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abysia-la

LA Abysia, Blood of Humans

Lore

Abysia does not have any clear inspirational sources. Malign devil-worshiping empires of the fantasy genre combined with some ancient Middle Eastern concepts, perhaps. Think of great temple ziggurats adorned with ever-burning braziers fed with still-beating hearts in pompous ceremonies, witnessed by a cowed populace of slaves and smoldering Abysian rulers. Imagine magma-lit caverns filled with screams, roars, and fleeting shadows. With blood sacrifices being part of the official state cult it might be considered an evil nation, but it is sprung from elemental forces, and only under infernal influence‒ and ignorance‒does the kingdom turn to evil. It is a tragic nation with a proud heritage, and dilution of their magic - perhaps due to temptation by infernal forces - leads it to embrace blood sacrifice. -Illwinter

When the Warlocks began their horrible breeding experiments, they unknowingly spelled the doom of Abysia. But it was not the Demonbreds that posed a threat. The real danger came from the Humanbreds, who were multiplying like vermin and swarming the kingdom. Now the heat of the Smouldercone is faltering with the declining number of pure Abysians and magic is seeping from the land. Other sources of magic are needed and the Blood Cult of ancient times is renewed with fervor. Pureblooded Abysians, now rare, serve as priests and sacred warriors.

General Overview

With the coming of the late ages pureblood abysians become rare, with humanbreds now making up the majority of the army. The level of available fire magic has decreased and the Anathemants have traded earth for death, but the use of blood magic has increased and Abysia finally has access to blood mages outside of its capital.

The nation has multiple tiers of sacred assassins, and some of the most powerful blood-astral mages in the game.

National Features

Special Race Attributes Military Magic Access Priests Buildings
Prefer Heat scales +2
Abysians
Resist Fire
wasteland survival
Highly fire resistant light and
heavy humanbred infantry
Berserker warbred
Hell spawn
astral 33 (Rarely 4)
blood 44 (Rarely 5)
fire 33
death 22
earth 11 (Rarely 2)
Powerful holy 33
Can perform blood sacrifices
standard Forts(Citadel)
  • Growth scales and Death scales scales have half the standard effect on income and population growth and no effect on province supplies.

Capital Special Sites

FIXME

The Smouldercone Temple of the Everburning Pyre Temple Sanguine
Increse Heat scales
Recruit:
Warlock Apprentice
Warlock
Produce 3firegem per turn
Recruit:
Anathemant Dragon
Slayer Anathemant
Guardian of the Pyre
Produce 1firegem per turn
Recruit:
Slayer Sanguine

National Units

Abysians and their humanbred all havewasteland survival, with the Humanbred having Resist Fire(15), and pureblooded Abysians having Resist Fire(25), Darkvision(50%) and Heat Aura(3). All pureblood Abysians have a max age of 35 and a base encumberance of 2 and humanbred have a max age of 45 and a base encumberance of 3.

Commanders

Abysians mages are generally more expensive than average but most can lead units fairly effectively, and most are also priests.

Warning: An important thing to note about blood magic is that their gems are an actual unit. Blood Slaves are humans with no heat protection, so your abysian's heat aura will ignite them. Slaves can be used by any mage even if they are a few squares away, so using humanbred and indy commanders to hold them between 2 to 4 squares away from your pureblooded abysians is good practice.

