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dom6:abysia-ma

MA Abysia, Blood and Fire

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 prefer 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. Abysian Warlocks are very powerful Blood mages and skilled crossbreeders. The Anathemant Priests of the Flame Cult practice blood sacrifice to strengthen the power of the Awakening God. 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, population will still die slowly in Abysiacontrolled 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 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 from Dominions: Priests, Prophets, and Pretenders. The others are Arcoscephale, Ermor, Pythium, Man, Ulm, Marignon, Caelum, C'tis, Pangaea, Vanheim, Jotunheim, Atlantis, and R'lyeh.

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
blood 44 (rare 5)
fire 33 (rare 4)
astral 33 (rare 4)
earth 11 (rare 2)
holy 33
Hero
fire 33blood 33holy 33
Human Infantry
No Missile Weapons
Salamanders
Fire Resistance
Darkvision
Heat Aura
Wasteland Survival
Assassin
Crossbreeder
Fire Power
Grand Communicant
Standard Forts
Forts reduce Heat Scale deaths by two steps.
Cave Forts have extra GoldGold and ResourcesResources.

Capitol Gems: 5firegem
Heat Limit + 2
Death Limit + 1
Prefers Heat Scale + 3
Bless Points + 1

People of the Flame: Death and Growth Scales have half the standard effect on Goldincome and population growth and no effect on supplies.

Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion. This ability is not transferred to disciple nations. Disciple nations with this ability can still use it. These nations do not have dying dominion.

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 MA Abysia commanders have: Fire Resistance (25 to 30), Darkvision (50), Heat Aura (3 to 6), Wasteland Survival

Sprite Unit Name Special Attributes Comments
Slayer
Gold 95
10
1
Stealthy (60)
Ambidextrous (3)
Patience (1)
Assassin
Slayers are extremely flimsy assassins without gear. In Caves they will reliably assassinate Bekryde Province leaders but will die to anything else. With gear, they can be far more impactful in the mid-game.
Beast Trainer
Gold 70
37
1
Animal Awe (4)
Uninspiring (1)
Beastmaster (3)
Commentary here.
Warlord
Gold 110
34
1
Ambidextrous (2)
Taskmaster (2)
Prophet Shape (War Master)
Commentary here.
Anathemant Salamander
Gold 260
1
2
fire 22holy 22rp 99
Sacred
Old Age
Grand Communicant
Prophet Shape (Anathemant)
Commentary here.
Anathemant Dragon
Gold 415
2
4
fire 33earth 11holy 33random010%rp 1313
Sacred
Old Age
Grand Communicant
Prophet Shape (Anathemant)
Commentary here.
Warlock Apprentice
Gold 190
1
2
astral 11blood 22rp 1111
Crossbreeder (2)
Old Age
Commentary here.
Demonbred
Gold 375
1
4
Capital Only
fire 22blood 22holy 22rp 1313
Sacred
Blood Searcher (1)
Flying
Grand Communicant
Prophet Shape (Demonbred)
Your best Blood Hunter and they fly, so they are also your fastest Mage. Cap only recruitment so get another fort up to recruit your other mages in order to get more of these. They are sacred, reducing their upkeep so what's not to love?
Warlock
Gold 400
1
2
Capital Only
astral 22blood 33random1100%
10%
rp 1717
Crossbreeder (6)
Old Age
Prophet Shape (Anathemant)
Not as expensive as other Nation’s biggest mages, these guys are your path to higher Astral and Blood. The Warlock also gives you the best Crossbreeder results, so you’ll want to get enough of these guys to have forging, ritual and crossbreeding potential. They are old and will tend to pick up diseases, especially in Death scales, until you get Blood Feast to cure them.

Troops

: Fire Resistance (25), Darkvision (50), Heat Aura (3 to 6), Wasteland Survivor

Sprite Unit Name Special Attributes Comments
Humanbred
Gold 13
10
8
Fire Resistance (15)
Darkvision (50)
Slave
Wasteland Survivor
Commentary here.
Humanbred
Gold 13
10
8
Fire Resistance (15)
Darkvision (50)
Slave
Wasteland Survivor
Commentary here.
Abysian Infantry
Gold 20
26
8
Commentary here.
Abysian Infantry
Gold 20
26
8
Commentary here.
Abysian Infantry
Gold 20
27
8
Commentary here.
Abysian Infantry
Gold 20
28
8
Commentary here.
Salamander
Gold 50
1
15


Fire Power (1)
Undisciplined
Animal
Commentary here.
Lava Warrior
Gold 30
28
14
Capital Only
Sacred


Fire Power (1)
Ambidextrous (1)
Berserker (3)
Formation Fighter (-2)
Commentary here.

Heroes

: Fire Resistance (25 to 30), Darkvision (50), Heat Aura (3 to 6), Wasteland Survivor

Sprite Unit Name Special Attributes Comments
Rago - Rage Lord Sacred


Fire Power (1)
Ambidextrous (3)
Berserker (5)
Commentary here.
Chuzrael - Slayer

Stealthy (65)
Ambidextrous (3)
Patience (1)
Flying
Assassin
Commentary here.

