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xibalba-ma

MA Xibalba, Flooded Caves

Lore

"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 pen-and-paper RPG Chill, and found a creature named Camazotz, I've been intrigued by batgods 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."

- Illwinter

Xibalba is a vast realm of dark water-filled caverns beneath the forests of Mictlan. According to legend, the sun and the moon passed through the cavernous realm 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. But the cavernous realm was struck by a great disaster. A star fell into the ocean and a great deluge flooded the caves of Xibalba. The bat people drowned or fled the caves, but other inhabitants soon emerged. The Zotz were replaced by refugees from the shattered Atlantis. The fallen star, or possibly the dark magic of Xibalba, changed the Atlantians. The Atlantians of Xibalba developed more toadlike traits and different broods emerged. They called themselves Muuch, toad people. Their kings, the Bacabs, mighty mages of the deluge, conquered the last Xibalban city and built a Muuch kingdom in the caves underneath the forests of Mictlan. After a while the Muuch began to settle the forests above their caverns and a new brood of Muuch appeared. A brittle alliance of Muuch and Zotz has formed in the forests. Meanwhile the Bacabs hunted down the remaining Zotz hiding in dried-out caves and forced them into servitude. Now Xibalba is a Muuch kingdom with a small subjugated Zotz population.

General Overview

Xibalba joins the Middle Age fad of sidelining Blood in favor of being stronger and/or more consistent in other areas. Your start definitely impacts how well you'll do, however, since a ton of your troops prefer certain terrains and either settle them without forts or are only available in them, not to mention the base Atlantian desire of ruling the ocean. You could still do some Blood hijinks, since the Zotz you have are still decent Blood searchers and you now have better base troops, but the higher-level stuff (the stuff that makes Blood strong) is a bit further out-of-reach due to the low levels.

Warning: MA Xibalba is considered one of the weaker nations by the community. The reason is the lack of a decent early game expansion unit (despite having three Sacreds) and good counter-offensive strategy when being rushed. Being reliant on province types (especially Forests) for Scouts and cheaper units is rough, too. You still scale exponentially as the game goes on, due to having some Blood in a mostly-dry Age, but the main problem is getting big in the early game and breaking your image as a pushover.

National Features

Race Military Magic Access Priests Buildings
Prefers +1 Heat
Muuch:
Toadbros
( )
Base 2 PROT
+4 HP vs. Humans
+2 STR vs. Humans
-1 DEF vs. Humans
-2 PRE vs. Humans
Size 3 variants
Zotz:
Cheap Bat Bros
()
Size 2 w/ Wings
+1 MR vs. Humans
-1 DEF vs. Humans
Weak, Frail, and Blind
Light-to-Medium Infantry
Assassins
Various Cap-Only Sacreds
with Magic Weapons
water 44 (rare 5)
earth 33 (rare 4)
death 22 (rare 3)
nature 22 (rare 3)
blood 22
air 11 (uncommon)
fire 11 (rare)
National Summons
(fire 22 or air 22 for nature 44)
(fire 22 for air 44)
Average (holy 22)
National Summons
(holy 33 for air 44 or nature 44)
Primitive (Fortresses)
Can build Underwater Forts
Underwater Fort Recruits
  • Xibalba is weighted towards starting in a FOREST province. It's like Patala, where the cave part is minor.
  • Xibalba receives 25% extra Resources & Income from Cave provinces.
  • 3watergem1earthgem1deathgem per month from the capital.

Capital Special Sites

The Cave of Perpetual Darkness The Sacred Cenote The Flooded City
Enables recruitment of:
* Camazotz
* Produces 1deathgem per turn
Enables recruitment of:
* Chak Muuch Assassin
* Chak Muuch Dart Thrower
* Chak Muuch Obsidian Warrior
* Produces 1watergem per turn
Enables recruitment of:
* Bacab
* Wo' Muuch
* Produces 2watergem1earthgem per turn

Notable Units

The MA is dominated by the muuch, Atlantian refugees turned frogmen. They get bigger with age. The Grunts are a bit tougher and stronger than normal humans. You could expand with them by outnumbering but will take statistically more casualties in the latter game because of insufficient head protection (having a hat can make a difference between a good or trash melee unit).

Xibalba is also home to the Zotz, which are Size 1, Cold-blooded, Stealthy Bats. Zotz are easy to kill, meaning they need to use surprise attacks, dropping on the enemy commander as divebombing cannon fodder. Typical Xibalban armies are massive, comprising of weak but easily replaceable troops.