Img Unit Name —-SpecialAttributes—- Comments
Slayer Newt
80
10
1
sacred
Darkvision 50%
Stealthy(65)
Assassin(2)
resist Fire(15)
ambidextrous(2)
wasteland survival
Sacred Assassins with two poison daggers.
The slayer worm at just 10 extra gold compared to the slayer newt has better stats all-round and can self bless, which makes it usually the go-to choice.
Slayer Worm
90
10
1
holy 11
sacred
Darkvision 50%
Stealthy(60)
Assassin(2)
resist Fire(25)
heat Aura(3)
ambidextrous(3)
wasteland survival
Slayer Anathemant
195
10
2
Capital Only
fire 11holy 22random1100%
sacred
Darkvision(50%)
Stealthy(60)
Assassin(3)
resist Fire(25)
heat Aura(4)
ambidextrous(3)
wasteland survival
A mage Priest assassin that can be used to kill harder targets in the midgame.
Either get fire 11death 11(Skelli-spam and Bane Fire Darts) or fire 22 (Phoenix Pyre and fire elementals).
Both the Slayer Anathemant and the Slayer Sanguine are cap only and so compete with Warlock and Anathemant Dragon recruitment.
Slayer Sanguine
205
10
2
Capital Only
blood 22holy 22
sacred
Darkvision(50%)
Stealthy(60)
Assassin(3)
resist Fire(25)
heat Aura(3)
ambidextrous(3)
wasteland survival
Blood priest assassins. Has two built-in life-stealing daggers.
Note: Blood slaves are rarely brought into assassinations. While there is a better chance of bringing some blood slaves into an assassination if you carry a large number of them, it should probably not be counted upon.
Abysian Commander
70
26
1
resist Fire(15)
wasteland survival
Well armored 80 leadership Commander and your only recruitable commander that can use line formations.
Newt
85
1
2
fire 11holy 11 7
sacred
resist Fire(15)
wasteland survival
Relatively expensive for a fire 1 mage.
They can lead expansion parties and use fire gems to spam Summon Lesser Fire Elemental to clear out indies. They are also your most cost efficient Lightless Lantern forger.
Sanguine Acolyte
85
1
2
blood 11holy 11 7
sacred
resist Fire(15)
wasteland survival
Similar to the Newt, a relatively expensive blood mage that can lead troops.
They are your most Gold efficient blood hunters and can be used as additional Sabbath slaves.
Warlock Apprentice
135
1
2
Capital Only
astral 11blood 22 11
Darkvision(50%)
resist Fire(25)
heat Aura(3)
wasteland survival
adept crossbreeder(2)
Old Age(34/35) In one year.
Cap only astral and blood mage.
The combo of Astral and blood could make them decent for creating communions during the mid to late game, but their cap only status makes them compete with the recruitment of the much more powerful Warlocks and Anathemant Dragons.
Sanguine Anathemant
210
1
2
fire 11blood 22holy 22 11
Sacred
Darkvision(50%)
resist Fire(25)
heat Aura(4)
wasteland survival
Old Age(34/34)
The strongest blood mages you can recruit outside of the capital.
They are good for serving in sabbaths both as slaves and for getting high levels of on the battlefield for Fanaticism and Divine Channeling.
Anathemant Salamander
210
1
2
fire 22death 11holy 22 11
Sacred
Darkvision(50%)
resist Fire(25)
heat Aura(5)
wasteland survival
Old Age(34/33)
One of your primary combat mages. Are also your most gold efficient Smolderghost summoners, and can summon Mound Kings and longdead.
Can lead a decent number and mix of Living, magical, and undead/demon units.
Warlock
285
1
2
Capital Only
astral 22blood 33random1100%+10% 17
Darkvision(50%)
resist Fire(25)
heat Aura(3)
adept crossbreeder(6)
wasteland survival
Old Age(46/35)
Prophet Shape(Anathemant)
Your strongest Blood mage (surprisingly not slow to recruit). Masters of communions, efficient crossbreeders, and generally your best ritual casters.
Astral randoms(astral 33blood 33) can cast Send Lesser Horror without boosters, blood randoms(astral 22blood 44) can with a Blood Thorn cast Infernal Disease, and earth randoms(earth 11astral 22blood 33) are good for buffing troops with communions.
Anathemant Dragon
280
2
4
Capital Only
fire 22death 11holy 33random1100% 13
Sacred
Darkvision(50%)
resist Fire(25)
heat Aura(5)
wasteland survival
Old Age(42/33)
powerful priests and throne claimers.
Fire randoms(fire 33) let you cast big army-wide spells and summon Fire Kings.
Death randoms(fire 22death 22) let you forge important death items like Skull Staffs and with boosters can summon the King of Banefires.

Troops

Stat wise Humanbred have +2 HP, +1 MR and Str, and -2 Precision compared regular humans.

