Units: Difference between revisions

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(Created page with "{{DISPLAYTITLE:<span style="position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);">{{FULLPAGENAME}}</span>}} {{HeaderTemplate |welcome=Units }} There are many different classifications and styles of units, all of which are of crucial importance to a nation. In spite of their differences, there are a number of attributes and statistics all units share. {{SectionTemplate |h=h1 |title=Overview |content= [[File:Unit Information 2.png|border|center]...")
 
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Champions are the heroes of Elemental. They are each unique, with their own history, traits and appearance. They can be customized with different equipment and Traits as the game is played and they grow much more powerful as they level up. In order to recruit Champions, the player will have to find them in the world, move a unit next to them and agree to pay their requested recruitment fee.


'''Death'''<br>
As long as one city is under the faction's control, Champions will not die when they fall in battle. Whereas a normal unit would die, they instead will suffer an injury in the form of a permanent negative trait. If the battle they fall in is lost, they will retreat to the nearest city and require multiple turns in order to recover and leave the city.
'''Equipment'''<br>
Champions are unique from other units in that they can change their equipment at any time. They can acquire new equipment in a variety of ways including notable locations, shops, quests, and combat. These can be equipped via the Equip menu on the unit details screen in order to take advantage of their bonuses.
'''Level up traits'''<br>
One of the most important distinctions between Champions and other units is the way in which they level. While most units simply gain statistical bonuses at each new level, Champions also get to select a new unique Trait every level. These traits will further specialize a Champion, providing them with special bonuses, spells, and abilities not available to other units.
*'''Paths''' - Paths are special Traits every Champion can choose when they hit level four that help define a specific role for that Champion. In addition to the large bonuses a Champion gets for picking the Path trait itself, the Path chose nwill allow different Traits to show up as options at later levels.
**'''Path of the Assassin''' - A path specialized in dealing bursts of damage via critical hits and high accuracy. Assassins will not have access to increased weight capacities and thus be limited to lighter armors. They can make up for some of these failings with traits that increase their Dodge.
**'''Path of the Defender''' - The path of the Defender will allow Champions to increase their survivability and that of other units they are grouped with. While there are few offensive traits in the Defender path, it is unparalleled in survivability and weight capacity. Defenders will be able to wear the heaviest of armor while protecting their allies from harm.
**'''Path of the Governor''' - Governor is the path of choice for Champions looking to strengthen a faction's economy and improve cities. What Governors forgo in combat prowess, they make up for with city buffs and other income bonuses.
**'''Path of the Mage''' - The path of the Mage is the ultimate choice for Champions looking to specialize in spell casting. What Mages give up in weight capacity and defense they more than make up for in magical power. If one has the mana and shards to support them, there is no better killing machine than a high level Mage Champion.
**'''Path of the Warrior''' - Path of the Warrior provides a Champion with a balanced mix of offensive and defensive traits that boost their physical prowess. It will not provide the same level of survivability as path of the Defender or the offensive burst potential of the path of the Assassin, but will allow for a Champion in heavy armor with solid damage dealing ability.
'''Spells'''<br>
Another huge feature that is unique to Champions is their ability to cast spells. Champions gain access to spells via unique traits when they level up. For every rank in a spell trait a Champion will unlock new spells for use in battle or the strategic game. Champions will never be able to pick entirely new spell traits, instead they can only advance those they start with. This is important to consider when deciding which of the Champions to specialize down a spell casting path.
'''Quests'''<br>
Champions are special because they are required in order to undertake quests and claim notable locations. While a Champion is needed for these actions, they can still bring other units with them to help out in their adventure. As a result of this requirement, many quests and notable locations feature rewards specifically for Champions.
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The Sovereign is the leader of the nation. They are a special Champion that represents the faction's people in the world. Unlike Champions, Sovereigns do not suffer injuries when falling in battle, but they will still have to spend time recovering following lost battles. Should a Sovereign fall in battle while its faction has not city, it will be game over for that faction.
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