Your commanders, in addition to the normal Zotz trait, also all receive a bonus to blood hunting. This is an especially great trait on a blood nation. However, their units have a below-average Patrol value despite being a flying nation. This is countered by their ability to easily amass cheap troops to patrol out unrest.

When it comes to recruitment, hope the map remembers you need a forest, else the early game will be rough.

Commanders

Sprite Unit Name Special Attributes Comments
Muuch Scout
25
1
1
Forest Rec only
Stealthy(50)
Darkvision(50%)
amphibious
Swamp Survival
Forest Survival
Cheapest commander you can use for scouting. Also, stealthier than a Zotz Batab.
Muuch Batab
45
11
1
Forest Rec only
Stealthy(50)
Darkvision(50%)
amphibious
Swamp Survival
Scout made commander, to lead a stealthier land based raids.
Muuch Ajaw
115
38
1
Underwater Rec+
holy 11
sacred
Darkvision(50%)
amphibious
Swamp Survival
Big Priest guy, Big 80 leader. Even have magic sword and Armor.
Zotz Batab
40
3
1
Cave Rec and
Forest Rec only
Stealthy(40)
Patrol Bonus(-1)
Blind
Flying
Cold-blooded
Forest Survival
A General-use fast-moving scout and commander of Zotzs. Very useful to lead your Blitz Raiders.
Ah Itz
65
1
2
water 11death 11 9
Darkvision(50%)
amphibious
Swamp Survival
Not much to them except they are cheap. You have better mages.
You could use it as early game light thugs? they can Stygian Skin, the national luck spell, and Quicken Self
Could be a gold efficient dedicated death site searcher.
Ah Ha'
100
1
2
Underwater Rec+
water 11earth 11holy 11 9
sacred
Darkvision(50%)
amphibious
Swamp Survival
Like the Ah Itz, but can be recut underwater, and swapped death for Earth plus can take a blessing to be a more imposing Light thug and fluffers.
Way
145
1
2
Forest Rec Only
nature 22blood 11random010% 7
supply bonus(20)
Stealthy(40)
Patrol Bonus(-1)
Blood Searcher(1)
Blind
Flying
Cold-blooded
Forest Survival
Shapechanger(Jaguar)
Your main wizard giving you just need to plop a 400 Gold lab in one of the most common special province types and then you will be spamming them.

Not mentioning that 10% random, Nature, and blood is very useful in keeping Saboth fatigue down, sniping out enemy wizards, summoning the better troops that will replace your frog and bats while also giving them additional protection.
Blood Fecundity will serve of import in having very populated provinces keep up with your growing demand for gold and blood slaves.
Muuch K'uhul
290
1
2
Underwater Rec+
water 22earth 11death 11holy 11random1100% 15
sacred
Gift of Water Breathing(10)
Darkvision(50%)
amphibious
Swamp Survival
Definitely about 80 gold overcosted for a 5 path mage with paths that lack many synergies.
All are decent at water magic, with Water random with booster gets the more focused Kokythiad.
Earth access gives most of the good earth spells when wearing Earth Boots.
with a Death random and Skull Staff you can cast Stygian Rains.
Nature randoms are summoners of Beasts and Naiads. with some boost in nature, you get a Foul Vapors caster and Way have many ways so only your opponent gets poison to death.
Chak Muuch Assassin
115
27
1
Capital Only
sacred
Darkvision(50%)
Stealthy(65)
Poison Skin(20)
assassin(1)
amphibious
Swamp Survival
Assassin combining gear of Chak dart thrower and obsidian warrior.
Expensive, slow, steals capital turns. Not efficient for the assassination game but take what you get so give him a pokemon item.
Camazotz
165
1
2
Capital and
Cave Rec only
death 22blood 11random1100% 13
Stealthy(40)
Patrol Bonus(-1)
Blood Searcher(1)
Blind
Flying
Cold-blooded
Forest Survival
One of your best mages, you should be cranking Camazotz out of the cap and any claimed caves non-stop.
Being a flying Death Blood mage makes him a versatile asset.
death 22 lets them raid with undead hordes, and the Blood allows them to bring Sabbaths anywhere.
Air & Earth randoms can protect your troops in different ways (if you are willing to set up a Sabbath), with Air notably allowing you to end battles by casting Wailing Winds.
Late-game, Earth Camazotz are best-used as casters of Fields of the Dead.
Bacab
455
1
4
Capital Only
water 33earth 22death 11holy 22random1100%
10%
19
sacred
Gift of Water Breathing(20)
resist cold(5)
Resource Bonus(5)
Darkvision(50%)
amphibious
Swamp Survival
A Muuch K'uhul with thicker skin, Deeper Water & Earth magic, and an average sword arm plus other bobs for something you think would be the same gold equivalent as a Ba'al.
As strong as the Bacab is, he unfortunately shares a recruitment queue with the much-more-gold-efficient Camazotz.
He's still useful for his high levels in Water and Earth, but you have to put a bit of thought into who you're producing in your capital, particularly if you want to hit a research goal or don't have enough caves to start your Blood economy somewhere else.

