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dom6:ubar-ea

EA Ubar, Kingdom of the Unseen

Lore

Ubar is the kingdom of the Unseen, the Jinnun of the deserts. Its heart is a paradise hidden beyond three deserts of scorching heat, one red, one white, and one as black as the night. Beyond the three deserts lies a plateau hidden with the mirages of the Jinnun. There is but one entrance in the cliffside of the plateau, and it is always guarded by invisible sentinels. Once you have passed the entrance you enter a city covered in sand. This is Iram of a Thousand Pillars, home of the Jinnun. Once this was a paradise with date palms, fountains and palaces in abundance. Towers of brass and marble rose towards the heavens, fist-sized rubies and diamonds lit the streets and palaces, and the air was filled with music and pleasant fragrances. This was the City of Brass. But the Lords of Ubar rebelled against the powers that were and the city was sealed by a divine decree. The Afarit, the mightiest of the Jinnun, were imprisoned in their palaces with their rebel God. Now Iram is a desert city inhabited by a few Jinn and their human slaves, waiting for the Gates of Brass to open, and the return of the Ifrit Sultan.

"These two nations are inspired by the Arabian Nights as well as preislamic arabia and the Nabataeans in particular. The biblical narrative of Sheba has also made its way into the nation. The city of Petra with its water reservoirs and cultivated lands hidden in the desert has always fascinated me. Na'Ba had to be a nation hidden by the magic of the unseen, the jinnun. Na'Ba and Ind were developed simultaneously and were both given the new hiding dominion mechanics. . . .

Ubar is a jinn nation more heavily inspired by arabian fairy tales, the city of Brass and Iram of the Pillars." -Illwinter

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 33air 33glamour 22earth 11holy 11
Future Capital
fire 44 (rare fire 55)
air 33 (rare air 44)
earth 22 (rare earth 33)
glamour 22
astral 11 (rare astral 22)
blood 11
holy 11
Hero
fire 44air 44water 11earth 22glamour 22blood 22
death 22blood 33
Summons
fire 44air 44water 22earth 11glamour 22
(req. water 22fire 44)
death 11blood 11
(req. death 11blood 11)
Human infantry
Camel riders
Ghuls
Jinn Warriors
Subterfuge
Sacred Ifrit Warriors
Fire Resistance
Shock Resistance
Susceptible to Cold
Flying
Stealthy
Ethereal
Unseen
Glamour
Iron Vulnerability
Salt Vulnerability
Magic Power
Fire Power
Standard Forts
Forts reduce heat scale deaths by one step

Capital Gems: 2firegem1airgem1deathgem1glamourgem
Future Capital Gems: 3firegem1airgem1deathgem1naturegem2glamourgem

National Special Features

Heat Limit +1
Magic Limit +1

Future Capital: EA Ubar cannot take an awake Pretender, only a dormant or imprisoned. When the Pretender arrives, Ubar's capital is improved. Ubar can now recruit even more powerful units and commanders. Also, the nation receives extra gems and gold, the capitol fort is upgraded to a Citadel, (one of the Early Ages' only ones), which gives an extra commander point.

Hidden Ownership: This dominion will hide the province name and ownership from enemies unless they are investigating more closely. Scouts will need to enter the province in order to see through this illusion. Scouts in nearby provinces will see it as an independent owned province with a false name. Disciples to pretenders with these dominions will also benefit from the effect.

The Three Deserts: Any unit without wasteland survival passing in or out of the Capital takes 2 AN fire damage. Inanimate units are immune to the effect. Also, heat is increased by one.

Guardian Spirits: Priests have a chance of having a Qarin join them in battle. (Probability = (10% * Priest level) + (1% * friendly Dominion strength.)) Ubar's priestly Jinn cannot have Guardian Spirits.

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Ubaran Scout
30
7
1
Stealthy (50)
Pillager (1)
Mountain Survival
Wasteland Survival
Commentary here.
Ubaran Commander
40
18
1
Inspirational (-1)
Taskmaster (2)
Wasteland Survival
Commentary here.
Ubaran Sheikh
75
9
1
Non-fort Recruit Available
Stealthy(40)
Pillager (5)
Summons in Battle (Falcon x 1d3)
Skilled Rider (2)
Tax Collector
Mobile Archer
Wasteland Survival
Commentary here.
Camel Stealthy (40)
Wasteland Survival
Commentary here.
Kahin
100
2
2
holy 11random1100% 7
Sacred
Taskmaster (1)
Wasteland Survival
Commentary here.
Human Sahir
160
2
2
fire 11air 11random1100% 11
Taskmaster (1)
Wasteland Survival
Commentary here.
Tubba
270
2
2
fire 11holy 11random1100% 13
Sacred
Fire Resistance (5)
Taskmaster (2)
Guardian Spirit (50%)
Wasteland Survival
Commentary here.
Jinn Emir
370
27
2
Capital Only
fire 11air 11holy 11random1100% 11
Sacred

