Unique Units - Fall from Heaven
Transcription
Unique Units - Fall from Heaven
Introduction.........................3 Civilizations........................4 Amurites.....................................5 Balseraphs...........................6 Bannor...................................9 Calabim.................................11 Clan of Embers...........14 Doviello..............................16 Elohim....................................18 Grigori...................................20 Hippus......................................23 Illians.....................................25 Infernals............................27 Khazad..................................30 Kuriotates........................33 Lanun.....................................35 Ljosalfar...........................37 Luchuirp..............................40 Malakim..............................44 Mercurians......................46 Sheaim...................................49 Sidar.........................................52 Svartalfar......................54 2 Fall from Heaven II is a dark fantasy Here is a brief list of some of the new features in Fall from Heaven: mod for Civilization IV. The Age of Ice has ended, what is left of the once great empires of man have formed into small tribes, ready to rebuild and retake that which was lost. But the world is not empty. Hordes of barbarians await these new civilizations. Wild animals stalk hapless scouts and reckless emissaries. Giant spiders lie in patient wait in the jungles and the forests waiting for their prey to take that last, fatal, step. Magic! - Spellcasting units can take promotions in the different spheres of magic, granting them access to new spells and abilities. There are three sorts Heroes - In times of darkness and strife, of casters, those that know Sorcery, heroes will rise to lead their civilizations those that practice Summoing and to victory. Heroes are world units, that Divine casters. A unit has access to can only be built once. If they die, they spells depending on what sort of caster cannot be rebuilt. Each civilization has it is and the spell spheres it has access at least one hero associated with it, as to. There are 17 spheres of mana (Fire, does each religion. Heroes gain Entropy, Nature, Spirit, etc). Casters experience each turn, meaning that in gain experience slowly automatically, so any given game, they will probably be there is no need to risk them in combat your most powerful unit by far. They as they pursue their studies in the are capable of taking lightly defended mystical arts. cities by themselves, but they're only a short dogpile away from being dead, so Experience - Veteran units are now protect them! more valuable. The base promotions There is great evil, but also have been essentially doubled, making selfless good. There are those who strive the difference between experinced units to remain neutral in the coming conflict and greenhorns especially noticeable. as opposed ideologies break the world Also, new promotions have been added, asunder once again. The first goal, is become the scourge of the undead, if it survival. The second goal is power, for suits your fancy. good or ill. Will you pursue power through strength of arms or arcane Upgrading - In order to upgrade the studies, through piety or blasphemy? Technology - Specialization is the Choose carefully. On each path you will name of the game here, while you may strongest units a unit must first prove itself worthy. Do you want to be an gain allies, and bitter foes, and the be able to generalize into the first or Immortal? Unable to die, and thus able deeper you delve into the secrets of second tier of techs, you're probably to fight for all eternity? Then you have combat, or sorcery, or the divine, the better off specializing in one of the to be at least a Lv. 6 Champion. harder it will be to turn back. various forms of combat or the arcane or the religious. Tech progression is noticable slower in FfH, giving you an opportunity to play with those new toys you just discovered. There are also religious specific techs, that cannot be researched unless you follow the appropriate state religion. Religions - Not all religions are created equal, and some of them effect the alignment of your civilizations. If you choose to follow the vile practices of the Ashen Veil, your civilization will descend into the depths of Evil. You will of course be rewarded with immense arcane power, knowledge and the aid