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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() Future Capital ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() ![]() ![]() (req. ![]() ![]() In Combat ![]() ![]() | Human infantry Camel riders Ghuls Jinn Warriors Subterfuge Sacred Ifrit Warriors | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() Forts reduce heat scale deaths by one step |
Capital Gems: 21
1
1
Future Capital Gems: 31
1
1
2
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.
:
Susceptible to Cold (5),
Resist Shock (5),
Magic Power (1),
Magic Being,
Ethereal,
Flying,
Storm Immunity,
Wasteland Survival,
Spirit Sight,
Unseen
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Ubaran Scout![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ubaran Commander![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Ubaran Sheikh![]() ![]() ![]() Non-fort Recruit Available | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Camel | ![]() ![]() | Commentary here. |
![]() | Kahin![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Human Sahir![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Tubba![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Guardian Spirit (50%) ![]() | Commentary here. |
![]() | Jinn Emir![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jinn Sahir![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Houri![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Shaytan![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ifrit Sultan ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | A borderline SC, but needs gear to turn them into true terrors. |
:
Susceptible to Cold (5),
Shock Resistance (5),
Magic Power (1),
Magic Being,
Ethereal,
Flying,
Storm Immunity,
Wasteland Survival,
Spirit Sight,
Unseen
![]() | Ubaran Desert Warrior![]() ![]() ![]() Non-fort Recruit Available | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ubaran Soldier![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Ubaran Archer![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Brazen Guard![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Ghul![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Wounded Shape (Ghul) | Commentary here. |
![]() | Ubaran Camel Rider![]() ![]() ![]() Non-fort Recruit Available | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 | ![]() ![]() | Commentary here. |
![]() | Jinn Warrior![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Guardian of the Forbidden Chambers![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ifrit Warrior![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Banu Si'lat | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() ![]() | Umm Ghulah - Mother Ghul Earliest Arrival Turn (15) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female ![]() | Commentary here. |
![]() | Al-Malik al-Aswad - Black King Earliest Arrival Turn (30) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Item | Unit | Special Attributes | Comments |
---|---|---|---|
Companion Bracelet (Construction 5) ![]() ![]() ![]() | ![]() Qarin | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
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.
Ifrit Sultan has 4 which makes climbing higher easy. With a 1 in 3
1, boosted up to
5
5, it can create The Forbidden Light.
An Astral Ifrit Sultan, boosted to
2, can create the unique Tome of High Power. Otherwise, one of the many mages EA Ubar has that can get
3 will need to be empowered to
4.
Al-Malik al-Aswad - Black King, hero, starts at the crucial 4.
Contact Marid at 4
2 gives a Marid who also starts at the crucial
4.
No native access. No simple summons.
With 2, 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 4
2 for Contact Marid can be helpful, even though it lacks
Blood.
1 Ifrit Sultan (1 in 3) is your only native option. It will need to be empowered to
2. Boost its
Earth to get a booster and two other boosters. Also, boost
Glamour to
4 for the unique The Trapped Dreams of Hruvur. Remember, the unique The Forbidden Light at
5
5.
No recruitable access. The hero, Umm Ghulah - Mother Ghul, and Summon Ghulah, both have Death.
It's difficult to get to, but 5 can Bind Heliophagus, a 2 in 4 chance for at least
3. It's even more difficult to get to, but
8 can access Bind Demon Lord, which has a 3 in 6 chance of
3.
No native access. 2
3 can Summon Gnome for
2.
Glamour is a nice to have for Ubar, rather than a main path, despite your starting income, as you max out at
2, (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:
2 Jinn Sahir (1 in 4) needs a level of empowerment to get started. At
4 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.
1 Shaytan (1 in 4) is the only natively recruitable starting point. It has no useful crosspaths.
The hero Umm Ghulah - Mother Ghul has 2
3, which gives one step up and the ability to create the unique The Black Book of Secrets.
Al-Malik al-Aswad - Black King has 2, but of all its paths, only its
Earth path is sort of useful.
5 accesses Summon Ghulah which gives a Ghulah with
1
1. If the Ghulah can get to
2
2, it might be able to create the unique The Black Book of Secrets.
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.
Different expansion options.
Early game options.
Mid game options.
Late game options.
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: 4
3
3
25
Bless: Reinvigoration x 2, Awareness
Scales: 5
2
0
2
3
2
3
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.
Add links to guides or other overviews for this nation here.
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