![]() The believe both in the spiritual power of life. Nearest City gains +3 Food and Mana per tier of non-Magic Origin units killed or lost in a victory.They find their strength in fast population growth and overwhelming numbers. They are focused on the glory of their empire and the development of their cities. +20 Gold Income for Throne City and cities that share a border with it.+20 City Stability for Throne City and cities that share a border with it.They share pure intentions, compassion and an unerring devotion to the cause of Good. +10 City Stability per Good alignment level. ![]() The strive to build a realm based on cooperation, but will not hesitate to defend it. A few of them also increase or decrease the starting aligment. The heroes that are part of this race can unlock 3 special hero skills and if they are Champion they have a culture-specific default weapon if nothing is equippedĮach race has two society traits.The cities of this race can construct a special province improvement and three special buildings and can recruit 6 culture-specific units.The empire that starts with this race gains an affinity.Starting regions will have Swamp terrainĮach race has a culture, which grants the following:.Can build Farms on Cavern Floor terrain.-2 Move Point Cost on Cavern Floor, Mushroom Forest, Fungus Fields and Rocky terrain.Starting regions will have Sand terrain.Starting regions will have Snow terrain.-2 Move Point Cost on Snow and Ice terrain.+20% Critical Hit Chance when standing next to a friendly unit with the same trait (does not stack) +6 Resistance against Retaliation Attacks and Opportunity Attacks.+6 Defense against Retaliation Attacks and Opportunity Attacks.+1 Resistance when standing next to a friendly unit with the same trait (does not stack).+1 Defense when standing next to a friendly unit with the same trait (does not stack).Spellshield (T2 shield), Spellbreaker (T3 battle mage)Įach race will have a Mind Trait, giving all units or cities of the race certain bonuses. Pioneer (T1 scout), Arbalest (T1 ranged), Bastion (T3 shield) Lightseeker (T1 scout), Dawn Defender (T1 shield), Awakener (T3 battle mage) Scout (T1 scout), Defender (T2 shield), Knight (T3 shock) Outrider (T1 scout), Pursuer (T1 ranged), Dark Knight (T3 shock) Pathfinder (T1 scout), Warrior (T1 shield), Fury (T2 ranged) Mount traits put additional units on mounts and replace the steed of always-mounted units (shown in bold). Demolisher: Damages Fortified Obstacles.(does not affect Status Effects that last only 1 turn)ĭeals damage and applies 2 Weakened to enemy units within 2 hexes.-1 turn Negative Status Effect Duration.+5 Hit Points Regeneration per Strategic Turn Slender, scaled creatures who use their tongues to get a sense of their surroundings.Įach race will have a Body Trait, giving all units recruited from the race certain bonuses. Stout amphibian-like beings, born with vocal sacs that allow them to communicate through loud croaking. Rodent-like beings whose groups are often referred to as mischiefs. Passionate and strong beings who have faced great prejudice as a result of their kin's history. Humanoid beings who are organized and entrepreneurial, albeit impatient at times.īeings who have evolved from underground dwellers and retain their heightened sense of touch. Stocky, happy-go-lucky beings who enjoy wild adventures just as much as a well-deserved nap. Small, hunched beings who love to rampage around in groups. Slender, pointy-eared beings whose kin were the first to inhabit the realms.Ĭat-like beings who move with feline grace. Stout, hardy and stubborn beings who are used to living in the most rugged regions of their world. The Lizardfolk physical form is only available if the Dragon Lords DLC is installed. Physical form determines the appearance and first part of the race's description.
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