Fire Resistance (25)
Stealthy (40)
Taskmaster (2)
Iron Vulnerability (3)
Salt Vulnerability (2)
Glamour
Commentary here.
Jinn Sahir
390
1
2
Capital Only
fire 22air 22glamour 11random1100% 17

Fire Resistance (25)
Stealthy (65)
Iron Vulnerability (3)
Salt Vulnerability (2)
Veil Army (25)
Glamour
Commentary here.
Houri
195
1
1
Future Capital Only

Fire Resistance (25)
Stealthy (40)
Seduction (Morale vs. 9)
Iron Vulnerability (3)
Salt Vulnerability (2)
Glamour
Female
Commentary here.
Shaytan
500
1
2
Future Capital Only
fire 22air 22glamour 11random1100% 17

Fire Resistance (25)
Stealthy (40)
Corruptor (Morale vs. 13)
Taskmaster (2)
Iron Vulnerability (3)
Salt Vulnerability (3)
Spy
Glamour
Commentary here.
Ifrit Sultan
925
19
6
Future Capital Only
fire 44air 22earth 11glamour 11holy 11random1100%
10%
23
Sacred

Fire Resistance (67)
Heat Aura (9)
Fire Shield (15)
Fire Power (1)
Taskmaster (3)
Iron Vulnerability (3)
Salt Vulnerability (4)
A borderline SC, but needs gear to turn them into true terrors.

Troops

: Susceptible to Cold (5), Shock Resistance (5), Magic Power (1), Magic Being, Ethereal, Flying, Storm Immunity, Wasteland Survival, Spirit Sight, Unseen

Ubaran Desert Warrior
7
7
5
Non-fort Recruit Available
Stealthy (40)
Pillager (1)
Skirmisher (1)
Undisciplined
Wasteland Survival
Commentary here.
Ubaran Soldier
10
12
7
Slave
Wasteland Survival
Commentary here.
Ubaran Archer
10
10
7
Slave
Wasteland Survival
Commentary here.
Brazen Guard
14
18
14
Bodyguard (3)
Slave
Wasteland Survival
Commentary here.
Ghul
20
1
20
Capital Recruit
Wasteland Recruit
Regeneration (50%)
Fire Resistance (5)
Poison Resistance (15)
Stealthy (40)
Iron Vulnerability (3)
Salt Vulnerability (2)
Magic Being
Need Not Eat
Demon
Wasteland Survival
Spirit Sight
Wounded Shape (Ghul)
Commentary here.
Ubaran Camel Rider
25
9
19
Non-fort Recruit Available
Stealthy (40)
Pillager (1)
Skilled Rider (2)
Skirmisher (1)
Mobile Archer
Wasteland Survival
Summons in Battle (Falcon x 1)
Summons a free falcon on battle start and has access to the Raid movement action when led by a Sheikh, making them effective raiders and support troops.
Camel Stealthy (40)
Wasteland Survival
Commentary here.
Jinn Warrior
50
21
27
Capital Only

Fire Resistance (25)
Stealthy (40)
Iron Vulnerability (3)
Salt Vulnerability (2)
Glamour
Commentary here.
Guardian of the Forbidden Chambers
75
27
?
Future Capital Only

Fire Resistance (25)
Stealthy (40)
Bodyguard (2)
Iron Vulnerability (3)
Salt Vulnerability (2)
Glamour
Commentary here.
Ifrit Warrior
130
67
?
Future Capital Only
Holy Points x 3

Sacred
Fire Resistance (60)
Heat Aura (4)
Fire Shield (10)
Fire Power (1)
Minimum Leader Size (6)
Iron Vulnerability (3)
Salt Vulnerability (3)
The three holy point cost is prohibitively expensive. And the only commander of size 6 or larger is the Ifrit Sultan, only available in the future capital, excluding expensive summons.

Heroes

Sprite Unit Name Special Attributes Comments
Banu Si'lat fire 11air 11glamour 11random1100% 13
Sacred
Stealthy (40)
Fire Resistance (5)
Iron Vulnerability (2)
Glamour
Flying
Wasteland Survival
Commentary here.

