User Tools

Site Tools


na-ba-ma

This is an old revision of the document!


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)
Nature (1, Rare 2)
Astrial (1, Rare 2)
Summable (1*), (3), (2), (2*)
*cannot be summoned natively
Priests lv2 (giant Priests) Giant Forts
Labs Cost 250 in Wastelands

Domionins Hides Province Ownership FIXME elaberate.

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

FIXME

Commanders

FIXME

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 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 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.
They excellent battlemages, 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
275
26
2
fire 11air 11holy 11random1100% 11
sacred
Glamour
Stealthy (65)
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)
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.
air 33 can cast Storm and Thunder Strike well. fire 33 can evo (especially Smokeless Flame) and provide Heat From Hell. All can elemental spam.
Malikah
485
1
4
Capital Only
fire 33air 33earth 11holy 11random1100%
10%
21
sacred
Glamour
Stealthy (65)
Magic Being
Ethereal
flying
female
Spirit Sight
Fortune Teller 5%
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
8
7
2
+ 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.

Smokeless Flame Evocation 6, fire 33air 11.

Summon

Pride of Lions Conjuration 3 10naturegem, air 22fire 11. ( Great Lionx10 + Lv)

Contact Jinn Conjuration 4 10firegem, fire 22air 11. ( Jinnx1)

Summon Jinn Warriors Conjuration 5 10firegem, fire 22air 11. ( Jinn Warriorx3)

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)

Contact Houri Conjuration 6 26airgem, air 22nature 11. ( Hourix1)

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

Can't be cast normally, need a pretender or a rare indie to start collecting blood slaves but only need 1 to summon lower levels and empower a 3 once in Blood to get the higher levels.

Feast for Ghuls Blood 4, 1, 21 Only in Wastelands.. ( Ghulx5+[1/2 lv]). Regenerating ethereal demons with a second shape but have 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. Summon a Thug. Ifrit are…

Summon Shaytan Blood 6, blood 11fire 33, 73. Shaytan are Stronger blood mages with fire 22air 22blood 22 and has Corruption.

Magic Access

FIXME

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
  • Flying Carpet
  • Stone Idol

Strategic Guide

FIXME

Early Game

Blessed Jann Guard sacred very efficiently during initial expansion. With these scales aim for a fairly modest 2 expansion parties in year one. Get a critical mass of your sacreds Supplement with Camel Riders outside your cap and they’ll do well enough at punching through indies with minimal losses.

Quickly gets to Construction-2, then Alteration-3.around halfway through the first game year, you’ll be able to field ultra-light Malikah thugs early enough to jump right in and help with your initial expansion,

Mid Game

FIXME

Late Game

FIXME

Tactics

FIXME

Spells

FIXME

Malikah & Jinnun focused strategy

na-ba-ma.1643137095.txt.gz · Last modified: 2022/01/25 18:58 by naaira