Ubar is the kingdom of the Jinnun, hidden in the sands by ancient magic. It is ruled by the Jinnun, invisible beings sprung from Smokeless Flame, but most of the population are human slaves. Ubar is sealed and its rulers are imprisoned until their Pretender God awakens.
Nation Description In-Game:
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 Sultans.
Ubar is a nation of human slaves and powerful (but scales dependent) Jinn. The nation is a precursor to Na'Ba. Ubar can not take an awake pretender, only dormant or imprisoned, and when your pretender wakes up your nation gets access to even more powerful units and commanders, more capital sites giving you extra gems and gold, and your capital fort gets upgraded to give an extra commander point. Your nation only has access to one cap-only sacred unit that is limited recruitment and only available for recruitment after your pretender wakes up, and this coupled with no summonable sacreds means you are highly incentivized to take scales and possibly some kind of mage bless.
Your dominion hides province ownership like MA Na'Ba and Ind, but if you start in fixed starting locations it may not help you much.
Race | Military | Magic Access | Priests | Buildings |
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Prefers 3 Likes Wastelands Jinnun/Genies Afarit/Ifrits Also have all Jinn traits, except for their subtlety | Flying, ethereal, invisible, glamour, magic power Jinn Human slaves Seducers and corruptors Sultan SCs (scales dependent) Human priests w/guardian spirits | 4 (rare 5) 2 (uncommon 3, rare 4) 1 (uncommon 2, rare 3) 1 (uncommon, rare 2) 1 (uncommon) Heroes: 44222 (turn 30) 23 (turn 15) National Summons: 4422 (r. 24) 11 (r. 1) | Weak (1) | Standard Forts* |
Ubar's Afarit, and much of its magic for that matter, are not available at the start of the game. This is because your Pretender rebelled early, getting the nicer parts of Ubar's capital sealed by the Pantokrator. This seal comes off once your Pretender returns, with the catch being that your Pretender cannot start out Awake.
Until the seal comes off, your magic access looks like this:
Once the seal is blown off, you get to use the City of Brass as your home fort, giving you one of the Early Ages' only Citadels.
The Three Deserts | Iram of a Thousand Pillars |
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Produce 1 per turn Produce 1 per turn Produce 1 per turn Increases Scorching desert: Any unit without wasteland survival passing in or out of the province will take 2 AN fire damage from the demanding journey through the desert. Inanimate units and those are immune to the effect. But your units are not; it's very easy to get one of your indie mages an affliction moving into your capital without fire resistance gear. Only units ending or starting their move in the province are affected. Once inside the province, a unit can stay there with no further adverse effects. | Enable recruitment of Jinn Sahir Jinn Emir Jinn Warrior Ghul Produce 1 per turn Produce 1 per turn |
Sites not available from the start
Jannah | City of Brass | The Vault of Incense and Marvels |
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Enable recruitment of Houri Guardian of the Forbidden Chambers Produce 1 per turn Increases | Enable recruitment of Ifrit Sultan Shaytan Ifrit Warrior Produce 1 per turn | Generate 100 per turn |
Img | Unit Name | Abilities | Comments |
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Ubaran Scout 20 7 1 | Stealthy (50) Pillager (1) Mountain Survival Wasteland Survival | Not foreign recruit like Na'Ba Still a good cheap scout |
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Ubaran Commander 30 18 1 | Mountain Survival inspirational (-1) taskmaster (2) | Use for expansion or patrolling Better to make mages in your forts |
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Ubaran Sheikh 55 8 1 + foreign Rec | Stealthy(40) Pillager (5) inspirational (1) Tax collector Wasteland Survival | Foreign recruit Great for deep raiding Buy if you have literally no indie scouts |
