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dom6:abysia-ea

EA Abysia, Children of Flame

Lore

Abysia is a hot wasteland, at the center of which lies a great volcano whose lava-lit caverns are inhabited by magma-born humanoids. Their flesh radiates heat, and they are not harmed by flames. Abysians are stronger than humans and use very heavy armor and weaponry. Bows are not used, as they would burn to cinders in the glowing hands of the Abysians. The war machine of Abysia also includes salamanders, lizard-like beings composed of the same hot lava-born flesh as the Abysians. The Anointed of Rhuax and the Anathemant Priests of the Flame Cult practice blood sacrifice to strengthen the power of the Awakening God. The Warlocks of the Smouldercone, a newly formed magical order, practice Blood magic and search for suitable blood slaves in conquered lands. Abysians prefer to live in extremely hot places. They do not farm or hunt for a living, so their income and supplies are not affected by the Growth or Death scale of a province. However, the population will still die slowly in Abysia-controlled provinces with Death scales.

"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 the 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

Abysia is one of the original fourteen factions of the series, present in Dominions: Priests, Prophets, and Pretenders. The early version was made in Dominions 3, however, as an origin point; a way for players of Middle Abysia (the faction closest to the Abysia of the first game) to see how they ended up where they were. On that note, Late Abysia has origins in Dominions 2.

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
fire 44 (rare 5)
blood 22 (rare 3)
earth 11 (rare 2)
astral 11 (rare 2)
holy 33
Hero
fire 33astral 22blood 44
Fire Immune
Very Heavy Infantry
Salamanders
Abyssal Crossbreeds
No Missile Weapons
Darkvision
Fire Resistance
Heat Aura
Wasteland Survival
Short Life Spans
Grand Communicant
Old Age
Standard Forts
Forts reduce heat scale deaths by two steps
Extra goldGold and resourcesResources in cave forts.

Capitol Gems: 6firegem

National Special Features

Heat limit +2
Death limit +1
Bless Points +2

Prefers Heat Scale +3

Growth and Death scales have half the standard effect on income and population growth, in addition to not affecting province supplies.

Mercenaries are about 25% more expensive.

Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion.

The Smouldercone: Increases heat in the capitol by a maximum of five.

Abysians are Lavaborn. These are Size 3 humanoids (three-to-a-square) with 25 Fire Resistance, 50% Darkvision, and a Heat Aura, and they also do fine in Wastes. The average Abysian Lavaborn has 15 HP, 13 Strength, zero Natural Protection, 7 Precision, 11 Morale, and 12 Magic Resistance. They are energetic but not very mobile, possessing 2 Encumbrance, 9 Defence Skill, 12 Map Movement, and 10 Combat Speed while naked.
Abysians burn bright and short, growing old at 35.

National Units

Commanders

All the commanders have the following abilities: Darkvision (50% or more) Resist Fire (25 or more) Heat Aura (3 or more) Wasteland Survival

Sprite Unit Name Special Attributes Comments
Slayer
95
10
1

Stealthy (60)
Assassin (1)
Ambidextrous (3)
Commentary here.
Demonbred
110
13
1
Capital Only

Darkvision (100%)
Stealthy (60)
Assassin (1)
Ambidextrous (3)
Flying
Commentary here.
Beast Trainer
60
41
1

Animal Awe (4)
Beastmaster (3)
Commentary here.
Warlord
110
33
1

Ambidextrous (2)
Beastmaster (3)
Taskmaster (2)
Prophet Shape (War Master)
Commentary here.
Warlock Apprentice
75
1
2
Capital Only
blood 11 7
A quick note: Abysian Heat Auras are obnoxious for Blood Slaves.
The reach for Slave-use is wider than the Aura, but still.
Consider having Blood Slaves gather around an indie commander,
at least for longer battles.
Warlock
190
1
2
Capital Only
astral 11blood 22random010% 11

Adept Cross Breeder (2)
Old Age (35/35)
Anathemant Salamander
245
1
2
fire 22holy 11 9
Sacred

Heat Aura (5)
Grand Communicant
Commentary here.
Anathemant Dragon
365
2
4
fire 33earth 11holy 22 13
Sacred

Resist Fire (30)
Heat Aura (6)
Grand Communicant
Old Age (40/32)
Commentary here.
Anointed of Rhuax
630
1
4
Capital Only
fire 44earth 11holy 33random010% 15
Sacred

Resist Fire (35)
Heat Aura (13)
Fire Shield (12)
Fire Power (2)
Grand Communicant
Commentary here.

Troops

All the troops have the following abilities: : Resist Fire (25) Heat Aura (3 or more) Wasteland Survival

Sprite Unit Name Special Attributes Comments
Abysian Infantry With Battleaxe
20
26
8

Darkvision (50%)
Commentary here.
Abysian Infantry With Flail
20
26
8
Commentary here.
Abysian Infantry With Axe
20
27
8
Commentary here.
Abysian Infantry with Morningstar
20
28
8
Commentary here.
Misbred
20
5
22
Capital Only

Darkvision (100%)
Stealthy (40)
Part Undead or Demon
Ambidextrous (3)
Flying
Start Affliction (75)
Add random age (300)
Commentary here.
Salamander
50
1
15

Fire Power (1)
Heat Aura (6)
Wasteland Survival
Undisciplined
Animal
Commentary here.
Burning One
70
36
13
Capital Only
Sacred

Darkvision (50%)
Heat Aura (6)
Fire Shield (8)
Fire Power (1)
Ambidextrous (2)
Berserker (3)
Bad Formation Fighter (1)
Commentary here.