Img Unit Name —-SpecialAttributes—- Comments
Abysian Axe Thrower
Gold 13
11
10
resist Fire(15)
wasteland survival
A mix of light and ranged infantry. Has high damage short-range throwing axes.
With only two ammunition, casting Flaming Arrows for them is probably not worth it unless you are massing them or also using indy crossbows with them.
Abysian Light Infantry With Spear
Gold 12
10
9
resist Fire(15)
wasteland survival
Spammable line chaff with a tower shield that will help to absorb arrows.
Spears let them be more defensive with repelling against shorter weapons.
Axes have a point less defense skill but inflict more damage to units with low prot.
Abysian Light Infantry With Axe
Gold 12
10
9
resist Fire(15)
wasteland survival
Abysian Heavy Infantry With Axe
Gold 12
27
9
resist Fire(15)
wasteland survival
Higher encumbrance and lower defense for higher body protection.
Axes work well against low prot targets.
While morningstars are allrounders with a high chance to hit(against the common shielded targets of LA) with half the hits being piercing damage that circumvents 20% of enemy prot.
Abysian Heavy Infantry With Moningstar
Gold 12
28
9
resist Fire(15)
wasteland survival
Abysian Heavy Infantry With Battleaxe
Gold 12
26
9
resist Fire(15)
wasteland survival
These trade the tower shield for either a two-hand a battleaxe or a two-handed flail.
The battleaxes are decent at hacking through large HP pools, while the flails have 2 attacks for up to 6 attacks per square and an attack bonus against shields.
Without shields both are vulnerable to massed crossbow fire.
Abysian Heavy Infantry With Flail
Gold 12
26
9
resist Fire(15)
wasteland survival
Guardian of the Pyre
30
28
14
Capital Only
sacred
Darkvision(50%)
resist Fire(25)
heat Aura(3)
wasteland survival
Your cap only sacreds. Heavy Infantry With morningstars, they are pureblooded Abysians and have more HP and Strength.
They can make for solid expanders with a bless, and are good at holding a line while the enemy gets fatigued.
Warbred
30
40
28
Darkvision(50%)
resist Fire(5)
berserker(2)
wasteland survival
a size 3 berserker with a hard hitting battleaxe attack.
Warbreds are much more expesive than your humanbred heavy infantry but can be useful in taking down high prot and/or high HP targets.
Note that warbred are only resist Fire(5) and so can be vulnerable to friendly-fire from your mages.

Heroes

Img Unit Name —-SpecialAttributes—- Comments
Ba'al Chozron - Anathemant Warlock
Hero turn arrival Limit:5
fire 33blood 33holy 33 17
Sacred
Darkvision(50%)
resist Fire(30)
heat Aura(6)
adept crossbreeder(8)
wasteland survival
A high blood and Fire mage that can claim thrones.
A very effective Crossbreader and can be useful for casting Bind Arch Devil
Chuzrael - Slayer Darkvision(100%)
Stealthy(65)
Assassin(1)
resist Fire(25)
heat Aura(3)
ambidextrous(3)
flying
wasteland survival
scale-walls
A flying assassin. Use him carefully as you only get the one.
Ba'an Rachis - Slayer Dragon fire 33death 33holy 33 15
Sacred
Darkvision(500%)
Stealthy(60)
Assassin(4)
resist Fire(30)
heat Aura(6)
ambidextrous(3)
wasteland survival
A strong Assassin mage priest with death 33. He can be an earlier rout to obtaining higher levels of death magic should your pretender not have high death, and by empowering to death 44 from which he can forge a Skullface can give you access to higher death summons and rituals before you can Bind Heliophagus for it in the late game.

Magic

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Research Priorities

Conj 3: Lesser Fire Elemental, Phoenix Power

Blood: Later game strategy. Call Horror, Curse of Blood

Enchant 4: Flaming Arrows

National Spells & Summons

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Ritual

  • Summon Abysian Ancestors death 11fire 11 Conj 2 for 5deathgem (summon 5 Smoulderghost). A very decent summon. Basically Old Abysian infantry that are sacred with a magical Greataxe that deals additional Fire damage. A decent Front line unit.
  • Pride of Lions nature 22 Conj 3 for 10naturegem. (summon 10 Great Lion) + overcast. Can't Be cast natively and if you have nature gems their are better things to spend on then chaff.
  • Contact Scorpion Man earth 11fire 11 Conj 8 for 12earthgem (summon a Scorpion Man). Contact Scorpion Man is always in an awkward spot for any nation as it comes too late in-game to be most effective. If your failing to get a mage with an lv in earth higher then 1, this is an ok way to spend your surplus.
  • Hellscape fire 44 Alt 6 for 10firegem. An Abysian exclusive enemy set back ritual. Giving Death scales+1, -10% Pop, +20 unrest, and a big shift in temperature scales can greatly reduce what a province could give a player. Despite it being notified as a really bad anonymous event, players can recognize when they are being messed with. Also, a way to support troops before going into combat(Bonus to Fire Power and heat auras, Extra Fagua to enemies, and catch cold nations like Caelum with their pants down)
  • Reawaken Fossil earth 22death 11 Enchantment 5 for 10earthgem (summon Fossilized Giantx5+[1/2 Lv]) can't be natively summoned but some generic undead summon can cast it(may need earth boots). For your trouble, you get undead stone giants with very high prot and a heavy-hitting sword.
  • Infernal Breeding blood 22 Blood 3 for 25bloodslave. grants decent units that will likely replace most of your infantry.