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Kahin 70 2 2 | 11100% 7 sacred Wasteland Survival taskmaster (1) | Buy if you don't have enough gold for better mages outside cap. As a human priest, has a small chance to summon a Qarin in battle. |
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Human Sahir 115 2 2 | 111100% 11 Wasteland Survival taskmaster (1) | Better battle mages because A2 random More forging options Not sacred and not as good at research Bad at leading troops |
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Tubba 195 2 2 | 111100% 13 sacred fire Resistance (20) Wasteland Survival adept researcher (4) taskmaster (2) | Fastest researchers per fort turn outside your capital. Good leaders. The high cost is somewhat justified by the boosted +50% Qarin guardian spirit chance (10% → 60%, still modified by Dominion in the province). |
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Jinn Sahir 260 1 2 Capital Only | 221100% 15 Glamour Stealthy (65) Magic Being Ethereal flying Unseen Spirit Sight Magic Power 1 Iron Vulnerability 3 Salt Vulnerability 2 fire Resistance (25) Wasteland Survival Shock Resistance (5) Susceptible to Cold (5) Obfuscate (-10) taskmaster (1) Storm Immunity | Good mages, but once pretender wakes up there are better options Obfuscate is a fun gimmick to play with Decent thugs with armor and weapons All of them can cloud trapeze. |
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Jinn Emir 265 31 2 Capital Only | 1111100% 11 sacred Glamour Stealthy (65) Magic Being Ethereal flying Spirit Sight Unseen Magic Power 1 Iron Vulnerability 3 Salt Vulnerability 2 fire Resistance (25) Shock Resistance (5) Susceptible to Cold (5) Wasteland Survival taskmaster (2) Storm Immunity | Best commander during expansion Unfortunately very expensive for just leading troops Decent thugs, but magic paths not as great |
Img | Unit Name | Abilities | Comments |
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Houri 140 1 1 Capital Only | Glamour Stealthy (65) Magic Being Ethereal flying Unseen Spirit Sight Magic Power 1 Iron Vulnerability 3 Salt Vulnerability 2 fire Resistance (25) Shock Resistance (5) Susceptible to Cold (5) Wasteland Survival Storm Immunity scale-walls Seduction | Can recruit 3 per turn Flying/scale walls Seduction moral vs 9 More efficient vs basic human commanders than Shaytan Give them weapons or they will die during assassination No body slot Most of the time better to have more Shaytan |
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Shaytan 340 1 2 Capital Only | 221100% 15 Glamour Stealthy (65) Magic Being Ethereal flying Spirit Sight Unseen Magic Power 1 Iron Vulnerability 3 Salt Vulnerability 3 fire Resistance (25) Shock Resistance (5) Susceptible to Cold (5) Wasteland Survival scale-walls taskmaster (2) Storm Immunity Corruptor Spy | Flying/scale walls Corruptor moral vs 13 Can use magic in assassinations Make good thugs Blood random Spy Can summon storm demons with a booster Make as many of these as you can until the end of the game |
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Ifrit Sultan 570 21 6 Capital Only | 14211100% 10% 21 sacred Magic Being Ethereal flying Spirit Sight Unseen Magic Power 1 fire power(1) Heat Aura(9) Fire Shield(15) Iron Vulnerability 3 Salt Vulnerability 4 fire Resistance (67) Shock Resistance (5) Susceptible to Cold (5) Wasteland Survival taskmaster (3) Storm Immunity | Because of 3 commander points cap they are slow to recruit Very strong SC chassis, but hugely scales dependent Best used in your own lands or similar Good for battlefield wipes No stealth or glamour, can be seen on the map, won't sneak Most of the time better to have more Shaytan |
Ubar's troop lineup is dominated by its capital-only Jinn flyers and massable foreign recruit archers. You need additional forts to recruit mages, but your other fort troops are on par with indies and your capital can easily spend 1000 gold per turn. So it's viable to build your chaff entirely via several provinces foreign recruiting troops, and then collecting them with Ubaran Sheikh.
All troops have wasteland survival, which is important for moving into your capital without being damaged by The Three Deserts capital site, and are also quite mobile; the Brazen Guard at Map Move 14 are the slowest.
