Sovereigns and Factions: Difference between revisions
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JYWLuca8269 (talk | contribs) (Created page with "{{DISPLAYTITLE:<span style="position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);">{{FULLPAGENAME}}</span>}} {{HeaderTemplate |welcome=Sovereigns and Factions }} {{SectionTemplate |h=h1 |title=Kingdoms of Men |content= To understand the Kingdoms one must remember Amarian the Great. Amarian was arguably the most powerful channeler since Hosten. Amarian was instrumental in the downfall of the Titans. He was the undisputed king of all mortal men...") |
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*'''Wanderlust''' - Unlocks Quest Maps, Athican Leather Armor, the Fending Blade and the Athican Longsword. | *'''Wanderlust''' - Unlocks Quest Maps, Athican Leather Armor, the Fending Blade and the Athican Longsword. | ||
*'''Heroic''' - Completing a quest provides double the normal Experience. | *'''Heroic''' - Completing a quest provides double the normal Experience. | ||
'''Unit traits''': <br> | |||
*'''Altarian Blood''' - Altarian units gain +10% experience and the Rush ability.<br> | |||
*'''Train Henchman''' - Factions led by Altarian men can train Henchmen by researching the Heroes technology. | |||
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|title=Lord Relias | |||
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[[File:K Lord Relias Card.png|border|right]] | |||
Relias was orphaned when his clan's camp was set ablaze by wandering thieves. Finding a new home with a caring scholar, Relias focused his attention on the books that surrounded him. Those stories sent his mind racing between dreams of heroism and the harsh reality of the sword. | |||
'''Profession''': Adventurer<br> | |||
'''Magic Proficiencies'''<br> | |||
*Air Disciple | |||
*Fire Apprentice | |||
'''Traits'''<br> | |||
*'''Discipline''' - +1 Accuracy and Spell Resistance per Level. | |||
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*'''Legacy of Serrane''' - Caravans are immune to attack. This also gives access to the Bazaar city improvement and the Warhorse, which boosts the riders attack. | *'''Legacy of Serrane''' - Caravans are immune to attack. This also gives access to the Bazaar city improvement and the Warhorse, which boosts the riders attack. | ||
*'''Lucky''' - All units have +25% to Dodge and +25% to Accuracy. | *'''Lucky''' - All units have +25% to Dodge and +25% to Accuracy. | ||
'''Unit trait''': <br> | |||
*'''Mancer Blood''' - Mancers gain +1 accuracy per level and have an additional +1 move. | |||
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|title=General Carrodus | |||
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[[File:K Carrodus Card 01.png|border|right]] | |||
Born somewhere in the Central Wastelands to parents he no longer remembers, Carrodus made his way to the city of Ruvenna as a youth. He worked as a pickpocket until he was old enough to be trained as a soldier in service to the Merchant-Lords of Surrane and Calder. He is a natural fighter and an inspiring leader of men. | |||
'''Profession''': General<br> | |||
'''Magic Proficiencies'''<br> | |||
*Life Apprentice | |||
*Air Apprentice | |||
'''Traits'''<br> | |||
*'''Tactician''' - +1 to the Army's Initiative. | |||
*'''Cautious''' - Grants the ability to escape (with remaining allies) from battle. | |||
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*'''Great Hammers''' - Unlocks the War Club, which has a higher attack against Men and Fallen, the Battle Hammer, which has a higher attack than a Warhammer, and the Sledge, a Maul with higher attack. | *'''Great Hammers''' - Unlocks the War Club, which has a higher attack against Men and Fallen, the Battle Hammer, which has a higher attack than a Warhammer, and the Sledge, a Maul with higher attack. | ||
*'''Light Plate''' - This faction crafts Light Plate Mail instead of Chainmail with the Armor technology. Light Plate has better defense but is heavier than Chainmail. | *'''Light Plate''' - This faction crafts Light Plate Mail instead of Chainmail with the Armor technology. Light Plate has better defense but is heavier than Chainmail. | ||
'''Unit trait''': <br> | |||
*'''Ironeer Blood''' - Ironeers gain +1 Hit Point per Level and +30 to Spell Resistance, but tactical spells cost 50% more mana to cast. Unlocks the Guarded Strike Ability. | |||
*'''Train Golems''' - Ironeers can train Iron Golems with the Blacksmithing technology. Iron Golems are powerful defenders, able to withstand lots of damage before being destroyed. | |||
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'''Faction traits'''<br> | '''Faction traits'''<br> | ||
*'''The Decalon | *'''The Decalon''' | ||
**Unlocks Tomes which allow the reader to learn Air, Earth, Fire and Water magic. | **Unlocks Tomes which allow the reader to learn Air, Earth, Fire and Water magic. | ||
**Unlocks Arcane Monolith, a spell which places an outpost. | **Unlocks Arcane Monolith, a spell which places an outpost. | ||
*'''Enchanters''' - Unlocks the Sindarian Staff, which gives additional Dodge, and the Leht Staff, which fires lightning. | *'''Enchanters''' - Unlocks the Sindarian Staff, which gives additional Dodge, and the Leht Staff, which fires lightning. | ||
'''Unit trait''': <br> | |||
*'''Amarian Blood''' - Amarians gain +1 Initiative per air shard, +1 Spell Mastery per fire shard, +1 Spell Resistance per water shard and +1 Hit Point per earth shard. Unlocks the Soul Spark ability. | |||
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*'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | *'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | ||
*'''Rebels''' - +10% Unrest | *'''Rebels''' - +10% Unrest | ||
'''Unit trait''': <br> | |||