Heroes

Sprite Unit Name Special Attributes Comments
Malphas - Warlock
Earliest Arrival Turn (5)
fire 33astral 22blood 44 23
Fire Resistance (30)
Darkvision (100%)
Heat Aura (6)
Adept Crossbreeder (8)
Demon
Wasteland Survival
Spirit Sight
ShapechangerCorruptor
Commentary here.
Corruptor fire 33astral 22blood 44 23
Fire Resistance (20)
Stealthy (40)
Dark power (2)
Adept Crossbreeder (8)
Assassin (3)
Flying
Need Not Eat
Demon
Wasteland Survival
Spirit Sight
ShapechangerMalphas - Warlock
Commentary here.
Ba'al Chozron - Anathemant Warlock
Earliest Arrival Turn (5)
fire 33blood 33holy 33rp 1717
Sacred
Fire Resistance (30)
Darkvision (50%)
Heat Aura (6)
Adept Crossbreeder (8)
Wasteland Survival
Commentary here.

National Spells

Summons

Ritual

: Fire Resistance (25), Heat Aura (3 to 6), Starting Affliction Chance (25% to 50%), Old Age Chance (25% to 33%), Wasteland Survival
: Fire Resistance (15), Poison Resistance (15), Starting Affliction Chance (50%), Old Age Chance (25% to 33%), Wasteland Survivor, Part Undead, Demon

Summon Spell Unit Special Attributes Comments
Infernal Breeding
(Blood 3)
blood 22 and 25bloodslave
Hell Spawn or Fire Power(1) Undisciplined Animal Flying
Part Undead, Demon
Commentary here.
Hell Spawn or Darkvision(50%) Fire Power(1) Undisciplined Commentary here.
Hell Spawn or Darkvision(50%) Commentary here.
Hell Spawn or Darkvision(50%)
Demon
Commentary here.
Hell Spawn or Undisciplined Commentary here.
Hell Spawn or Undisciplined
Flying
Commentary here.
Hell Spawn or Undisciplined Commentary here.
Hell Spawn or Flying Commentary here.
Hell Spawn or Darkvision(50%) Fire Power(1) Commentary here.
Hellbred Giant Starting Affliction Chance (50%)
Supply Size (10)
Old Age Chance (25%)
Fire Resistance(15) Darkvision(50%) Wasteland Survivor
Commentary here.
Summon Spectral Infantry
(Conjuration 2)
fire 11death 11 and 5deathgem

Smoulderghost x 7
Resist Fire (25)
Poison Resistance (25)
Heat Aura (3)
Undead
Ethereal
Need Not Eat
Wasteland Survival
Spirit Sight
Spiritform
Commentary here.
Pride of Lions
(Conjuration 3)
nature 22 and 9naturegem

Great Lion x 15+
Darkvision (50%)
Undisciplined
Animal
Commentary here.
Contact Scorpion Man
(Conjuration 8)
fire 11earth 11 and 12earthgem

Scorpion Man
Sacred
Fire Resistance (15)
Poison Resistance (15)
Fear (+5)
Ambidextrous (2)
Magic Being
Wasteland Survival
Spirit Sight
Commentary here.

Other Spells

Combat

  • Liquid Flames of Rhuax (Evocation 5)
    fire 33earth 11
    Commentary here.
  • Inner Furnace (Enchantment 5)
    fire 33 and 1firegem
    Commentary here.

Ritual

  • Hellscape (Alteration 6)
    fire 44 and 10firegem
    Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

Recruit Access

Elements

  • fire 44 on each Anointed of Rhuax (capital-only), fire 33 on Anathemant Dragons off-capital
  • No air magic
  • No water magic
  • earth 11 on each Anathemant Dragon

Sorcery

  • astral 11 on each Warlock (capital-only)
  • No death magic
  • No nature magic
  • No glamour magic

Rites

  • blood 22 on each Warlock (capital-only)
  • holy 33 on each Anointed of Rhuax (capital-only), holy 22 on each Anathemant Dragon off-capital

Crosspaths

  • fire 44earth 11: Magma spells (Liquid Flames of Rhuax being the national example), Terracotta Soldiers, Iron Gryphons, scorpions
  • blood 22astral 11: Horror spells such as Call Lesser Horror (though these generally require boosting)

Boosting Access

Fire

Anointed of Rhuax starts at fire 44, making Fire easy to climb.

Air

No native access. No simple summons.

Water

No native access. No simple summons.

Earth

earth 11 with no useful crosspaths makes for a difficult climb. Maybe empower the Warlock in Earth twice and Blood once. (The same Warlock can be used to go up the Blood path.) Once at earth 22blood 33, the Warlock can make a Blood Stone. At earth 44blood 33, the Warlock can summon Father Illearth and give him the Blood Stone.

Astral

Empower a Warlock to astral 22 , use Starshine Skullcap to get to astral 33, and hopefully get the Dimensional Rod. If using the same Warlock to go up Earth and Blood, which is risky, it can access many useful boosters and summons.

Malphas - Warlock starts at fire 33astral 22blood 44, great crosspaths for climbing Astral.

Death

No native access. blood 88 can Bind Demon Lord for a 3 in 6 chance of at least glamour 44.

Nature

No native access. No simple summons.

Glamour

No native access. blood 55 can Bind Heliophagus for a 2 in 4 chance of at least glamour 44.

earth 44 can summon Troll King's Court for glamour 11.

blood 88 can Bind Demon Lord for a 3 in 6 chance of death 33.

Blood

A Warlock will have to be empowered once to blood 33, but it is an easy climb at that point. Have the same Warlock climb Earth for benefits along both paths.

Malphas - Warlock is already at blood 44 and with an Astral booster can create the unique Tome of the Lower Planes.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/abysia-ea.txt · Last modified: 2024/07/09 05:35 by johnnydown