game where it cannot take a straight-on fight (often due primarily to Demon Cleansing).+{{tag>Guides}}
lanka-lucid.1639880408.txt.gz · Last modified: 2021/12/19 02:20 by wigglefig