Earliest Arrival Turn: (5)
Ba'al Chozron - Anathemant Warlock fire 33blood 33holy 33rp 1717
Sacred


Crossbreeder (8)
Commentary here.

National Spell and Item

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

  • Infernal Breeding (Blood 3)
    blood 22 and 25bloodslave
    Commentary here.
  • 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 33 on Anathemant Dragons
  • No air magic
  • No water magic
  • earth 11 on Anathemant Dragons

Sorcery

  • astral 33 on one-in-four Warlocks (capital only)
  • No death magic
  • No nature magic
  • No glamour magic

Rites

  • blood 44 on one-in-four Warlocks (capital only)
  • holy 33 on Anathemant Dragons

Crosspaths

  • fire 33earth 11: Magma spells, Terracotta Soldiers, Iron Gryphons, some battle items
  • blood 44astral 22, astral 33blood 33: Horror spells, Master's Athame (Draining weapon), Shield of the Accursed (Horror Marks attackers)
  • blood 33astral 22fire 11: Infernal spells (such as Bind Fiery Imps and Infernal Prison), Solar Eclipse (Darkness), Astral Fires
  • blood 33astral 22earth 11: Illearths, long-ranged attack spells like Gifts from Heaven (with some boosting), Sky Metal Communion-weaving

Boosting Access

blood 88, which is reachable with a blood 44 Warlock (1 in 4) and non-unique Blood boosters, can Bind Demon Lord which gives a 3 in 6 chance of death 33, 3 in chance of at least glamour 44, 1 in 6 chance of astral 44, and a chance for high paths in all the others except Water.

Fire

With two, relatively easy to make Blood boosters, a Demonbred can Bind Arch Devil for fire 44.

Air

No native access. No simple summons.

Water

No native access. No simple summons.

Earth

Although MA Abysia's primary Earth path is a earth 11 Warlock (1 in 4). With a Blood booster, it can make an unremovable Pebble Skin Suit, getting it to earth 22 for Earth Boots and Blood Stones. Eventually, with Astral boosters, it might make a unique Atlas of Creation.

Astral

astral 33 Warlock (1 in 4) is the highest Astral available. It can make a Starshine Skullcap, the unique Dimensional Rod, and the unique The Oath Rod of Kurgi, without any boosters. A earth 11 Warlock and a fire 11 Warlock (both 1 in 4), with relatively easy to make boosters, can also create many Astral boosters

Death

No native access. blood 55, which is easy to reach, can Bind Heliophagus for a 2 in 4 chance of at least death 33

Nature

No native access. No simple summons.

Glamour

No native access. earth 44 can cast Troll King's Court for glamour 11.

Blood

blood 44 Warlock (1 in 4) is the highest Blood available. The astral 33 Warlock (1 in 4) can make two unique Blood boosters without any boosters.

Strategy

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

Expansion

Different expansion options.

In Caves:

Pale ones - a walk in the park. If you have a half-decent bless you can take these provinces with 5-10 Lava Warriors. They’ll fall easily to Abysian infantry too. Your easiest expansion targets.

Zots – Protect your commander and Zots will die easily. They tend to attack on round one. Once you have zots of your own, send some on Attack Rear and you’ll kill the mage. Your own zots will take high attrition from routed enemy troops so don’t send huge stacks of zots.

Cavemen – easy once you have Zots. Attack Rear with flyers or with troglodytes after you have baited the cavemen elsewhere. If you go toe-to-toe with the troops, expect moderate losses as these boys hit hard. Bakemono-Sho tend to help keep them at bay.

Bekrydes – take these provinces through assassination. If you have to fight, they will net and repel your troops but you’ll take minimal losses if you have even 40% of their numbers.

Bakemono-Sho – Cheap to recruit and not too difficult to take. Drop zots on “Attack Rear” and you’ll normally snipe the commander. These guys help when fighting cavemen and are actually pretty handy chaff throughout the game. Not good against tramplers. If you have to fight them with conventional troops, they often have a few Ko-onis mixed in.

Ko-Oni – they melt to Troglodytes (if you have some) but the easiest victory is the Zots again – attach rear and take out the commander. Ko-onis are easy to kill, but they become ethereal spirits after dying, which can be harder to kill without magic weapons or priests.

Cynocephalians – the toughest fights in caves. The berserking warriors don’t rout and they usually tuck a shaman in the middle of the army. Go around these guys until you have numbers. Chaff to tie them up (bakemono-Sho work well here). If you see a small province with these guys, grab it early. The Warriors are good indies for you to recruit and the Shamans break you into Nature and Air.

Shades – Depending on your bless, the best avenue here can be the salamanders (which have very little function in expansion otherwise). The suicidal little lizards can make a mess of shades, but you need enough of them and support them with troops to tie up the shades. Bakemono-sho are good indies for this role.

Getting an early fort and lab going is worthwhile as it lets you recruit more of your resource-heavy troops and lets you focus you get more of your cap-only mages while still keeping up with research. You will likely be building a blood economy so use Bakemono-Sho provinces to build your scouts.

Expansion armies of 10 sacreds will get you far, particularly if you have some chaff or Zots and you can pick your battles.

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-ma.txt · Last modified: 2025/01/24 11:36 by golfnut