*'''Tarth Blood''' - Tarthan units gain +3 Attack and Initiative when in an army of 3 units or less. Can use the skill Double Strike. | |||
}} | |||
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The Empires recognize that the transition from life to death contains the greatest of magic. They remain disgusted by the Kingdoms who leech life from the world as if they were parasites of life itself. | The Empires recognize that the transition from life to death contains the greatest of magic. They remain disgusted by the Kingdoms who leech life from the world as if they were parasites of life itself. | ||
}} | |||
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|title=Empire of the Dead | |||
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[[File:Dead Crest 01.png|border|right]] | |||
The world of Elemental is littered with the bones of fallen armies. Men brutally killed in the Tarth rebellion, feet of packed bone fragments in the slave pits of Magnar, the lost remains of Relias's expedition to the east, and many long forgotten. The only constant in the history of Elemental is the rise and tragic fall of living kingdoms. Now the dead have returned to stop that cycle, and found an immortal empire upon the world. | |||
'''Faction traits'''<br> | |||
*'''Undead''' - The dead have no use for food. They cannot use grain tile yields or build farms. Instead they must build Catacombs and Necropolis to house their cities population. Razing a city transfers that city's population to the capital. When men or fallen are defeated in combat they are transferred as population to nearest city. | |||
*'''Gravetouched''' | |||
**Unlocks Elegy, a spell that does 3 damage per level to all adjacent enemies. | |||
**Unlocks Feed, a spell that does 3 damage to an adjacent ally and heals the caster 12. | |||
**Unlocks Morrigan's Call, a spell that grants +1 Growth per Death Shard in the enchanted city. | |||
**Unlocks Haunted Army, a strategic spell that raises an undead army that will serve you for 3 seasons. | |||
'''Unit trait''': <br> | |||
*'''Undead''' | |||
**Unit takes no damage from Poison | |||
**Unit never suffers a Critical attack | |||
**Terror - Target adjacent enemy loses their next action, unless they resist | |||
**Immune to Fear | |||
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**Units defending cities get +10% per city level to Defense. | **Units defending cities get +10% per city level to Defense. | ||
*'''Betrayers''' - Unlocks Broken Loyalties, a spell that converts a city to your cause. | *'''Betrayers''' - Unlocks Broken Loyalties, a spell that converts a city to your cause. | ||
'''Unit trait''': <br> | |||
*'''Krax Blood''' - Krax gain +10 to Defense when below 50% Hit Points, and the ability to Fortify tiles in tactical combat. | |||
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**Unlocks Consume, a spell that destroys a shard in your territory to gain 200 mana. | **Unlocks Consume, a spell that destroys a shard in your territory to gain 200 mana. | ||
*'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | *'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | ||
'''Unit trait''': <br> | |||
*'''Quender Blood''' - Quender units gain +50% Fire Resistance at the cost of -50% Cold Resistance. Unlocks the Flame Tongue ability. | |||
*'''Train Slaves''' - Quendar can train Slaves. Slaves don’t have wages and cost less labor to produce but are weaker than normal units. | |||
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*'''Binding''' - This faction gains Burning Wraiths, Crow Demons, Mirror Elementals, Cyndrum Demons and Grave Elementals from shard shrines. | *'''Binding''' - This faction gains Burning Wraiths, Crow Demons, Mirror Elementals, Cyndrum Demons and Grave Elementals from shard shrines. | ||
*'''Cult of a Hundred Eyes''' - This faction can train Widows, Harridans and Hoarder spiders in their cities. | *'''Cult of a Hundred Eyes''' - This faction can train Widows, Harridans and Hoarder spiders in their cities. | ||
*'''No Armor''' - This faction can't craft any armor beyond Leather. Champions are still able to use armor they find.< | *'''No Armor''' - This faction can't craft any armor beyond Leather. Champions are still able to use armor they find. | ||
'''Unit trait''': <br> | |||
*'''Wraith Blood''' - Wraiths have +20 dodge, and -1 Hit Point per level. Unlocks Wraith Touch. | |||
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*'''Warriors''' - Faction starts with the Training technology, allowing them to construct Barracks. | *'''Warriors''' - Faction starts with the Training technology, allowing them to construct Barracks. | ||
*'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | *'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | ||
'''Unit trait''': <br> | |||
*'''Urxen Blood''' - Urxen units gain +2 attack when in armies with more than 5 units in them. They also receive double the normal swarm bonus. | |||
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*'''Axe Mastery''' - Unlocks dual wield version of all the axes. | *'''Axe Mastery''' - Unlocks dual wield version of all the axes. | ||
*'''No Ranged Weapons''' - This faction's armies can't use ranged weapons like bows and magical staves. Champions are still able to use the ranged weapons they find. | *'''No Ranged Weapons''' - This faction's armies can't use ranged weapons like bows and magical staves. Champions are still able to use the ranged weapons they find. | ||
'''Unit trait''': <br> | |||
*'''Trog Blood''' - Trogs have +20 Weight Capacity and can Berserk in combat, providing an attack bonus at the cost of health. | |||
*'''Train Juggernaut''' - Trogs can train Juggernauts with the Juggernaut technology. Juggernauts are powerful attackers and inflict splash damage on surrounding allies and enemies. | |||
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