of Demons. On the other hand, if you follow the Runes of Kilmorph, you will be able to obtain the aid of the reclusive dwarves and share in their love of gold and gems. 3 Amurites Hero Many peoples claim the blood of heroes or even gods amongst their ancestors; the Amurites are alone in believing themselves children of the one hero to have slain a god. Kylorin, the ageless sorcerer, adopted this people during the harsh Age of Ice, and with their help overthrew the dread god-king Mulcarn. He left behind the gift of unparalleled magical talents as well an insatiable curiosity for all things mystical. Their powers earn suspicion from the upright and envy from the fallen, and so that Valledia the Even and Dain the Caswallawn must walk a careful path in this new age. Their skills and their secrets make them a dangerous target, but an inviting one nonetheless. Unique Features: Theme: Magical Society Govannon – Requires: Sorcery 5 1 Cost: 480 Can build mana nodes. Starts with Channeling I, Channeling II, Channeling III, Hero, Sorcery Wizards (mage replacement) begin with “Spell-staff” promotion Cave of Ancestors building (grants +1 XP to each adept built, per mana node owned) Cannot build: No Restrictions Govannon is a capable spellcaster in his own right, all the more so as a hero. But his true use lies in teaching several useful adept spells to any World Spell: Arcane Lacuna unit once he learns them himself, including Blaze, All the players Arcane units gain one xp per upgraded Blur, Dance of Blades, Escape, Haste, and Raise mana node in the world, all mana nodes revert to raw mana. Skeleton. Starting Mana: Body, Fire, Mind Unique Units Wizard 4 1 Cost: 120 Arcane Unit - Replaces Mage – Requires: Arcane Lore Can build mana nodes. Starts with Channeling I, Channeling II, Sorcery, Spellstaff Unit starts with +1 Free Promotion, Must be upgraded from a unit at level 4+ Upgrades to Archmage Firebow 5/4 1 Cost: 120 Archery Unit - Replaces Longbowman – Requires: Machinery, and Bowyer +1 First Strike, +25% City Defense, +25% Hill Defense Starts with Channeling II, Fire I, Sorcery Unit can use Bronze and Iron weapons. Upgrades to Marksman, Arquebus, Crossbowman Chanter 5/3 (+1 Poison ) 2 Cost: 120 Recon Unit - Replaces Assassin – Requires: Poisons, and Hunting Lodge +1 First Strike Starts with Channeling I, Dimensional I, Sorcery Can See Hidden Animals Upgrades to Shadow or Marksman 4 Unique Buildings Cave of Ancestors Cost: 120 Requires: Sorcery All Arcane units produced in the city will gain +1 XP for every mana resource the city has access to. Leaders Valledia the Even Dain the Caswallawn Alignment: Neutral Alignment: Neutral Traits: Traits: Organized Philosophical -50% Civic Upkep Double Production Speed of Courthouse, Lighthouse. Arcane +100% Birth Rate Double Production Speed of Elder Council, Library. Arcane Free promotion(Arcane) - Arcane units Double Production Speed of Mage Guild Favorite Civic: Apprenticeship Favorite Wonder: Crown of Akharien Free promotion(Arcane) - Arcane units Double Production Speed of Mage Guild Favorite Civic: Aristocracy Favorite Wonder: Crown of Akharien 5 Balseraphs Hero It’s a nation of lies and illusions led by a madman and his daughter. All those still clinging to sanity fled long ago, and now the Balseraphs share Perpentach’s madness, living to amuse him. He goes to war on a whim and fights unpredictably, but is no less a threat for it. Despite the capriciousness of their ruler, the Balseraph cities are marvels to behold, dizzying carnivals filled with endless amusement and captivating horrors. Should the Fool King step out for a bit, his young daughter Keelyn will emerge from the shadows to hold an elaborate court filled entirely with otherworldly creatures bound to her will. Unique Features: Theme: Mad Clowns Loki 2 • Can sacrifice slaves to make humanoid cages (for extra happiness and culture) • Insane Trait (Perpentach only) gives 3 traits which change at random intervals. • Hall of Mirrors building creates illusions of attackers Cannot build: No Restrictions World Spell: Revelry Initiaties a Golden Age that lasts twice as long as normal. Starting Mana: Air, Chaos, Mind 2 Cost: 180 Starts with Channeling I, Channeling II, Chaos I, Chaos II, Spell Extension I, Magic Immune, Mind I, Sorcery Loki acts as a Gypsy Wagon, lowering the culture and gold of any rival city he's in. But Loki also cause unrest in the cities he occupies and can flip them to the Balseraphs if