How the nation plays and what it is good at should go here, aka why would it be cool to play, whats good about it (in general terms) and where they falter possibily there could be a standard for nation classification (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based etc) National Features
Special Race Attributes | Military | Magic Access | Priests | Buildings |
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Perefer +2 Giant Elves! | recruit anywhere archers Half-Giant Infantry Sneaky Elven Half-Giants. | Fire (4, Rare 5) Air (4, Rare 5) Earth (2, Rare 3) Astral (1, Rare 2) Nature (1, Rare 2) Summonable 1*, 3, 2, 2* *cannot be summoned natively | Priests lvl2 (giant Priests) Dominion Hides Province Ownership | Giant Forts Labs Cost 250 in Wastelands |
Dominion Hides Province Ownership elaborate.
Enemy nations will see Na'Ba's provinces as Independent if:
Great Dam
Increases Growth Scales
Produces 1 per turn
Jannah
Enables recruitment of:
Malikah
Jann Guard
Produces 1111 per turn
The Vault of Incense and Marvels
Generates 100 per turn.
Img | Unit Name | Abilities | Comments |
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Nabaean Scout 20 7 1 + foreign Rec | Stealthy (50) Pillager (1) Mountain Survival Wasteland Survival | Cheaper recruit anywhere scout. | |
Sheikh 65 8 1 + foreign Rec | Stealthy(40) Pillager (5) inspirational (1) Tax collector Wasteland Survival | Recruit anywhere Commanders, very useful as they can cover a lot of ground, can pillage, and start with 1-3 Falcons which harass like Imps. They are also tax collectors in case raiders try to cut off your land from your forts, or to make raiding more profitable. |
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Karib 80 2 2 + foreign Rec | 11 7 sacred Stealthy (40) Wasteland Survival | Your cheapest early game researchers, and low-path Earth gear forger. Even at Magic 3, the Hermit Sahir give better RP/gold, but Karibs give better RP/turn. Being stealthy let them safely raid with 3 by first casting Summon Earthpower and then casting Summon Earth Elemental |
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'Adite General 85 26 1 | Wasteland Survival | An 80 Ld Commander. Note that Sheikhs give equal morale and better movement on a cheaper rec anywhere, but Adites can do formations and are far safer from stray threats in battle. | |
Mukarrib 120 2 2 | 12 7 sacred Fortune Teller 5% Wasteland Survival | One of your other spammable mages. As 1 mages the Mukarrib can pointbuff with Luck and Body Ethereal. As Sacred Giants with Astral magic, they can form durable communions to support your big mages. Because of their 12 three Mukarrib can join in a communion to cast Divine Blessing and Smite if no better options are available. |
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Hermit Sahir 125 2 4 foreign Rec Only | 1111100% 13 Stealthy (40) Wasteland Survival | A strong mage that can only be recruited from any unforted lab in 4 turns, with wasteland labs being preferable since they're cheaper. They are excellent battle mages, and come with a Hinn Companion. Stealth and the Hinn make them capable of solo-raiding using Summon Fire Elemental, Summon Air Elemental or Summon Earth Elemental |
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Jann Emir 280 26 2 | 1111100% 11 sacred Glamour Stealthy (65) Wasteland Survival Iron Vulnerability 1 fire Resistance (5) | A fairly strong Thug. Not only he is a Elven, giant hybrid, but he is also a sacred mage with thug paths. Each random can give good things, Phoenix Pyre, Ironskin, and Mistform. The 121 and 1111 versions thug best until Pyre. Enc 6 is an issue without AOE weapons. Can lead stealthy raids with other Jann. |
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Sahir 315 2 4 | 2211100% 17 sacred Glamour Stealthy (65) Wasteland Survival Fortune Teller 5% Iron Vulnerability 1 fire Resistance (5) | Your strongest any-fort mage. 2 provide Legions of Steel, Strength of Giants, and Maws of the Earth. 3 can evo (especially Smokeless Flame) and provide Heat from Hell. All can do elemental spam and Scorching Wind. |