Combat

  • Liquid Flames of Rhuax fire 33earth 11 Evocation 5. A decent spell that you normally can't natively cast. Throws an AOE 1 High damage AP fire that deals lingering heat fatigue damage to the square. Decent low fatigue way to eliminate groups of high prot units
  • Inner Furnace fire 33 Enchant 5 for 1firegem. A battlefield wide spell that grants your infantry a Heat aura and boosts existing ones by 3. You may Need a few Cast of this to make sure most of your Infantry benefits from it witch is not much worry as Fire gems flow like water(Lava) back home. If your in an infantry stalemate, fatiguing the enemy more(as long they don't put up fire resistance) is an away to win the grinding game.

Magic Access

Has a Decent level of Astral and Blood coming from their cap, with fire mages. You only get death 11 on mages with a chance ofdeath 22 on your Anathemant Dragons. Not a strong with Fire as previous ages but can forge the boosters for fire 55 and death 33. Some Warlocks are earth 11, so with empowerment can break you into earth boosters.

Combat Magic

Fire magic is a decent unit clearer path early game as the nation begs you to spam Fire Elementals. Feel free to spam Fire as much as you want.

Mid game is when fire stops working as other nations will likely obtain counterspells like Rain or Fire Resistance.

You should also be building a blood economy all that time. Your primary magic power comes from Blood and Astral spam; being very good at Call Horror spam. see Horror. Adding a Crystal Matrix Earth, Death, or Nature mages to your communes are very important to keep your infantry viable—the addition of death ass Skelli-spam and banefire.

Although Fire is easy to counter, When dealing with communions instead of fire, They won't have counters ready. That's when in late game you unleash Heat from Hell and Fire Storm.

Abysia does has ranged unit in anti-light infantry Axe throwers, but you should find indie crossbows and cast Flaming Arrows on them. Don't mind shooting your own forces as they have a high prot shield and resist most of the fire damage.

Ritual Magic

Fire magic doesn't have limited good rituals like Alchemy to turn their plentiful Fire gem to gold, summon the Fire Kings.

Creating a Blood economy is important as it's easy to empower in. Summoning Demons, Crossbreeds, and Horrors benefits you. Smoldersghosts are also a good unit to spam if you have the death economy.

Go for the Bind Heliophagus, Bind Arch Devil and Vampire Lords for late-game thugs (some of the Heliophagus can break you into vampires if your pretender can't).

The end game with Demon Lords.

Magic Items

Fire, Astral, Death, Blood, and their crosspaths grants you many decent thug items (like Lantern Shield). The fact you have a Fire/Death means you can boost your Fire magic by two.

National Discount

  • Blood Thorn: Construction 6, 12bloodslave, blood 33: an Iconic thug item, a blood Magic booster, and a dagger that let thugs Drain HP from enemies. Even better as you have to pay less for it.

Strategy

Early Game

Expanding is easy with your infantry and spamming Fire Elementals when things get tough.

Abysia likes to be aggressive in theearly game, taking many territories and even Devowering a weaker neighbor (You appreciate having a land lead).

Try to produce Warlocks from your cap each turn (you can only get so many of them).

Obtaining good indpendant mages is a priority.

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Mid Game

Mid game is when enemy magic starts to catch up with your infantry.

Fire magic stops being as effective when Rain is cast, and Earth mages would decimate infantry with Earth Meld and Destruction.

This point, you should be shifting to a blood economy, hunting for slaves, and using Infernal Breeding Create better troops. May want to recruit indies for cheaper chaff.

Battle magic comes from Blood Astral communion with some warlocks leading with the Dragon, or indie mages with a Matrix.

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Late Game

Late game is a standard affair for a blood nation, climbing blood until you can summon Demon Lords.

Can Also summon The Fire Elemental Royalty.

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Strategy Guides

FIXME Link here to guides for the nation, on and off(?) the wiki. This should likely include things like suggested pretender designs as well as strategy guides.

abysia-la.txt · Last modified: 2021/10/24 04:45 by wigglefig