Umm Ghulah - Mother Ghul
Earliest Arrival Turn (15)
death 22blood 33 15
Regeneration (50%)
Fire Resistance (5)
Poison Resistance (15)
Stealthy (40)
Blood Searcher (+1)
Iron Vulnerability (3)
Salt Vulnerability (2)
Magic Being
Assassin
Need Not Eat
Demon
Wasteland Survival
Spirit Sight
Female
Wounded Shape Mother Ghul
Commentary here.
Al-Malik al-Aswad - Black King
Earliest Arrival Turn (30)
fire 44air 44water 11earth 22glamour 22blood 22 35
Sacred
Fire Resistance (42)
Susceptible to Cold (5)
Shock Resistance (12)
Heat Aura (9)
Fire Shield (16)
Fire Power (1)
Magic Power 1
Fear (5)
Cause Unrest (+5 per month)
Iron Vulnerability (3)
Salt Vulnerability (4)
Ethereal
Unseen
Magic Being Flying Storm Immunity Amphibious Wasteland Survival Spirit Sight
Commentary here.

National Spells

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Pride of Lions
(Conjuration 3)
nature 22 and 9naturegem

Great Lion x 15+
Darkvision (50%)
Undisciplined
Animal
Commentary here.
Summon Hinn
(Conjuration 6)
fire 11air 11 and 4airgem in Waste

Hinn x 5+[1/2 lvl]
Fire Resistance (25)
Shock Resistance (15)
Stealthy (40)
Heat Aura (3)
Iron Vulnerability (3)
Salt Vulnerability (2)
Animal
Magic Being
Ethereal
Wasteland Survival
Spirit Sight
Unseen
Commentary here.
Summon Binn
(Conjuration 6)
water 11air 11 and 4watergem in Waste

Binn x 5+[1/2 lvl]
Poison Resistance (5)
Shock Resistance (5)
Stealthy (40)
Iron Vulnerability (3)
Salt Vulnerability (2)
Magic Being
Ethereal
Wasteland Survival
Spirit Sight
Unseen
Commentary here.
Summon Si'lat
(Conjuration 6)
air 22 and 21airgem in Waste

Si'lat
Fire Resistance (5)
Shock Resistance (15)
Stealthy (40)
Magic Power (1)
Seduction (Morale vs. 9)
Iron Vulnerability (3)
Salt Vulnerability (2)
Magic Being
Ethereal
Glamour
Flying
Storm Immunity
Wasteland Survival
Spirit Sight
Female
Commentary here.
Contact Marid
(Conjuration 8)
fire 44water 22 and 60watergem

Marid
Fire Resistance (42)
Susceptibility to Cold (5)
Shock Resistance (12)
Heat Aura (9)
Fire Shield (16)
Fire Power (1)
Magic Power (1)
Fear (5)
Cause Unrest (+5 per month)
Iron Vulnerability (3)
Salt Vulnerability (4)
Magic Being
Ethereal
Flying
Storm Immunity
Amphibious
Wasteland Survival
Spirit Sight
Unseen
A borderline SC, but needs gear to become a true terror.
Feast for Ghuls
(Blood 4)
blood 11 and 16bloodslave in Waste


Ghul
Regeneration (50%)
Fire Resistance (5)
Poison Resistance (15)
Stealthy (40)
Iron Vulnerability (3)
Salt Vulnerability (2)
Magic Being
Need Not Eat
Demon
Wasteland Survival
Spirit Sight
Wounded Shape Ghul
Commentary here.
Summon Ghulah
(Blood 5)
blood 11 and 31bloodslave in Waste


Ghulah
death 11blood 11 9
Regeneration (50%)
Fire Resistance (5)
Poison Resistance (15)
Stealthy (40)
Blood Searcher (+1)
Iron Vulnerability (3)
Salt Vulnerability (2)
Magic Being
Assassin
Need Not Eat
Demon
Wasteland Survival
Spirit Sight
Female
Wounded Shape Ghulah
Commentary here.

Other Spells and Items

Combat

  • Scorching Wind (Evocation 4)
    fire 11air 22
    Commentary here.
  • Smokeless Flame (Evocation 6)
    fire 33air 11
    Commentary here.

Item

  • Companion Bracelet (Construction 5)
    air 22 and 10airgem
    Commentary here.

Discounted Item

  • Flying Carpet (Construction 5) air 33 and 12airgem
  • Mirage Crystal (Construction 7) earth 22glamour 33 and 8earthgem12glamourgem

Magic Access

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

Al-Malik al-Aswad - Black King, the hero, has many paths. With boosters, it can make many items that boost multiple paths of magic.

Fire

Ifrit Sultan has fire 44 which makes climbing higher easy. With a 1 in 3 astral 11, boosted up to fire 55astral 55, it can create The Forbidden Light.