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Malikah 480 1 4 Capital Only | 33111100% 10% 21 sacred Glamour Stealthy (65) Wasteland Survival Magic Being Ethereal flying female Spirit Sight Magic Power 1 Iron Vulnerability 2 Salt Vulnerability 1 fire Resistance (20) Shock Resistance (10) Obfuscate (25) | Any nation is better when they have a recruitable flying super mage. Malikah is such a mage and should be auto-recruited in your capital as soon as possible. A strong and hard to hit mage with excellent paths. Malikahs can thug in the early game and can Cloud Trapeze to catch mages and smaller armies that are out of position. She is your only recruitable nature mage. The 4 and 4 randoms give you access to high-level magic gear and spells. Beware of fielding 1 Malikah without other Astral mages, since they are extremely inviting for Magic Duel. |
Sprite | Unit Name | Special Attributes | Comments |
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Nabaean Desert Warrior 7 7 5 + foreign Rec | Stealthy (40) Pillager (1) Skirmisher Undisciplined Wasteland Survival | Recruit anywhere chaff with a bow and a high damage sword. Decent as cheap lance catchers and lets your army replenish their meat shields at any frendly province. Decently efficient Flaming Arrows users. |
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Nabaean Camel Rider 22 8 24 + foreign Rec | Stealthy (40) Pillager (1) Skirmisher Wasteland Survival | Is a decent armorless horse archer that deals decent damage with their bow and sword. What really justifies their price is the fact they all spawn a Falcon which will muddy up the formations and distract the enemy for a few turns. Very good as part of a expansion army. |
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Nabaean Soldier 10 17 9 | Wasteland Survival | Decently armoured human chaff with a high damage sword. | |
Nabaean Light Infantry 10 13 9 | Wasteland Survival | A more spammable armored human spear chaff with a javelin. Decent with all the range attack buffs you can throw down. |
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'Adite Light Infantry 25 20 15 | Wasteland Survival | A decent and flexible expander unit, high HP and Str, with ok Prot and a hard hiting javelin. Easily able to take out indies before taking attrition, especially when buffed. |
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'Adite Archer 25 37 15 | Wasteland Survival | This is one of the closest things Dominions has to a cannon. A great bow that deals a large amount of damage. As a Fire, Earth, Air, and a Nature communion nation, it's not hard to see how a group of fully buffed archers could decimate most elite units. Super combatants beware… |
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'Adite Elite Soldier 30 26 19 | Wasteland Survival | ||
Jann Guard 40 26 19 Capital Only | Sacred Stealthy (65) Glamour Bodyguard(2) Iron Vulnerability(1) Wasteland Survival Fire Resistance (5) |
Scorching Wind Evocation 4, 21. A national Curse of the Desert alternative, applying Dessication. It has a wider range and a wider Area-of-Effect, the latter scaling with the caster's Air level.
Smokeless Flame Evocation 6, 31. An incredibly-powerful attack spell, that has an extra chance to set nearby targets on fire (though they can dodge this extra combustion chance with defence skill). Its damage output is greater than Pillar of Fire (which comes two levels later in Research) and less than Bane Fire (which doesn't apply heat).
Pride of Lions Conjuration 3 10, 2. ( Great Lionx10 + Lv)
Contact Jinn Conjuration 4 18, 21. ( Jinnx1). The Jinn is an extraordinary thug chassis, possessing invisibility (-9 attack and defense for those fighting him, against him only) until he takes damage once, alongside his elf-like Glamour and his inherent ability to fly. Mistform and high Magic Scales make them particularly stubborn, and the Jinn's 22 give them both Mistform and Phoenix Pyre. Balancing out these traits are the Jinn's weaknesses to Cold damage and Enchanted Salt, along with his enormous lack of equipment and somewhat-average Morale. Jinnun are also Ethereal Magic Beings, like the Malikat, so they do even better against mundane weapons but can have a very bad time against Moon Blades.
Summon Jinn Warriors Conjuration 5 18, 21. ( Jinn Warriorx3): Jinnun without the aforementioned enormous lack of equipment. They even have the same magic paths (22), if you use Divine Name or Gift of Reason on them.
Summon Hinn Conjuration 6 6, 11 Only in Wastelands. ( Hinnx5+[1/2 lv]). Stealthy Ethereal beasts. Has a heat aura and resistance to Fire and Shock. could rear attack or stall enemies while fatiguing them out.