Sprite | Unit Name | Special Attributes | Comments |
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Ubaran Desert Warrior 7 7 5 + foreign Rec | Stealthy (40) Pillager (1) Skirmisher Undisciplined Wasteland Survival | Recruit anywhere chaff with a bow, a high damage sword, almost no protection, and undisciplined. Can be deadly when massed, especially with the nations's easy access to Wind Guide, Flaming Arrows, and Arrow Fend. You can mass 100 of these by the end of year 1 just by setting every high resource province to repeat recruit these, without investing in a second fort. |
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Ubaran Camel Rider 22 8 24 + foreign Rec | Stealthy (40) Pillager (1) Skirmisher Wasteland Survival | Recruit anywhere armorless horse archer with a composite bow and high damage sword. Expensive because each one spawns a falcon which will muddy up the formations, distract the enemy for a few turns while your archers shoot them, and sometimes kill an unlucky mage. Valuable in expansion and against players, but at the cost of 3 Ubaran Desert Warrior and with very low protection, you likely want other troops to taking archer fire. You can mass these by repeat recruiting them in high population provinces without a fort. |
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Ubaran Soldier 10 12 7 | slave Wasteland Survival | Your only spammable armored human infantry, with spear, javelin and a shield. Extremely low upkeep since they are slaves, and worth recruiting on a nation with that tends to mass low protection archers. |
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Ubaran Archer 10 10 7 | slave Wasteland Survival | Lightly armored archers. It's well worth having a few of these positioned in front of the Ubaran Desert Warrior to try to attract arrows. More combat and upkeep efficient than Desert warriors at being dedicated archers. |
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Brazen Guard 14 18 14 | slave bodyguard(3) Wasteland Survival | An expensive but decent medium infantry bodyguard. Since these are slaves, they have the same upkeep as a 7 gold unit, which is important on a nation that has upkeep problems early with non-sacred Jinn. | |
Ghul 20 1 20 Capital Only + Wasteland Rec | regeneration(50%) Stealthy (40) Magic Being demon Spirit Sight Iron Vulnerability 3 Salt Vulnerability 2 fire Resistance (5) poison Resistance (15) need not eat Wasteland Survival wounded shape(Ghul) | Ghul are Ethereal demons with good resistances and no protection or damage output and 50% regeneration, with a second form that does a bit of damage and shares those properties. They can be good line holders with protection buffs and OK vs low-damage foes without magic weapons, and are immune to Sulphur Haze, which your mages can spam in the early game. Hard to mass without Order scales due to their high recruitment point cost and only being recruitable in wastelands. You can blood summon upkeep-free versions with Feast for Ghuls. |
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Jinn Warrior 50 23 27 Capital Only | Magic Being Ethereal flying Spirit Sight Unseen \\ Magic Power 1 Iron Vulnerability(3) Salt Vulnerability 2 fire Resistance (25) Shock Resistance (5) Susceptible to Cold (5) Wasteland Survival Storm Immunity | The nation's signature unit, unfortunately not sacred but with many strong defensive properties, most importantly unseen which makes all Jinn almost immune to melee attacks from normal troops when not surrounded. Massed archers will eventually pop Unseen and Glamour; they also melt to sacreds with spirit sight and magic weapons and thugs with Enchanted Salt. Very hard to kill without one of those counters, which means many players will take those on their bless in multiplayer games containing Ubar. |
Img | Unit Name | Abilities | Comments |
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Guardian of the Forbidden Chambers 75 31 37 Capital Only | Glamour Stealthy (65) Magic Being Ethereal flying Spirit Sight Unseen Magic Power 1 Iron Vulnerability 3 Salt Vulnerability 2 fire Resistance (25) Shock Resistance (5) Susceptible to Cold (5) Wasteland Survival Storm Immunity | dec | |
Ifrit Warrior 130 67 44 Capital Only Limited Recrutment(1) | sacred Magic Being Ethereal flying Spirit Sight Unseen Magic Power 1 fire power(1) Heat Aura(4) Fire Shield(10) Iron Vulnerability 3 Salt Vulnerability 3 fire Resistance (60) Shock Resistance (5) Susceptible to Cold (5) Wasteland Survival Storm Immunity Minimum leader size(4) | Dec |