Troops

Sprite Unit Name Special Attributes Comments
Muuch Militia
7
3
3
Darkvision(50%)
amphibious
Swamp Survival
Militiamen are most-effective OUTSIDE of battle, where they can do police work and help with tearing down walls. Militiamuuch are no exception.
Muuch Dart Thrower
10
4
9
Darkvision(50%)
amphibious
Swamp Survival
Dart Throwers are basically Javelinists, but with twice as many projectiles.
Muuch Dart Throwers should not see melee combat; if they do, they're a bit stuffed.
Muuch Warrior
10
3
9
Darkvision(50%)
amphibious
Swamp Survival
Decent warriors, at least better than Atlantian indies and (despite having terrible equipment) most human indies.
They will beat indies when they outnumber them.
The club-sword-wielders are well-rounded damage-dealing chaff, while the spearmuuch can repel and work underwater.
The biggest problem they have is their lack of hats, which amusingly leave them quite vulnerable to other club-swords. The head is only aimed for 10% of the time by same-sized units, but your battles will have lots of Muuch, so lots of Muuch will die from a bop on the head.
Muuch Warrior
10
5
9
Darkvision(50%)
amphibious
Swamp Survival
Muuch Warrior
10
10
9
Darkvision(50%)
amphibious
Swamp Survival
Muuch Warrior
10
11
9
Darkvision(50%)
amphibious
Swamp Survival
Muuch Jungle Warrior
10
5
9
Forest Rec only
Stealthy(40)
Darkvision(50%)
amphibious
Swamp Survival
Forest Survival
These Muuch Warriors are stealthy, and you don't pay extra for that.
Their major draw is as army-filler for Sieges, since they don't require forts to produce.
Zotz Warrior
8
1
6
Cave Rec and
Forest Rec only
Rec Limit: 10/turn
Stealthy(40)
patrol bonus(-1)
Blind
flying
Cold-blooded
Forest Survival
Your dirt-cheap shock troops.
The average life span of a Zotz, in practice, is right until the battle starts.
They do best at killing back-row Commanders by sheer number of attacks:
- The lance-wielders do 13 Pierce DMG on their first strike (poking through 15-16 PROT).
- The club-sword-wielders do 15 Blunt/Slash DMG with every strike; a bit less favorable against high PROT, but far better otherwise.
The Zotz are shut down by multiple things; Storms, cold weather, and Elemental AOE magic, to name a few. Piling them up over multiple turns may just lead to an HP rout.
Zotz Warrior
8
2
6
Cave Rec and
Forest Rec only
Rec Limit: 10/turn
Stealthy(40)
Patrol Bonus(-1)
Blind
Flying
Cold-blooded
forest survival
Lakam Ha' Warrior
10
5
9
Underwater Fort Rec only
Darkvision(50%)
amphibious
Swamp Survival
These Muuch Warriors come with more-proper shields. On the other hand, their armor is a lot tougher to move in than leather, and not any more protective.
If you need proper shields, for facing Crossbows or something like that, the option is there.
Lakam Ha' Warrior
10
5
9
Underwater Fort Rec only
Darkvision(50%)
amphibious
Swamp Survival
Nets are terrifying. Ichtyids get most of their kills through the use of nets. If your opponent isn't fielding completely-jacked or gigantic frontline troops, send these guys against them.
Chak Muuch Dart Thrower
19
5
19
Capital Only
sacred
Darkvision(50%)
Poison Skin(20)
amphibious
Swamp Survival
Oh hey, it's one of those super-rare Ranged-weapon-using Sacreds!
If you want to go out of left field, you can take a Weapons Bless (preferably Thunder) to give the Poison Darts a bit more "bite".
I don't know where these guys got the lethal Poison on their spears from, though. Maybe it's something internal. Maybe it's an oversight.
Chak Muuch Obsidian Warrior
26
26
29
Capital Only
sacred
Darkvision(50%)
Poison Skin(20)
amphibious
Swamp Survival
Sacred warriors with a magical poisoned sword, a magic breastplate, and poisonous skin. Unlike the Poison Barbs on Coral-wearers, the Chak Muuch's poison is Fatigue-based.
Unfortunately, they're not amazingly skilled or strong, at least on the world stage. 19 Slash DMG with a side of 25 Fatigue is nice, but it's not super punchy. It can be pretty nice against enemy elites, though, especially those they outdo in attack density.
Wo' Muuch
35
38
39
Capital Only
sacred
Darkvision(50%)
amphibious
Swamp Survival
Tall sacred boys with magic gear. No frills, just utter annihilation with each sweep.
As far as half-Giants go, they're pretty alright. Their Cavalry-like costs might be a problem, though, and they're not amazingly accurate.
Consider a persistence Bless you'd put on a Giant, like Regeneration or Blood Bond, with a side of stats.

Heroes

Sprite Unit Name Special Attributes Comments
Red Face water 22earth 22death 11holy 22 15
sacred
Darkvision(50%)
Stealthy(65)
Poison Skin(20)
assassin(5)
amphibious
Swamp Survival
Fustion of Chak and Bacab
He is a big thug you can send into assassinations.
Mamich Lum - Grandmother Earth
Hero turn arrival Limit(20)
water 22earth 22death 22holy 44 17
sacred
fear(7)
resist fire(5)
resist cold(5)
Inspiring Researcher(1)
Darkvision(100%)
amphibious
Swamp Survival
Female
the big moma and a throne claimer.
Although intimidating but best at inspiring mages to research faster. Xibalba's best redeming weapon is its magic and you want to reach your endgame teacher goals as fast as possible.

Magic

National Spells

Summons

  • Summon Jaguar Toads: 2naturegem Conj 1.nature 11holy 11 ( Jaguar Toadx2) they are small tramplers (only running over common infantry) and spit armor negating mortal poison, while also fatigue poisoning anyone that don't use spears. Most indie shamans can summon them. They are easy to kill and Undisciplined makes them hard to buff.
  • Summon Jade Serpent: 3watergem Conj 4.water 22 ( Jade Serpentx1) a big bag of hit points that's a sacred standard and a high strength poison bit. Mix some into troops to improve their morale and way to kill high armored enemies.
  • Summon Monster Toads: nature 22 Conj 5 8naturegem (summon 3 Monster Toad). Sacred tramplers that spread poison with their Poison Skin and Poison Cloud. Likely to Die, but will kill formation as the toads will suicidally trample to the middle of it to spread the poison cloud.
  • Summon Balam: 60naturegem Conj 7.nature 44 ( one: Balam of the North, Balam of the South, Balam of the East, or Balam of the West). Jaquar shape shifters with a Onaqui and Zotz form(so 3 HP pools). All are nature 44blood 22 mages + a 2 in another path. Handy for late game rituals and battle magic. Also throne claimers
  • Summon Chaac: 75airgem Conj 8.air 44 ( one: Chaac of the North, Chaac of the South, Chaac of the East, or Chaac of the West) Like the Balam. The ability for a Pretender with air path to creating more high-level air magics can be an important rescores. Chaac are in the category of air 44water 22 mages that increase a nation's air power. their passive Natural Storm spell is actually antithetical to the Xibalbian strategy as they turn off your flyers, so better to run alone, or running a grounded army with non-flying summoned troops.

Combat

Unique Xibalba combat spells. Break spells are Very good cripple an important single enemy model. Gift spells are good on thugs and the accompanying fluffers.

  • Break the Second Soul: Thaum 2. earth 11 Give one target a limp affliction. Not as good as First Soul, but can impede a thug's map move in a harassing attack, and may result in lowering an expensive unit's melee stats and may eventually die if forced to move around a lot.
  • Break the Third Soul: Thaum 2. air 11 Deal fatigue damage. it's a weaker version of Steal Breath but the target can't use MR to resist.
  • Break the Fourth Soul: Thaum 2.death 11 Give the Target a curse.
  • Break the First Soul: Blood 2. blood 11 Getting Bleeding and a Disease on a commander is fatal in this game and your "that" nation that can spam it.
  • Gift of the Second Soul: Thaum 3. earth 11 Give blunt resistance to the guy that can't cast Temper Flesh, a situational buff to protect a single guy from rocks falling from the sky.
  • Gift of the Third Soul: Thaum 3. air 11 Gives Reinvigoration, a bonus in a blood communion or active thug.
  • Gift of the Fourth Soul: Thaum 3.death 11 Gives luck, a strong protection buff.
  • Gift of the First Soul: Blood 3. blood 11 Regen for blood mages. Zotz doesn't have enough HP to properly use it, but Onaqui and any blood Super-combatant will abuse it (it's not even restricted to national units, you get it if you play Xibalba).

Magic Access

You can spam Zotz mages with lots of 2s in Death and Nature.

Muuch holds the water getting water 33 from Muuch K'uhuls or water 44 if fishing with Bacab, one booster way from Water Queens.

with climbing a Bacab can get a Troll King and with Earth Boots and Blood Stone gets earth 55 for Earth Kings to go earth 66.

with some blood empowerment and boosters a Way can cast Summon Balams for nature 44blood 22, taking a Armor of Twisting Thorns and Treelord's Staff to get nature 77blood 33random2200%. Naiads and Ivy Kings are on the table.

your get death 33 on your mages with Skull Staff. With some empowerment, you can get a Camozotz to be a Vampire Lord Summoner as a strong end goal.

Spectral Mage can also break you into Astral for the purposes of forging.

Combat Magic

As the majority of your nation good units are flyers, your sabbaths can safely spam Earthquake without hurting your own troops(as you need a Blood communion to cast, you may want to cast Gift of Flight or Mass Flight on your Blood Slaves if your not finished with casting blood spells).

Camazotz are good at death, its crosspaths with Air and earth and skelispam, and Ways provide nature and spamable blood mage.

The main problem with Muuch magic is being good at booth Water and Earth don't synergy well with only Rust Mist. The Death randoms are ok with the access to Stygian Rain and Fields of the Dead. that is still not an efficient mage, paying more for extra paths (like that 1 in 4 chance to get a vestigial path in nature) without good cross spells, you would had been better of with wizards that dedicate themselves to purely one path of magic.

Should also consider Legions of Steel, Strength of Giants, Marble Warriors, Wave Warriors, Quickening, Wooden Warriors, Stygian Rains as it will fix many problems with your current troops and improve your summoned one but will come later in the game but your real problem is not being eaten during expansion and early game.

as Swamp Frogs your one of the rare nations to benefit from Quagmire.

All this water makes you good at cold spells when in the Cold scales, assuming your don't mind your zotz quickly falling unconscious from the fatigue, Apparently, the Muuch's Atlantean heritage prevent these frogs from hibernating during the winter. Grip of Winter, Frozen Heart.

Ritual Magic

The main concern for Xibalba is how quickly they can reliably swap over to better-summoned troops. What a mage muuch is good at is creating lots of Claymen(Clayman 5+[lv1/2]), also set to summon Naiad and Kokythiad (water 33 with nature 33 or death 33). Clayman, Your national Toad summons, and Crossbreeding, can fill out your armies, including your Death bats that summon longdead hoards.

good Idea to twiceborn your Camazotz for that chance when they die and come back as a death 33.

Ways casting Blood Fecundity improves your gold Gold and Blood Slave economy.

Curse of Blood is part of your late game. Mound Fiends are an option if you want to spam more undead. Summon Balam gives strong mage thugs.

Gets Blight and Rain of Toads as ways of disrupting the long game of another player's production.

Magic Items

Is another Earth death nation to make Shademail Haubergeon and Shadow Brand.

the Water, Death, Blood, nature, and earth paths are really good at making thug and communion items. Lots of Regen, Hp boost, Reinvigoration, QUickness, and alternative damage options.

Sanguine Dowsing Rods boot your slave harvests.

Armor of Twisting Thorns is a good fit on a Way as a boosting item

You need lots of research fast so Skull Mentors

Badab make the most use of Ring of Regeneration and Coral Blade. especially if they get a nature random and gems with Personal Regeneration.

Strategy

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.

If you survive to Mid game, you likely in place to start your blood economy and transition to summed troops.

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.

this is your most weakest as you lack many decent early eapanction and repellent options, making you tempting to elemitate before you become a problem.

Teteo Inan
Snake Skirt Long Jacket is a classic for EA Xibalba, and her Skull Necklace means she doesn’t even need starting armor! Fear and lots of attacks are just gravy. This one can even cast Hellpower for some silly high stats too!

Chassis: Awake Teteo Inan
Paths: earth 44nature 55blood 55
Bless: 2x Reinvigoration,
Berserker, Blood Bond
Scales: Dominion strength5Turmoil1Sloth3Heat3Growth3Misfortune2Magic3 See The Virtues of Expansion Titans

See More

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xibalba-ma.txt · Last modified: 2024/02/28 19:05 by joste