Air

An Astral Ifrit Sultan, boosted to astral 22, can create the unique Tome of High Power. Otherwise, one of the many mages EA Ubar has that can get air 33 will need to be empowered to air 44.

Al-Malik al-Aswad - Black King, hero, starts at the crucial air 44.

Contact Marid at fire 44water 22 gives a Marid who also starts at the crucial air 44.

Water

No native access. No simple summons.

Earth

With earth 22, a 1 in 3 Ifrit Sultan is probably the best bet for Earth. Because a Shaytan can't have both Earth and Blood, it is not as easy a climb as it would otherwise be.

Al-Malik al-Aswad - Black King makes the climb easy. Not nearly as easy, but fire 44water 22 for Contact Marid can be helpful, even though it lacks Blood.

Astral

astral 11 Ifrit Sultan (1 in 3) is your only native option. It will need to be empowered to astral 22. Boost its Earth to get a booster and two other boosters. Also, boost Glamour to glamour 44 for the unique The Trapped Dreams of Hruvur. Remember, the unique The Forbidden Light at fire 55astral 55.

Death

No recruitable access. The hero, Umm Ghulah - Mother Ghul, and Summon Ghulah, both have Death.

It's difficult to get to, but blood 55 can Bind Heliophagus, a 2 in 4 chance for at least death 33. It's even more difficult to get to, but blood 88 can access Bind Demon Lord, which has a 3 in 6 chance of death 33.

Nature

No native access. earth 22glamour 33 can Summon Gnome for nature 22.

Glamour

Glamour is a nice to have for Ubar, rather than a main path, despite your starting income, as you max out at glamour 22, (barring 10% randoms). At that level, you don't have the crosspaths to make use of your gems very well. EA Ubar can probably afford to invest in a globals caster with empowerments.

To increase in Glamour: glamour 22 Jinn Sahir (1 in 4) needs a level of empowerment to get started. At glamour 44 it can create the unique The Sword of Many Colors.

Glamour boosters and an Earth booster given to a mage allows it to forge a Mirage Crystal, (which EA Ubar has a discount on). An Astral random Ifrit Sultan with the right boosters can get the unique The Trapped Dreams of Hruvur.

Blood

blood 11 Shaytan (1 in 4) is the only natively recruitable starting point. It has no useful crosspaths.

The hero Umm Ghulah - Mother Ghul has death 22blood 33, which gives one step up and the ability to create the unique The Black Book of Secrets.

Al-Malik al-Aswad - Black King has blood 22, but of all its paths, only its Earth path is sort of useful.

blood 55 accesses Summon Ghulah which gives a Ghulah with death 11blood 11. If the Ghulah can get to blood 22death 22, it might be able to create the unique The Black Book of Secrets.

Strategy

EA Ubar tends to be played as a Dormant Scales nation due to how expensive all the Jinn are, and going Imprisoned locks you out of your best cap-only mages. A powerful bless isn't needed, because your Sacreds are good enough, (and rare enough), for them not to be worth it.

All of the Jinn are decent thugs off the bat, and you can pretty easily turn them into borderline SCs with gear and buffs. Ifrit Sultan and the Marid summon are borderline SCs, but need gear to turn them into true terrors.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Inanna Banana
Breaks into Nature, gives an SC that isn't vulnerable to most of the same weaknesses of Jinn to defend against rushes, has good scales so that you can afford your Jinn easier.

Ubar is usually more limited by recruitment points than resources so Order is more desirable than Productivity. Magic 3 is needed for research and to improve the stats of your Jinn. Lowering Heat by 1 avoids most pop-loss from heat in summer, while preventing your provinces from getting too cold in Winter. Misfortune 2 is the least valuable scale to dump, especially with Order to mitigate the event chances. Dom 5 is to keep your dominion somewhat secure over time.

Chassis: Dormant Annunaki of Love and War
Paths: air 44earth 33nature 33rp 2525
Bless: Reinvigoration x 2, Awareness
Scales: Dominion strength5Order2Productivity0Heat2Growth3Misfortune2Magic3

Weaknesses

Any unit with Spirit Sight or True Sight and Magic Weapons, (such as Wights), will force Jinn to rely on their (somewhat mediocre for the price) stats, unless the Jinn are boosted by Magic Scales.

In fact, Jinn are incredibly reliant on Magic, and to a lesser extent Heat, Scales to perform well in combat, due to their innate Magic Power and sometimes Fire Power. They thus have little ability to safely contest provinces under Cold and Drain Scales with their Jinn troops.

See More

Add links to guides or other overviews for this nation here.

Contributors
dom6/ubar-ea.txt · Last modified: 2024/04/22 06:43 by johnnydown