Img | Unit Name | Abilities | Comments |
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Banu Si'lat | 111100% 11 sacred Glamour Stealthy (65) flying Iron Vulnerability 2 fire Resistance (5) Wasteland Survival | Multi hero (can get more than one during a game) Ok as thugs, nothing special Makes you sad you didn't get one of your unique heroes |
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| Umm Ghulah - Mother Ghul (Mother Ghul) | 23 15 Stealthy (40) Magic Being Regeneration (50%) Demon Need-not-eat Spirit Sight Iron Vulnerability 3 Salt Vulnerability 2 fire Resistance (5) Poison Resistance (15) Blood Searcher (+1) Wasteland Survival Wounded Shape Mother Ghul Assassin (0) | Breaks you into higher blood than 1 Breaks you into higher death than 1 Maybe keep her at home to forge and summon Will never arrive before turn 15 |
Al-Malik al-Aswad - Black King | 44222 33 sacred Magic Being Amphibious Ethereal flying Spirit Sight Unseen Magic Power 1 Fire Power(1) Heat Aura(9) Fire Shield(16) Fear Iron Vulnerability 3 Salt Vulnerability 4 fire Resistance (42) Shock Resistance (12) Susceptible to Cold (5) Wasteland Survival taskmaster (3) Storm Immunity Cause Unrest (+5 per month) | Getting the Black King is game changing for Ubar Booster items up to W4 and he can forge staff of elemental mastery If you have B5 you can use booster items to make robe of the magi All elemental royalty are summonable Earth royalty is a bit harder but can get there if you also get Illearth Can easily summon more Marids for you Amphibious gets you UW with an SC (but still scales dependent like Sultans) Make any demon that you want Unfortunately will never arrive before turn 30 |
Scorching Wind Evocation 4, 21. Large AOE fatigue spell that all of your troops are immune to thanks to wasteland survival. All of your Human Sahir can cast this within Storm, allowing early game fatigue plays with only evocation research.
Smokeless Flame Evocation 6, 31. A stronger Pillar of Fire requiring higher paths but lower research. It's quite difficult to have enough fire resistance to survive hits from this.
Pride of Lions Conjuration 3 10, 2. ( Great Lionx10 + Lv)
Summon Hinn Conjuration 6 6, 11 Only in Wastelands. ( Hinnx5+[1/2 lv]). Stealthy Ethereal beasts. Has a heat aura and resistance to Fire and Shock. could rear attack or stall enemies while fatiguing them out.
Summon Si'lat Conjuration 6 21, 2. ( Si'latx1). Flying jinn 121 Suducers. Get if you capital is not online yet, convert spear air gems to Flying glamour etherial mages.
Summon Binn Conjuration 6 6, 11 Only in Wastelands.. ( Binnx5+[1/2 lv])
Contact Marid Conjuration 8 60, 24. ( Maridx1). Very high path elemental caster that you can summon with water gems.
Can't be cast normally, need a pretender or a rare indie to start collecting blood slaves but only need 1 to summon lower levels and empower a 3 once in Blood to get the higher levels.
Feast for Ghuls Blood 4, 1, 21 Only in Wastelands. ( Ghulx5+[1/2 lv]). Regenerating ethereal demons with fire/poison resistance, very low protection, and a significantly stronger second shape. The summoned version does not have upkeep, unlike the recruitable versio. Powerful with protection buffs or as a soul vortex battery.
Summon Ghulah Blood 5, 1, 31 Only in Wastelands.. Ghulah are 11 assassins and decent blood searchers. Once you get a Ghulah they will take over your blood hunting and summon more of themselves. All their attributes make them good at assassinations and joining communions.
Fire (4, Rare 5)
Air (3, Rare 4)
*Air 4 with national hero
Water (2, non-native access summonable)
*hero can cast national summon spell for Water
Earth (2, Rare 3)
*only humans with max Earth 1 can wear boots
Astral (1, Rare 2)
Death (1, native access summonable)
*Death 2 with national hero
Nature (No native access even summons!)
*cap site with Nature gem income
Blood (1)
*Blood 3 with national hero
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Dominions 5 - EA Ubar - National Overview by LucidTactics (2021)
Dominions 5 - EA Ubar Guide by Cardjrable (2020)
Dominions 5 Nation Guide - EA Ubar by Perun (2021)
Nations | |
---|---|
Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |