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.
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 (rare 5) 3 (rare 4) 3 (rare 4) 1 (rare 2) 3 | Hero 333 | Human Infantry No Missile Weapons Salamanders | Fire Resistance Darkvision Heat Aura Wasteland Survival Assassin Crossbreeder Fire Power | Standard Forts Forts reduce Heat Scale deaths by two steps. Cave Forts have extra Gold and Resources. |
Capitol Gems: 5
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 income 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.
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 95 10 1 | Stealthy (60) Ambidextrous (3) Patience (1) Assassin | Commentary here. | |
Beast Trainer 70 37 1 | Animal Awe (4) Uninspiring (1) Beastmaster (3) | Commentary here. | |
Warlord 110 34 1 | Ambidextrous (2) Taskmaster (2) Prophet Shape (War Master) | Commentary here. | |
Anathemant Salamander 260 1 2 | 229 Sacred Old Age Prophet Shape (Anathemant) | Commentary here. | |
Anathemant Dragon 415 2 4 | 313010%13 Sacred Old Age Prophet Shape (Anathemant) | Commentary here. | |
Warlock Apprentice 190 1 2 | 1211 Crossbreeder (2) Old Age | Commentary here. | |
Demonbred 375 1 4 Capital Only | 22213 Sacred Blood Searcher (1) Flying Prophet Shape (Demonbred) | Commentary here. | |
Warlock 400 1 2 Capital Only | 231100% 10%17 Crossbreeder (6) Old Age Prophet Shape (Anathemant) | Commentary here. |
: Fire Resistance (25), Darkvision (50), Heat Aura (3 to 6), Wasteland Survivor
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Humanbred 13 10 8 | Fire Resistance (15) Darkvision (50) Slave Wasteland Survivor | Commentary here. | |
Humanbred 13 10 8 | Fire Resistance (15) Darkvision (50) Slave Wasteland Survivor | Commentary here. | |
Abysian Infantry 20 26 8 | Commentary here. | ||
Abysian Infantry 20 26 8 | Commentary here. | ||
Abysian Infantry 20 27 8 | Commentary here. | ||
Abysian Infantry 20 28 8 | Commentary here. | ||
Salamander 50 1 15 | Fire Power (1) Undisciplined Animal | Commentary here. | |
Lava Warrior 30 28 14 Capital Only | Sacred Fire Power (1) Ambidextrous (1) Berserker (3) Formation Fighter (-2) | Commentary here. |
: 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 | 33317 Sacred Crossbreeder (8) | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Summon Spectral Infantry (Conjuration 2) 11 and 5 | 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) 2 and 9 | Great Lion x 15+ | Darkvision (50%) Undisciplined Animal | Commentary here. |
Contact Scorpion Man (Conjuration 8) 11 and 12 | Scorpion Man | Sacred Fire Resistance (15) Poison Resistance (15) Fear (5) Ambidextrous (2) Magic Being \\ Wasteland Survival Spirit Sight | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
8, which is reachable with a 4 Warlock (1 in 4) and non-unique Blood boosters, can Bind Demon Lord which gives a 3 in 6 chance of 3, 3 in chance of at least 4, 1 in 6 chance of 4, and a chance for high paths in all the others except Water.
With two, relatively easy to make Blood boosters, a Demonbred can Bind Arch Devil for 4.
No native access. No simple summons.
No native access. No simple summons.
Although MA Abysia's primary Earth path is a 1 Warlock (1 in 4). With a Blood booster, it can make an unremovable Pebble Skin Suit, getting it to 2 for Earth Boots and Blood Stones. Eventually, with Astral boosters, it might make a unique Atlas of Creation.
3 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 1 Warlock and a 1 Warlock (both 1 in 4), with relatively easy to make boosters, can also create many Astral boosters
No native access. 5, which is easy to reach, can Bind Heliophagus for a 2 in 4 chance of at least 3
No native access. No simple summons.
No native access. 4 can cast Troll King's Court for 1.
4 Warlock (1 in 4) is the highest Blood available. The 3 Warlock (1 in 4) can make two unique Blood boosters without any boosters.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.