Summon Si'lat Conjuration 6 21, 2. ( Si'latx1). The Si'lat is a 121 mage. She's similar to a Jinn, but she has feet instead of their invisibility. Si'lat (plural) can engage in Seduction, but they might need some help for if their attempts fail; 1 lets them cast Ironskin and pin their spiteful foe with Earth Grip, while 2 lets them finish the job with Shock Evocations, but a weapon would be nice.
Contact Houri Conjuration 6 26, 21. ( Hourix1). The Houri is a female Jinn (with all of the same traits) boasting 222 and Seduction skills. Having the "Invisible-until-hit" trait is great for in case her attempts fail, but her mix of magic stands out better; 2 lets her hold the spiteful foe in place with Swarm, and her other paths give her a fine selection of Evocations to destroy them with. If those skills aren't needed, she can still craft and use a Thistle Mace for 3, which lets her cast Healing Mists and other fun stuff in battle.
Summon Binn Conjuration 6 6, 11 Only in Wastelands.. ( Binnx5+[1/2 lv])
Summon Marid Conjuration 8 66, 42. ( Maridx1)
Awaken Jinn Block Thaumaturgy 5 5, 11. ( Jinn Blockx1)
Na'Ba doesn't have any recruitable Blood mages, but Bootstrapping into Blood is easier than bootstrapping into other paths you can't find indies for. Fortunately you don't need Blood in very high levels, though you will need a lot of Blood Slaves.
Feast for Ghuls Blood 4, 1, 21 Only in Wastelands.. ( Ghulx5+[1/2 lv]). Regenerating ethereal demons with a second shape. Unlike Ubar's recruitable version, they do not cost upkeep.
Summon Ghulah Blood 5, 1, 31 Only in Wastelands. Ghulah are 11 assassins and decent blood searchers. Once you get a Ghulah they will take over your blood hunting and summon more of themselves. All their attributes make them good at assassinations and joining communions.
Summon Ifrit Blood 5, 13 58. Each Ifrit is a stronger Jinn, possessing Fire Power, Heat, and a Fire Shield to go with their Jinn traits. They also start with a weapon. Last-but-not-least, they have 32, in case Commander Points from your forts aren't giving you enough Evocation masters.
Summon Shaytan Blood 6, 13 73. Each Shaytan has 222 and the Corruptor trait, the latter of which is a more-effective version of Seduction. When accounting for the Assassination battles that happen when Shayatin fail, remember that their Blood Slaves are not guaranteed to show up with them. Their other paths allow for Evocations that are unlikely to miss at close range, at least; if that isn't secure enough for you, consider having them distract their target with Phantasmal Warriors. The 2 is unfortunately not enough to get Blood boosters, but it has additional Ritual and battlefield uses.
Na'Ba relies almost entirely on FAE casting, but has several options among them.
Thug Template (F15 Eagle): Malikah equipped with a Halberd of Might, Enchanted Ring Mail Armor,Dragon Helmet. Next Script: Blessing, Iron Skin, then Attack
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
Na'Ba has several options for expansion. As such Nabaean expansion is about bringing the right tool to do the job.
'Adite Light Infantry are durable half-giants that can take a punch and deal one back with their high-damage javelins. 'Adite Heavy Infantry trade the javelin for slightly more Protection and better stats. Their 13 attack 23 damage scimitars carve through the toughest of armor. Both option are expensive in both gold and resources but work very well once critical mass has been met.
Jann Guard are comparable to 'Adite Heavy Infantry but have glamour for extra protection and can take a bless. Depending on your pretender design they can be a valuable addition to your expansion.
Nabaean Camel Riders and Nabaean Desert Warriors can be recruited everywhere and can help take out indies vulnerable to archer fire, most notably Barbarians. The falcons summoned by the camel riders can take lance charges vs Heavy Cavalry, which can keep down attrition on other troops.
With an awake pretender thugged out Malikah can compliment your expansion once Const 2, Alt 3 is researched.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
150 Proof Guide to Na'Ba By Baalz
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |