Xibalba is a vast realm of dark caverns beneath the forests of Mictlan. According to legend, the sun and the moon passed through the labyrinthine caverns on their daily journey to the eastern horizon. On this journey they were guarded by the bat people, Zotz, that dwelled in the dark reaches of the Xibalban underworld. Being almost blind, they would not see and not covet the splendor of the sun. No one has seen the sun or the moon pass through Xibalba for ages, but the Zotz keep their vigil and their traditions alive. But lately the bat people has lost purpose and the priestly rulers of Xibalba look to the surface world to once more bask in the splendor of the sun and the moon. The Zotz are led by priest-kings from various cities, and only the priesthood represents centralized power. They still train the sacred Sun Guides once tasked with guarding the celestial entities through the dark world of Xibalba. The Zotz have contact with surface dwellers, primarily those of Mictlan, and have adopted some of their technology and practices. The Zotz have an affinity for blood hunting and black magic. Despite being guides of the sun, their skill in solar magic is limited. The Zotz are numerous and live in great swarming cave colonies. Numbers rather than strength allows them to win their battles.
"Xibalba is a nation inspired by Mayan mythological concepts as expressed in the Mayan texts Popol Vuh and Chilam Balam. The Popol Vuh describes the creation of the world and other mythological concepts. It also tells of the hero twins Hunahpú and Xbalanqué and their travels to Xibalba, the Mayan underworld, through which the sun travels during the night. Ever since high school, when I first came across the TTRPG Chill, and found a creature named Camazotz, I've been intrigued by bat-gods and Mesoamerican myth. The bat-god was actually the first god made for Mictlan, when that nation appeared in Dominions 2. When I started to work on Xibalba it was clear from the beginning that it would be a Mayan nation of bat-people.
Xibalba was also one of the first nations to get a national global spell based on its national backstory. The concept had been used when we remade the themes and carrion woods into a national spell, but we were never fond of how that worked out. The Xibalban Theft of the Sun along with the Agarthan Unleash Imprisoned Ones reintroduced the national global enchantments. …
Xibalba is a vast realm of dark caverns beneath the forests of Mictlan. According to legend, the sun and the moon passed through the labyrinthine caverns on their daily journey to the eastern horizon. On this journey they were guarded by the bat people, Zotz, that dwelled in the dark reaches of the Xibalban underworld. Being almost blind, they would not see and not covet the splendor of the sun. No one has seen the sun or moon pass through Xibalba for ages, but the Zotz keep their vigil and traditions alive. Lately, the bat people have lost purpose and the priestly rulers of Xibalba look to the surface world to once more bask in the splendor of the sun and moon. The Zotz are led by priest kings from various cities, and only the priesthood represents centralized power. They still train the sacred Sun Guides that were once tasked with guarding the celestial entities through the dark world of Xibalba. The Zotz have contact with surface dwellers, primarily those of Mictlan, and have adopted some of their technology and practices. The Zotz have an affinity for blood hunting and black magic. Despite being guides of the sun, their skill in solar magic is limited. The Zotz are numerous and live in great swarming cave colonies. Numbers—rather than strength—allow them to win battles." -Illwinter
Xibalba is a Hot "horde" nation, capable of creating large piles of sub-par soldiers to dump on enemies. The Zotz are basically mediocre Size-2 beings made Size-3 by their wings (and Caelum has a similar problem). Their wings let them pick their battles and allow them to attack the rear very early in combat. Their damage is decent-enough for the Early Ages to punch through with the first strike, possibly causing debilitation or a rout. In Dominions 4, this was enough; however, Dominions 5 heavily nerfed Xibalba by randomizing the attack order in combat, giving defenders the chance to attack Fliers as they land, and Dominions 6 hasn't made their prospects any better.
Beyond the first strike, Xibalba's troops aren't all that great. They don't have shields, so point-blank-range missile combat is very "hit-or-miss". They don't have much Morale, and their small HP pools make it fairly easy for squads to break in combat. Elite mages on the defending side can annihilate them with short-ranged evocations, though players typically don't script for this. The nation does have flying elites that are pretty decent in combat, however, particularly the Xibalban Guard and the Sacred Sun Guide. Xibalba also has Scorpions, ground troops that allow the nation to make their armies huge on paper; but aside from the Size-4 Scorpions, which are limited to 15-per-fort-per-turn, these are little better than Swarm chaff.
Magically, Xibalba is one of the Blood powers of the Age, albeit in an Age where most small provinces won't be ideal for Blood Hunting. Flying Mages can lug gems and Blood Slaves across the realm, and their Sabbaths can bring on Fire, Air, Earth, Death, and Nature. The nation is blessed with Mictlan's demon troops, specifically the Beast Bats and the ferocious Ozelotls, and these summoning rituals are far more turn-efficient than the generic Blood Magic of their levels. Last-but-not-least, the Zotz are good at both Blood-Hunting and Patrolling out the resulting Unrest.
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Heroes ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() | Flying, Stealthy Light Infantry Scorpions | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Theft of the Sun Awe | ![]() ![]() ![]() ![]() ![]() |
Capitol Gems: 31
2
Sloth Limit + 1
Heat Limit + 1
Blood Sacrifice: Priests can sacrifice a blood slave at a temple to help extend the dominion.
:
Stealthy (40),
Patrol Bonus (-1),
Blood Searcher (+1),
Blind Fighter (1),
Flying,
Cold Blooded,
Forest Survival
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Batab ![]() ![]() ![]() ![]() ![]() | ![]() | This is Xibalba's bread and butter commander. Being recruitable in any cave or forest means these are readily available in expansion and tend to lead most of your parties. Notably, it has less flying movement speed than the other recruit anywhere bats, which can impact the speed of parties. |
![]() | Xibalban Scorpion Trainer ![]() ![]() ![]() | ![]() ![]() | The scorpion trainer fills an interesting niche in Xibalba compared to the 25g cheaper recruit anywhere batab. Although it takes fort turns, and costs marginally more gold, it has 20 mapmove (which is equal to the speed of your unarmored bats), can hold up to 100 magic units (the baby scorpions need a magic commander like the trainer and if provided, provide 3 patrol per 10g, and gives your larger scorpions a morale bonus. Although more expensive than your recruit anywhere commander, the boost in utility is non-trivial |
![]() | Ajaw ![]() ![]() ![]() | ![]() ![]() ![]() | This is the 20 map move priest commander for Xibalba. Use it with your Sacreds. Interchangable with the scorpion trainer depending on the build, but at 145g it cuts into the players income. |
![]() | Ajaw Kan Ek' ![]() ![]() ![]() | ![]() ![]() ![]() | Your best leader and a holy 2 for bless, this is a semi-elite commander. Useful for war parties, but there's steep competition for early capital mage turns. |
![]() | Ah Nakom ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | These are simple blood hunter mages. The unrest makes them sub-optimal researchers |
![]() | Chilan ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | This is xibalbas Utility Mage. It can be recruited anywhere however because it needs a lab and a temple, in practice it comes from forts anyways. With earth death and holy1 it can tolerably research, thug, bless and site search, and it summons scorpions. Rarely exceptional, usually good. |
![]() | Ah K'in ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Theft of the Sun Awe (1) | This is a second utility mage. It can't thug, but has more path variations and can be blood for blood hunting and communions. Overall this is somewhat less exciting than the chillean most of the time, but it has its uses. |
![]() | Ah Itz ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | This is a path access mage. It's cheap(ish) and can give you Death2, Blood2, Air1(for sitesearching and forging) and earth 1. Overall the main utility on these that isn't repeated elsewhere is they're cheap for a shot at a blood 2 blood hunter, and grant air access without requiring 2 turns recruitment |
![]() | Camazotz ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | This is a strong mage that is slow recruit. A lot of players define xibalba by this mage, due to its easy D3 access and ability to skelespam. It's also gold cheap compared to the nations other big mages. Overall it's a nice unit to have, it's very strong, however the capital turns can be spent on even stronger mages |
![]() | Ah K'in Kan Ek' ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Theft of the Sun Awe (1) | This is your expensive cap only utility mage. Fire blood can summon jaguars! Death 2 is just a nice F2D2 mage to research (or summon fire elementals), and E2 makes a great site searcher. When you have the gold, these are great sitesearchers and really flesh out the magic roster |
![]() | Onaqui ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | This is a light Supercombatant or heavy thug Chassis that freespawns weak sacred bats, sitesearches well, and costs a whopping 800g. They are the best death and blood recruitable mages of the age. It's biggest weakness is it's very expensive both in gold cost and mage turns earlygame, and Xibalba's other cap only mage is also very good. A trick if Xibalba goes hellscales is to not make a prophet until this guy is recruited, as you pay no upkeep on the prophet, and he's a very expensive unit. It is also the only unit on the national roster with nature access and about 1/4 of the time he grants N2 Access. It's also a fantastic blood hunter, however the unit is so valuable, that's often a waste, and it's better off fighting or site searching. |
:
Stealthy (40),
Patrol Bonus (-1),
Blood Searcher (+1),
Blind Fighter (1),
Flying,
Cold Blooded,
Forest Survival
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Large Scorpion ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | This is a very unique unit. It's size 1, mindless, patrols well and has very good stats for 1 gold (1!) . However it's a magic being (hard to lead, dies rapidly in combat and works poorly with the standard Xibalba hellbless as you lack RP. It's unique enough to enable some entertaining strategies. |
![]() | Giant Scorpion ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The middle ground of scorpions, this is fairly unimpressive. Generally a player either wants to spend the extra and get the national recruit scorpions, or get 5 small ones for the price. |
![]() | Xibalban Warrior ![]() ![]() ![]() ![]() ![]() | ![]() | This is the weaker of the two Xibalban recruit anywhere mapmove 20 units. In short, the lance does less damage than the sword, even on the first hit. It's niche is it's longer than the sword and won't trigger as many repel checks and allows for repels. Basically, it's a weaker weapon that has a niche and will attrition marginally less. |
![]() | Xibalban Warrior ![]() ![]() ![]() ![]() ![]() | ![]() | This is the bread and butter recruit anywhere unit. It's cheap, hits hard with the sword and is unarmored, so will die to a stiff breeze. The tooltip is wrong - this unit has an obsidian sword - the same as the armored Xibalban guard but at 1 less attack |
![]() | Xibalban Dart Thrower ![]() ![]() ![]() | ![]() | Neither the darts or mace do much damage. There may be a niche for these but overall these are very weak units and overshadowed by the rest of the roster. |
![]() | Xibalban Guard ![]() ![]() ![]() | ![]() ![]() | These are like the recruit anywhere variant except with armor, 16 mapmove and +1 attack. They're quite a lot stronger than the unarmored variant. |
![]() | Xibalban Scorpion ![]() ![]() ![]() Limited Recruitment (15/turn) | ![]() ![]() Eyes (8) ![]() ![]() ![]() | These get 3 attacks, have decent weapons and armor, and have death poison. They're the strongest 'conventional' units on the Xibalban roster by a considerable margin and are worth recruiting if you have the RP and gold. |
![]() | Sun Guide ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() Theft of the Sun Awe (1) | This is your cap sacred and it's a good one. It has decent stats and armor, flies, has built in magic weapons and hits like a truck. It's still going to die fairly quickly to troops in combat, but it carries a bless well and overall is a role player. If a player goes full hellscales, they can recruit about four of these in their capital per turn, so should be aiming for 5 dominion. |
:
Stealthy (40),
Blood Searcher (+2),
Cause Unrest (+3 or +5 per Month),
Blind Fighter (1),
Flying,
Need Not Eat,
Demon,
Forest Survival,
Summon Allies (Beast Bat) x 2
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Chek Ahau - Halach Uinic | ![]() ![]() ![]() Theft of the Sun Awe (1) | This is a holy 3 that comes with 2d6 sacreds for free. There's a lot of ways to use this commander, but loosely - he's a combat unit, that performs well both in an army (h3 + a few sacreds) or as a raider. |
![]() | Ahaltocob - Stabbing Demon (Multi) Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() | This is an assasain with sacred bat that join him in combat. He's an absolute menace with a big bless. Send him around and create mischef |
![]() | Chamiabac - Demon of the Bone Staff Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | An earth 2 Onaqui, this unit is a natural supercombatant when geared, or at the least a heavy thug. |
![]() | Chamiaholom - Demon of the Skull Staff Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | An earth 2 Onaqui, this unit is a natural supercombatant when geared, or at the least a heavy thug. |
![]() | Ahalpuh - Demon of Pus Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | These are strange. Reaper is awful if the nature heros stay in your lands, but they still site search and blood hunt ok. Overall, these have the least utility of the hero onaqui, and the reaper has to be carefully managed, lest these cause a lot of self harm. All that said, it's still a strong 800g chassis. |
![]() | Ahalgana - Jaundice Demon Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | See above |
![]() | Ahalmez - Sweeping Demon Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() | This is an assasain with sacred bats that join him in combat. He's an absolute menace with a big bless. Send him around and create mischef |
Summon Sacred Scorpion (Conjuration 3) ![]() ![]() ![]() | ![]() Sacred Scorpion | ![]() ![]() ![]() Eyes (8) ![]() ![]() ![]() | The stinger of the sacred scorpion deals armor Negating damage. This is very significant, and makes them fearsome units. |
Summon Jaguars (Conjuration 3) ![]() ![]() ![]() | ![]() Jaguar x 25 | ![]() ![]() ![]() ![]() ![]() ![]() | If you have the gems, this is a 2 attack stealthy nature sacred, and you get 20 of them. That said, this tends to be a midgame luxury as Xibalba's nature access is limited to Onaqui's |
Summon Balam (Conjuration 7) ![]() | Balams: | Common: Unique ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Balam of the North or Balam of the East or Balam of the South or Balam of the West | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Changes shape into: ![]() Balam of the North or Balam of the East or Balam of the South or Balam of the West | ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Changes shape into: ![]() Balam of the North or Balam of the East or Balam of the South or Balam of the West | ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Summon Chaac (Conjuration 8) ![]() ![]() | ![]() Chaac of the North or ![]() Chaac of the East or ![]() Chaac of the South or ![]() Chaac of the West | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Common Attributes: Unique ![]() ![]() ![]() ![]() ![]() ![]() Casts Each Battle (Natural Storm) Chaac of the North has: ![]() Chaac of the East has: ![]() | Commentary here. |
Bind Beast Bats (Blood 2) ![]() ![]() | ![]() Beast Bat x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | This is your cheaper blood 2 sacred. They have their niche, but they are usually considerably worse than Ozelotl. Generally you don't want to be casting with without a specific purpose. |
Bind Jaguar Fiends (Blood 4) ![]() ![]() ![]() | ![]() Ozelotl x 3 | ![]() ![]() ![]() ![]() ![]() | This is the defining spell of the nation. Summons 3 very scary flying sacreds with 3 attacks, that carry a bless fantastically. This is the main 'fighting troop' of Xibalba. Use them frequently. |
Contact Onaqui (Blood 7) ![]() ![]() | ![]() Onaqui | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Summons a weaker verion of your cap only mage. However your cap only mage is fantastic so this is still a great spell. |
![]() Beast Bat x 8 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Rain of Jaguars (Blood 8) ![]() ![]() ![]() | ![]() Ozelotl x 14+ | See above. | A more efficient way to make your best sacred - but at blood 8 |
See Magic Access. These guides supplement the summaries at the top.
Ah K'in Kan Ek' with 2 is the best option for climbing
Fire, especially since its
1 allows it to forge a Skull of Fire.
4 can Summon Balam for a 1 in 4
2
2. With
Blood boosters, the Balam can Bind Arch Devil, which has
4.
8 can Bind Demon Lord for a 2 in 6 chance of at least
4.
Both Ah Itz and Camazotz have 1 (1 in 4 chance for either). The Camazotz has an additional
Death path and slightly better stats. Empowerment is the only way to climb to the key
4.
4 can Summon Balam for a 1 in 4
2.
8 can Bind Demon Lord for a 1 in 6 chance of
5.
No native access. 4 can Summon Balam for a 1 in 4
2.
4, which is very difficult to get to, can Summon Chaac, which has at least
2.
2 Ah K'in Kan Ek' (1 in 3) has the highest
Earth.
1
1 Ah Itz (1 in 4) or
1
1 Camazotz (1 in 4) have
Earth and
Blood, which is useful for climbing
Earth. Using the Ah K'in Kan Ek' in combination with one of the
Mages, and an Onaqui, empowerment is not necessary. The Ah K'in Kan Ek' creates the
Earth boosters, the
Mage creates the
Earth boosters requiring
Earth and
Blood, and the Onaqui creates
Blood boosters for the
Mage.
8 can Bind Demon Lord for a 1 in 6 chance of
4.
No native access. 3 can Summon Spectre for a 7 in 16 chance of
1.
2
4 can Bind Arch Devil for a 1 in 4 chance of
3.
3
1 can cast Hidden in Sand and Hidden Underneath which give at least
1.
3 can Summon Spectre for a 7 in 16 chance of at least
1.
8 can Bind Demon Lord for a 1 in 6 chance of
4.
4 Onaqui (1 in 4) is high enough and has the right paths to make many
Death boosters without any empowerment.
EA Xibalba can make all the extra arms items, which are useful for Death boosters.
2 Onaqui (1 in 4) can make an Armor of Twisting Thorns. A
Earth random with an
Earth booster and a
Nature booster might be able to make the unique The Tome of Gaia. Without The Tome of Gaia, a level of empowerment is necessary.
8 can Bind Demon Lord for a 1 in 6 chance of at least
4.
EA Xibalba can make all the extra arms items, which are useful for Nature boosters.
No native access. 3 can Summon Spectre for a 7 in 16 chance of
1.
3 can cast Forest Troll Tribe for a 1 in 4 chance of
1.
8 can Bind Demon Lord for a 3 in 6 chance of at least
4.
An Onaqui, even without the Blood random, can climb the
Blood path without help. It can even create the unique The Black Book of Secrets.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Expansion Guide 1 EA Xibalba Expansion Guide – Dom 6
Cavewalking Guide to faster underground movement (Shoutout to Arco!)
https://www.youtube.com/watch?v=XvwBmdPQO0E&ab_channel=ArcoAlias
Early game options.
Xibalba has a few options in early game magic, especially with lucid's research mod focusing them. The paths can take the nation in very different directions so a summary belongs here.
1) (Conj 3) Summon Scorpion. This is your anti-rush spell. Scorpions carry your bless, deal AN damage, have tolerable stats, lots of attacks, and are a fantastic use of earth gems. They're mage turn inefficient, but a fantastic emergency button.
Although rarely relevant due to path access, Conjuration 1 and 2 lets you have some nature summons. These ground your troops similar to longdead horsemen at enchantment 2 and can boost your movement in caves
2) Blood 4 (Bind Jaguar Fiends). This is your earlygame 'capstone' research. There are a few useful spells en-route (blood burst, summon imps, hell power, summon bats etc), but blood 4 sort of symbolizes the shift from recruitable sacreds and scorpions, into the blood economy and sacred bats. The whole shape of Xibalba's play shifts when you get this research. Now because blood is gold and mage expensive, it's not always good to rush this, but it represents the transition into the next 'phase' of xibalbas play, where the armies will be somewhat defined by the blood sacreds.
3) Construction and Thamuturgy 3 - Alteration 2-3: These are your thug paths. They only really kick into high gear at research 3. Just note it takes quite a lot of research to buff up your thugs, with construction being the most important, then alteration, and only then thaumaturgy.
Also notably at thamuturgy 2 is the 'break soul' spell set - which can be important as a panic button against a supercombatant pretender.
4) Enchantment 2 (Summon Longdead Horseman). This is a little conceptually tricky. Flying units get a movement speed penalty in caves. If you ground them - say with a horseman commander, it can actually increase their movement. Also it's a good use for death gems in the early game as it lets you save gold on commanders.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.