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EA Ubar, Kingdom of the Unseen

Lore

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.

Race: Jinn and human slaves. Prefers Heat scale +3.
Military: Human infantry and camel riders, Ghuls, Jinn Warriors, sacred Ifrit warriors.
Magic: Fire and Air some Earth and very little Astral.
Priests: Weak, Guardian Spirits.
Dominion: Dominion hides province ownership.
Buildings: Standard Forts.

General Overview

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.

National Features

Race Military Magic Access Priests Buildings
Prefers Heat scales
Units




Dominion Hides Province Ownership
Flying, ethereal, invisible,
glamour, magic power Jinn
Human slaves
Seducers and corruptors
Sultan SCs (scales dependent)
Human priests w/guardian spirits
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
Priests lvl 1 MAX
Non-Jinn priests including non-nationals have 20% * lvl of summoning a Qarin in battle
Nothing special

Capital Special Sites

The Three Deserts Iram of a Thousand Pillars
Produce 1 per turn
Produce 1 per turn
Produce 1 per turn
Increases Heat scales
Scorching desert (2 AN fire damage)
*Any unit passing in or out of the
province will take damage from the
demanding journey through the
desert. Inanimate units and units
with wasteland survival are immune
to the effect. 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
Enable recruitment of
Houri
Guardian of the Forbidden Chambers
Produce 1 per turn
Increases Growth scales
Enable recruitment of
Ifrit Sultan
Shaytan
Ifrit Warrior
Produce 1 per turn
Generate 100 per turn

National Units

FIXME

Commanders

FIXME

Img Unit Name Abilities Comments
Ubaran Scout
20
7
1
Stealthy (50)
Pillager (1)
Mountain Survival
Wasteland Survival
Not foreign recruit like Na'Ba
Still a good cheap scout
Ubaran Commander
30
18
1
Mountain Survival
inspirational (-1)
taskmaster (2)
Use for expansion or patrolling
Better to make mages in your forts
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
Kahin
70
2
2
holy 11random1100% 7
sacred
Wasteland Survival
taskmaster (1)
Buy if you don't have enough gold for better mages outside cap
20% to summon a Qarin in battle
Human Sahir
115
2
2
fire 11air 11random1100% 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
Tubba
195
2
2
holy 11fire 11random1100% 13
sacred
fire Resistance (20)
Wasteland Survival
adept researcher (4) taskmaster (2)
Best researchers outside your capital
+50% Qarin chance (so 20% → 70%)
Jinn Sahir
260
1
2
Capital Only
fire 22air 22random1100% 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.
Jinn Emir
265
31
2
Capital Only
holy 11fire 11air 11random1100% 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

Additional Commanders After Pretender Wakes Up: (Note that from now on you will have a cap fort with 3 commander points)

Img Unit Name Abilities Comments
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
Shaytan
340
31
2
Capital Only
fire 22air 22random1100% 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
Ifrit Sultan
635
31
6
Capital Only
holy 11fire 44air 22earth 11random1100%+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

Troops

FIXME

Sprite Unit Name Special Attributes Comments
Ubaran Desert Warrior
8
7
2
+ foreign Rec
Stealthy (40)
Pillager (1)
Skirmisher
Undisciplined
Wasteland Survival
Recruit anywhere chaff with a bow and a high damage sword.
Decent as cheap lance catchers and lets your army replenish their meat shields at any frendly province.
Decently efficient Flaming Arrows users.
Ubaran Camel Rider
22
8
24
+ foreign Rec
Stealthy (40)
Pillager (1)
Skirmisher
Wasteland Survival
Is a decent armorless horse archer that deals decent damage with their bow and sword.
What really justifies their price is the fact they all spawn a falcon which will muddy up the formations and distract the enemy for a few turns.
Very good as part of a expansion army.
Ubaran Soldier
10
12
int
slave
Wasteland Survival
A more spammable armored human spear chaff with a javelin.
Decent with all the range attack buffs you can throw down
Ubaran Archer
10
10
int
slave
Wasteland Survival
dec
Brazen Guard
14
18
int
slave
bodyguard(3)
Wasteland Survival
dec
Ghul
20
1
int
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)
dec
Jinn Warrior
50
23
int
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
Dec

Additional Troops After Pretender Wakes Up

Heroes

Img Unit Name Abilities Comments
Banu Si'lat fire 11air 11random1100% 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

Umm Ghulah - Mother Ghul death 22blood 33 15
Stealthy (40)
Magic Being
Regeneration
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
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
fire 44air 44water 22earth 22blood 22 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

Magic

National Spells & Summons

Evocation

Scorching Wind Evocation 4, air 22fire 11.

Smokeless Flame Evocation 6, fire 33air 11.

Summon

Pride of Lions Conjuration 3 10naturegem, air 22fire 11. ( Great Lionx10 + Lv)

Contact Jinn Conjuration 4 10firegem, fire 22air 11. ( Jinnx1)

Summon Jinn Warriors Conjuration 5 10firegem, fire 22air 11. ( Jinn Warriorx3)

Summon Hinn Conjuration 6 6airgem, air 11fire 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 21airgem, air 22. ( Si'latx1)

Contact Houri Conjuration 6 26airgem, air 22nature 11. ( Hourix1)

Summon Binn Conjuration 6 6watergem, water 11air 11 Only in Wastelands.. ( Binnx5+[1/2 lv])

Summon Marid Conjuration 8 66firegem, fire 44air 22. ( Maridx1)

Awaken Jinn Block Thaumaturgy 5 5earthgem, earth 11holy 11. ( Jinn Blockx1)

Blood

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 a second shape but have upkeep.

Summon Ghulah Blood 5, 1, 31 Only in Wastelands.. Ghulah are death 11blood 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.

Summon Ifrit Blood 5, blood 11fire 33 58bloodslave. Summon a Thug. Ifrit are…

Summon Shaytan Blood 6, blood 11fire 33, 73. Shaytan are Stronger blood mages with fire 22air 22blood 22 and has Corruption.

Magic Access

Combat Magic

Ritual Magic

Magic Items

Strategic Guide

Early Game

Mid Game

Late Game

Tactics

Spells

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

ubar-ea.txt · Last modified: 2021/03/13 17:14 by joste