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na-ba-ma

MA Na'Ba, Queens of the Desert

Lore

General Overview

FIXME 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

National Features

Special Race Attributes Military Magic Access Priests Buildings
Perefer Heat scales +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 death 11*, water 33, nature 22, blood 22*
*cannot be summoned natively
Priests lvl2 (giant Priests)

Dominion Hides Province Ownership
Giant Forts
Labs Cost 250 in Wastelands

Dominion Hides Province Ownership FIXME elaborate.

Enemy nations will see Na'Ba's provinces as Independent if:

  • They have Na'ba's Dominion
  • There are no Scout Reports on them (such as from a scout, or from any neighbouring friendly province)

Capital Special Sites

Great Dam

Increases Growth Scales
Produces 1watergem per turn

Jannah

Enables recruitment of:
Malikah
Jann Guard
Produces 1firegem1airgem1earthgem1astralpearl per turn

The Vault of Incense and Marvels

Generates 100 per turn.

National Units

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Commanders

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Img Unit Name Abilities Comments
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.
Karib
80
2
2
+ foreign Rec
earth 11holy 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 3earthgem by first casting Summon Earthpower and then casting Summon Earth Elemental
'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
astral 11holy 22 7
sacred
Fortune Teller 5%
Wasteland Survival
One of your other spammable mages.
As astral 11 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 astral 11holy 22 three Mukarrib can join in a communion to cast Divine Blessing and Smite if no better options are available.
Hermit Sahir
125
2
4
foreign Rec Only
fire 11air 11earth 11random1100% 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
Jann Emir
280
26
2
fire 11air 11holy 11random1100% 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 fire 11air 22holy 11 and fire 11air 11earth 11holy 11 versions thug best until Pyre. Enc 6 is an issue without AOE weapons.
Can lead stealthy raids with other Jann.
Sahir
315
2
4
fire 22air 22earth 11random1100% 17
sacred
Glamour
Stealthy (65)
Wasteland Survival
Fortune Teller 5%
Iron Vulnerability 1
fire Resistance (5)
Your strongest any-fort mage.
earth 22 provide Legions of Steel, Strength of Giants, and Maws of the Earth.
fire 33 can evo (especially Smokeless Flame) and provide Heat from Hell.
All can do elemental spam and Scorching Wind.
Malikah
480
1
4
Capital Only
fire 33air 33earth 11holy 11random1100%
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 air 44 and fire 44 randoms give you access to high-level magic gear and spells.
Beware of fielding astral 11 Malikah without other Astral mages, since they are extremely inviting for Magic Duel.

Troops

FIXME

Sprite Unit Name Special Attributes Comments
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.
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.
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.
'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.
'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…
'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)

Heroes

FIXME

Magic

National Spells & Summons

Evocation

Scorching Wind Evocation 4, air 22fire 11. 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, fire 33air 11. 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).

Summons

Pride of Lions Conjuration 3 10naturegem, nature 22. ( Great Lionx10 + Lv)

Contact Jinn Conjuration 4 18firegem, fire 22air 11. ( 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 fire 22air 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 18firegem, fire 22air 11. ( Jinn Warriorx3): Jinnun without the aforementioned enormous lack of equipment. They even have the same magic paths (fire 22air 22), if you use Divine Name or Gift of Reason on them.

Summon Hinn Conjuration 6 6airgem, air 11fire 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 21airgem, air 22. ( Si'latx1). The Si'lat is a fire 11air 22earth 11 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; earth 11 lets them cast Ironskin and pin their spiteful foe with Earth Grip, while air 22 lets them finish the job with Shock Evocations, but a weapon would be nice.

Contact Houri Conjuration 6 26airgem, air 22nature 11. ( Hourix1). The Houri is a female Jinn (with all of the same traits) boasting fire 22air 22nature 22 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; nature 22 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 nature 33, which lets her cast Healing Mists and other fun stuff in battle.

Summon Binn Conjuration 6 6watergem, water 11air 11 Only in Wastelands.. ( Binnx5+[1/2 lv])

Summon Marid Conjuration 8 66firegem, fire 44air 22. ( Maridx1)

Awaken Jinn Block Thaumaturgy 5 5earthgem, earth 11holy 11. ( Jinn Blockx1)

Blood

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 death 11blood 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, blood 11fire 33 58bloodslave. 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 fire 33air 22, in case Commander Points from your forts aren't giving you enough Evocation masters.

Summon Shaytan Blood 6, blood 11fire 33 73bloodslave. Each Shaytan has fire 22air 22blood 22 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 blood 22 is unfortunately not enough to get Blood boosters, but it has additional Ritual and battlefield uses.

Magic Access

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Combat Magic

Na'Ba relies almost entirely on FAE casting, but has several options among them.

  • You have a strong fatigue build with Fire Resistance, Heat from Hell, Scorching Wind, Sulphur Haze, and evocation heat AOEs. Adding Curse of Stones or Maws of the Earth can give this more time to work, and you can prepare the battlefield with Breath of the Desert.
  • Wind Guide can pair with Flaming Arrows and evocation spam for a heavy ranged threat, useful against massed elite troops.
  • Both of those plays can be shut down by the fire fatigue and projectile deflection of Storm, so against any Air nation you need a change-up option. You can Tstrike competently or put out remarkable elemental spam, and late game your Fog Warriors access can be used to buff elemental summons to new heights.
  • For simple army slogs, your buffing game is quite good, with Earth buffs early and Fog Warriors plus elemental resistances later. Decide whether to buff hard and let the enemy come to you, or pair Mass Flight with whole-field buffs for a sudden blitz.
  • Finally, Smokeless Flame, Magma Bolts, Incinerate, and potentially Gifts From Heaven provide threats that very few SCs or hellbless nations can stomach.

Ritual Magic

FIXME

Magic Items

Thug Template (F15 Eagle): Malikah equipped with a Halberd of Might, Enchanted Ring Mail Armor,Dragon Helmet. Next Script: Blessing, Iron Skin, then Attack

National Items

  • Jinn Bottle: air 22earth 11. Costs 10airgem5earthgem. Gives a renewable retinue of 1 Jinn Warrior. Also wasteland survival for your indies or stolen mages who may not have it.
  • Companion Bracelet: air 22. Costs 10airgem. Unremovable wedding ring that also gives a retinue of an air 11astral 11 Qarin, as well as luck and a research bonus (not nearly as efficient as an Owl Quill).

National Discounts

  • The Magic Lamp (Const 8, air 55fire 44). Use this to summon Al Khazim, a Jinn with fire 55air 55earth 33astral 33 and absolutely-amazing combat stats. If you lose Al Khazim, you'll have to craft another Lamp to re-summon him.
  • Flying Carpet
  • Stone Idol

Strategic Guide

Power Curve

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.

Expansion Strategies

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.

Example Pretender Builds

List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.

Malikah & Jinnun focused strategy

na-ba-ma.txt · Last modified: 2024/07/09 04:52 by johnnydown