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lanka-lucid [2021/12/19 03:21]
wigglefig
lanka-lucid [2021/12/29 06:02] (current)
wigglefig
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 ======Lucid's Lanka Guide====== ======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 ======
  
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 {{: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 kick. This 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: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 kick. This 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: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 beings!) and 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).+{{: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 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).
  
 {{:nations:ea:lanka:rakshasawarrior1737.png?nolink&25 |}}**??Rakshasa Warrior??:** Cost: {{gems>5B}} ({{gems>25B}} 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 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:rakshasawarrior1737.png?nolink&25 |}}**??Rakshasa Warrior??:** Cost: {{gems>5B}} ({{gems>25B}} 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 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.
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 ====Late Game==== ====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 {{:misc:magic:earth.png?14&nolink}}earth and {{:misc:magic:astral.png?14&nolink}}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 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 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 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). 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 {{:misc:magic:earth.png?14&nolink}}earth and {{:misc:magic:astral.png?14&nolink}}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 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 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 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).
 +
 +{{tag>Guides}}
lanka-lucid.1639884062.txt.gz ยท Last modified: 2021/12/19 03:21 by wigglefig