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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.

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 scales3
Likes Wastelands
Jinnun/Genies
Stealthy Not seen on the map Flying Unaffected by Storms Sees what normally cannot be seen
So Magical that they only follow Mages Abilities scale with Magic scales Very tough to hit until damaged Ignores 75% of nonmagical strikes
Resists Hot/Fire stuff Resists Electric stuff Takes extra damage from Cold stuff Takes extra damage from Iron stuff Takes damage from Enchanted Salt
Afarit/Ifrits
Abilities scale with Heat scales Exhausts adjacent troops with Heat Deals Fire damage to successful strikers Will only follow same-sized or bigger leaders
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
fire 44 (rare 5)
air 22 (uncommon 3, rare 4)
earth 11 (uncommon 2, rare 3)
astral 11 (uncommon, rare 2)
blood 11 (uncommon)
Heroes:
fire 44air 44water 22earth 22blood 22 (turn 30)
death 22blood 33 (turn 15)
National Summons:
fire 44air 44water 22earth 22 (r. water 22fire 44)
death 11blood 11 (r. blood 11)
Weak (holy 11) Standard Forts*
  • Provinces in your Dominion appear Indepedent to other players, until they have someone (like a Scout) in them.
    • This also hides the names of capitals, replacing them with the names the provinces would have without them.
    • Discovered Sites are hidden as well.
  • Priests have a [(10% * Priest level) + (1% * friendly Dominion strength)] chance of having a Qarin join them in battle.
    • The Qarin is a non-Sacred, air 11astral 11 Jiniri (Female Genie). She'll be your most-common Astral mage, amusingly.
    • Ubar's Priestly Jinn are explicitly disqualified from having Guardian Spirits; I suppose they're all single.

The Seal on the City of Brass

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:

  • fire 22 (uncommon 3)
  • air 22 (uncommon 3)
  • earth 11 (uncommon)
  • the occasional un-scriptable astral 11 from Qarins

Ooh, ahh 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.

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: 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
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.
As a human priest, has a small chance 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)
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).
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
1
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
570
21
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

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
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.
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.
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.
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.
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.
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.

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
(Mother Ghul)
death 22blood 33 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 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. 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, fire 33air 11. 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.

Summon

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

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). Flying jinn fire 11air 22earth 11 Suducers. Get if you capital is not online yet, convert spear air gems to Flying glamour etherial mages.

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

Contact Marid Conjuration 8 60watergem, water 22fire 44. ( Maridx1). Very high path elemental caster that you can summon with water gems.

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 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 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.

Magic Access

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

Combat Magic

Ritual Magic

Magic Items

Strategic Guide

Power Curve

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.

Expansion Strategies

List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.

Example Pretender Builds

List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.

See More

ubar-ea.txt · Last modified: 2023/12/03 21:10 by fenrir