their culture gets low enough. He can also investigate cities and has effective spells for confusing enemy units, but his most frustrating ability is that he is the most difficult unit in the game to kill. Unique Units Puppeter 4 1 Cost: 120 Arcane Unit - Replaces Conjurer – Requires: Summoning Can build mana nodes. Starts with Channeling I, Channeling II, Puppeteer, Summoning Unit starts with +1 Free Promotion, Must be upgraded from a unit at level 4+ Upgrades to Summoner Taskmaster 5/3 (+1 Poison) 2 Cost: 120 Recon Unit - Replaces Assassin – Requires: Poisons, and Freak Show -50% City Strength, +25% chance to create slave from combat Can See Hidden Animals, Starts with Marksman Upgrades to Shadow or Marksman Harlequin 6 2 Cost: 150 Recon Unit - Replaces Ranger – Requires: Animal Handling, and Carnival Can See Hidden Animals, Better results from villages Starts with Channeling I, Channeling II, Chaos I, Mind I, Sorcery, Subdue Animal Upgrades to Shadow or Marksman 6 Freak 3 1 Cost: 60 Melee Unit – Requires: Freak Show Starts with Mutated Upgrades to Acrobat or Swordsman Courtesan 8/7 (+2 Poison ) 2 Cost: 240 - National Unit (3 allowed) Recon Unit - Replaces Shadow – Requires: Guilds, and Council of Esus +1 First Strike, Immune to First Strikes, +25% chance to create slave from combat Can See Hidden Animals, Can Explore Rival Territory, Helps Thwart Rival Spies Starts with Invisible, Marksman Unique Buildings Arena Cost: 100 Replaces Training Yard – Requires: Bronze Working Allows units to be risked for XP, 50% to die, 50% to gain XP +1 with Nationhood, Required to build Heroic Epic Freak Show Cost: 60 +2 Requires: Carnival Can turn 1 Citizen into Great Bard Allows the creation of Humanoid cages from slaves Required to Train Freak, Taskmaster, City more likely to generate Great Bard Hall of Mirrors Cost: 180 +1 Requires: Alteration and Carnival Creates illusions of attackers 7 Leaders Perpentach Keelyn Alignment: Evil Alignment: Evil Traits: Traits: Creative +2 /City Double Production Speed of Carnival, Obelisk. Charismatic +1 /City Creative +2 /City Double Production Speed of Carnival, Obelisk. Summoner +2 duration to summoned units -25% XP Needed for promotions. Arcane Free promotion(Arcane) - Arcane units Double Production Speed of Mage Guild Favorite Civic: Slavery Favorite Wonder: Syliven's Perfect Lyre Insane Three traits are generated randomly and switch randomly during the game. Favorite Civic: Slavery Favorite Wonder: Theatre of Dreams 8 Bannor Hero The Bannor Empire is a people forged by unbelievable hardship into a weapon of unrelenting justice. They are led by Sabathiel, an angel held to the strictest interpretation of the Compact, and Capria, a woman of boundless courage. With a sprawling but well ordered empire, the Bannor people take great pride in how much they have accomplished. They have the will to take the fight to the enemy no matter the price; the only question is if they will take it too far, but they did not fight their way through fire and ice only to let the world fall to darkness. Donal Lugh – Requires: Fanaticism Unique Features: Theme: Lawful Crusaders Crusade Civic: 7 • Must be at war • -75% War • +2 in cities with state religion • Cities with State Religion Train Units +25% faster • Restricts great people to Great Commander • Can only build military units and buildings • Cannot start diplomacy with your enemies • Spawns Demagog units at villages and towns at chance Cannot build: No Restrictions 1 Cost: 300 Starts with Empty Bier, Guardsman, Hero, Recruiter, Sorcery, Spirit II Unit can use Bronze, Iron and Mithril weapons. The Bannor hero can recruit a random assortment of units without being used up and can bring hope to cities. Recruit ability renews each time he kills a demon or undead enemy unit. World Spell: Rally Creates a Demagog in every Bannor city and on every Bannor Town improvement, only usueable during a crusade Starting Mana: Earth, Law, Spirit Unique Units Demagog 5 1 Cost: 60 Melee Unit – Requires: Iron Working, and Crusade +25% vs. Melee Can only be built during a crusade. Will abandon the owner when crusade is over. Unit can use Bronze, Iron and Mithril weapons. Flagbearer 5/4 1 Cost: 120 Melee Unit – Requires: Fanaticism, and Crusade Starts with Morale (+10% Strength, +10% City Attack, 10% chance of wearing of per turn) Passes the Morale promotion to all living allied units within 1 tile. Can only be built during a crusade. Unit can use Bronze, Iron and Mithril weapons. 9 Unique Buildings Bannor Training Yard Cost: 100 Replaces Training Yard – Requires: Bronze Working Free Guardsman Promotion for Melee Units trained in this city. Guards against Marksman units. Increased chance to defend the stack. +1 with Nationhood, Required to build Heroic Epic Leaders Sabathiel Capria Alignment: Good Alignment: Good Traits: Traits: Organized -50% Civic Upkep Double Production Speed of Courthouse, Lighthouse. Charismatic +1 /City -25% XP Needed for promotions. Favorite Civic: Theocracy Favorite Wonder: Aquae Sucellus Spiritual No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple. Industrious +50% Wonder Production Double Production Speed of Forge. Favorite Civic: Religion Favorite Wonder: Aquae Sucellus 10 Hero Calabim Ancient and powerful, the rulers of the Calabim posses a dark secret. Through fell ritual their lives can be prolonged at the expense of others, and by this act Alexis and Flauros have created a decadent vampiric aristocracy. Their battlefield success comes at a price they are only too happy to pay— the blood of their human thralls, kept in miserable conditions to serve as little more than cattle. This secret would surely incense all honorable nations of Erebus, but could even the strongest legion compare to the might of a vampire lord? Perhaps their enemies are willing to dismiss the ugly rumors as just that, to avoid the danger of sharing the fate of the sad Calabim humans. Losha Valas 7 Unique Features: Theme: Aristocratic Vampires • Vampirism Promotion adds strength and allows 3 unique abilities: Feasting reduces city population to gain experience; Feeding restores health by sacrificing a targeted friendly unit; gift passes vampirism promotion to another unit of level 6+ (4+ if Moroi) Cannot build: Elder Council building World Spell: River of Blood All Calabim cites get +2 population, all non-Calabim cities get -2 population (to a minimum of 1 population) 1 – Requires: Fanaticism Cost: 300 Starts with Body I, Channeling I, Death I Channeling II, Hero, Sorcery, Vampirism Gains the Immortal promotion after beating a living unit in combat Unit can use Bronze, Iron and Mithril weapons. Losha is the Calabim hero and a powerful vampire in her own right. But even beyond this she gains the Immortal promotion each time she defeats a living unit in combat, meaning she is very difficult to kill if she is kept fed. Starting Mana: Body, Law, Shadow Unique Units Bloodpet 3 1 Cost: 25 Melee Unit - Replaces Warrior When fed upon by a vampire using the “feed” the vampire will be granted an extra movement and ability to attack again. Unit can use Bronze and Iron weapons. Upgrades to Moroi or Archer Moroi 4 1 Cost: 60 Melee Unit - Replaces Axeman – Requires: Bronze Working and Training Yard +10% City Attack, Has a self-only version of Burning Blood Unit can use Bronze, Iron and Mithril weapons. Upgrades to Vampire Vampire 5 1 Cost: 180 Melee Unit - Replaces Champion – Requires: Feudalism and Governor's Manor Starts with Channeling I, Channeling II, Body I, Death I, Sorcery, Vampirism Unit can use Bronze, Iron and Mithril weapons. Upgrades to Eidolon, Paladin, Vampire Lord or Brujah 11 Brujah 11/5 1 Cost: 240 Melee Unit - Replaces Berserker– Requires: Rage and Bear Totem Starts with Channeling I, Channeling II, Body I, Death I, Sorcery, Vampirism Causes Collateral Damage Unit can use Bronze, Iron and Mithril weapons. Vampire Lord 9 1 Cost: 240 Melee Unit - Replaces Immortal – Requires: Divine Essence Starts with Channeling I, Channeling II, Channeling III, Body I, Death I, Mind I, Sorcery, Summoning, Vampirism, Unit Cannot be Built, Must be upgraded from a unit of Level 12+ Unit can use Bronze, Iron and Mithril weapons. Resurrected in the civilization's Capital if killed Unique Buildings Breeding Pit Cost: 100 Stores +20% +2 +1 after Growth Governor's Manor Cost: 120 Replaces Courthouse – Requires: Code of Laws -10 to Crime Rate, -20+% Maintenance, -25% War Provides +1 per Unhappy population +1 with Social Order, Required to train Vampires Double production speed with Organized leaders 12 Leaders Alexis Flauros Alignment: Evil Alignment: Evil Traits: Traits: Philosophical Financial +100% Birth Rate Double Production Speed of Elder Council, Library. Aggressive Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard, Stable. Favorite Civic: Aristocracy Favorite Wonder: Soul Forge +1 on plots with 2 Double Production Speed of Market, Money Changer. Organized -50% Civic Upkep Double Production Speed of Governor's Manor, Lighthouse. Favorite Civic: Fend for Themselves Favorite Wonder: Pillar of Chains 13 Clan of Embers Are the numberless orcs of Erebus shunned because of their viciousness and cruelty, or are they cruel and vicious because they are shunned? A riddle which troubles sages and priests, perhaps, but battlefield commanders have little time for such thoughts when the Clan of Embers is upon them. Quick and harsh like the fallen goddess they serve, orcs and goblins have menaced civilizations since the end of the Age of Magic. In the Age of Rebirth, however, they pose a more dire threat as uncontrolled hordes have been shaped into one mighty clan under Jonas the War-Priest. Sheelba, their queen, brings the advances of civilization but none of its civility. Unique Features: Theme: Barbaric Orcs Hero Rantine 4 • All units begin with Orcish Promotion (+10% Jungle Strength, +25% resistance to Fire damage) • Orc Adepts does not require a building • Goblins defeating wolves upgrade to Wolf Riders for free Cannot build: Alchemy Lab, Library, Mage Guild, Stables World Spell: For the Horde 50% of the barbarian orc units convert to the Players control. – Requires: Bronze Working 1 Cost: 180 +25% vs. Melee Units Starts with Hero, Orcish Unit can use Bronze, Iron and Mithril Weapons. Rantine is a powerful early weapon against enemies of the Clan of Embers, and a great tool against their allies, with his ability to convert barbarian cities if he is the strongest unit in it. Starting Mana: Body, Fire, Nature Unique Units Goblin 2 1 Cost: 15 Recon Unit - Replaces Scout Can See Hidden Animals, Better Results from Tribal Villages +50% vs. Animals, Starts with Orcish Upgrades to Wolf Rider Wolf Rider 4 3 Cost: 60 Mounted Unit - Replaces Horseman – Requires: Horseback Riding Doesn't receive Defensive Bonuses, Can Withdraw from Combat (10% Chance) +40% vs. Archery Units, Starts with Orcish, no resource requirements Upgrades to Chariot Ogre 8 3 Cost: 150 Melee Unit - Replaces Horse Archer – Requires: Stirrups Starts with Orcish Upgrades to Ogre Warchief or Stoneskin Ogre Ogre Warchief 13/11 3 Cost: 300 - National Unit ( 3 allowed ) Melee Unit - Replaces Knight – Requires: Armored Cavalry and Hippodrome Starts with Orcish 14 Stoneskin Ogre 13/17 3 Cost: 300 - National Unit ( 3 allowed ) Melee Unit - Replaces War Elephant – Requires: Domesticate Elephant and Large Animal Stable +50% vs. Mounted Units Starts with Orcish, Stoneskin Leaders Jonas Endain Sheelba Alignment: Evil Alignment: Evil Traits: Traits: Spiritual Aggressive No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple. Expansive +2 /City No upkeep costs for Compassion, Double Production Speed of Granary, Harbor. Barbarian -10% Leader starts at peace with Barbarians. Favorite Civic: Conquest Favorite Wonder: The Dragon's Hoard Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard, Stable. Organized -50% Civic Upkep Double Production Speed of Courthouse, Lighthouse. Barbarian -10% Leader starts at peace with Barbarians. Favorite Civic: Apprenticeship Favorite Wonder: The Dragon's Hoard 15 Doviello Hero The greatest shock to those who study the Doviello is this—that they are indeed human. This is a tribe so savage and feral that most sane people assume them to be monsters; alas such barbarism is indeed rooted in the deepest reaches of the human soul. The unending winter of the Age of Ice winnowed away compassion and trust from the Doviello, stripped them bare of everything but will and strength. Charadon leads them like a wolf pack, constantly in search of the easiest and weakest prey. Even orcs and beasts fear the alpha wolf of the Doviello. Mahala is subtler, but no less dangerous for her tendency to strike quick and vanish back into the snowy night. Unique Features: Theme: Chaotic Barbarian Men The War Machine – Requires: Machinery, Siege Workship • Many units do not require prerequisite buildings, but are more expensive • Start with two additional Beastmen • Battlemaster can upgrade Axemen to Battlemasters outside of cities • Bison Rider (Knight replacment) do not require resources Cannot build: Mage Guild, Alchemy Lab, Archery Range, Bowyer, Training Yard, Machinist shop, nor Library buildings, or Arquebus or Cannon units 19 3 Cost: 240 Doesn't receive defensive bonuses. Can withdraw from combat (25% chance) +50% vs Mounted units. Starts with Hero World Spell: Wild Hunt Creates a wolf unit for every combat unit the player controls, the wolfes strength is based on the matching combat units strength. Starting Mana: Body, Chaos, Earth Unique Units Beastman 3 1 Cost: 25 Melee Unit - Replaces Warrior +20% City Attack, +25% City Defense Unit can use Bronze and Iron weapons. Upgrades to Axeman or Javelin Thrower Javelin Thrower 4 1 Cost: 90 Archery Unit - Replaces Archer – Requires: Archery +1 First Strike +25% City Defense, +25% Hill Defense Upgrades to Longbowman or Crossbowman Battlemaster 6 1 Cost: 150 Melee Unit - Replaces Champion – Requires: Iron Working +50% Tundra Attack and Defense Unit can use Bronze, Iron or Mithril weapons. Axemen in same stack as the Battlemaster can upgrade to Battlemasters. Upgrades to Eidolon, Paladin, Berserker, Immortal, or Phalanx 16 Bison Rider 12 2 Cost: 240 Mounted Unit - Replaces Knight – Requires: Armored Cavalry and Hippodrome Doesn't receive Defensive Bonuses, Can Withdraw from Combat (35% Chance) No resource Requirement Unit can use Bronze, Iron or Mithril weapons. Leaders Charadon Mahala Alignment: Evil Alignment: Evil Traits: Traits: Aggressive Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard, Stable. Barbarian -10% Leader starts at peace with Barbarians. Favorite Civic: Apprenticeship Favorite Wonder: Crown of Akharien Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat. +100% Gold from Pillaging Ingenuity +50 Starting Gold -50% to upgrade costs. Favorite Civic: Aristocracy Favorite Wonder: Crown of Akharien 17 Elohim Hero The Elohim are the heirs to an honored and selfless legacy. Throughout the ages they have guarded sacred shrines, given comfort to the broken, and brokered peace between deadly rivals. The role the Elohim have chosen earns them the adoration of the humble man, but rulers often resent their meddling and seek the mysteries they guard. Though he prizes peace above all, Einion Logos will not let his followers be slaughtered like lambs. And though she is willing to sacrifice all, Ethne the White will not stand by as their good works are undone by the growing evil that sees kindness as vulnerability. Unique Features: Theme: Spiritual Monks Cannot build: No restrictions Corlindale 0 2 – Requires: Fanaticism Cost: 300 Starts with Channeling I, Channeling II, Channeling III, Earth I, Hero, Sorcery, Mind I, Spirit I World Spell: Sanctuary Kicks all non-team units out of their borders and makes all non-team Corlindale makes a superb mage, though if his units unable to enter the players lands for 30 turns. magic can't protect you, his diplomacy will. He can be sacrificed to make peace between your civ Starting Mana: Nature, Spirit, Water and all current enemies, pushing their troops outside your borders. Unique Units Devout 5 2 Cost: 120 Recon Unit - Replaces Assassin – Requires: Poisons, and Hunting Lodge Can See Hidden Animals, Can Explore Rival Territory -50% City Strength Starts with Channeling I, Life I Monk 6 2 Cost: 120 Disciple Unit - Requires: Priesthood Starts with Demon Slaying I, Medic I Unique Buildings Reliquary Cost: 100 +2 +1 +1 Requires: Soul Debt Free Spirit Guide Promotion for Units trained in this city. City more likely to generate Great Prophet Chancel of Guardian Cost: 120 Requires: Priesthood 20% Chance of bestowing the Defensive promotion on any unit trained in the city. 25% Defense (Except vs. Gunpowder-based Units) 18 Unique Rituals Hallowing of the Elohim Cost: 600 Requires: Way of the Wise Decreases the Armageddon Counter a small amount. Leaders Ethne the White Einon Logos Alignment: Good Alignment: Good Traits: Traits: Creative Philosophical +2 /City Double Production Speed of Carnival, Obelisk. Defender Free promotion(Homeland) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units Double Production Speed of Archery Range, Walls. Favorite Civic: Liberty Favorite Wonder: Shrine of Sirona +100% Birth Rate Double Production Speed of Elder Council, Library. Defender Free promotion(Homeland) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units Double Production Speed of Archery Range, Walls. Favorite Civic: Pacifism Favorite Wonder: Temple of Temporance 19 Grigori Hero Agares the angel of hope fell from heaven for lust of power. Cassiel, leader of the Grigori, fell from contempt of it. The races of Erebus are divine enough to choose their own fate, and any intervention in it by the so-called gods is too much for him. In his lands he shelters refugees from the ideological wars that mark the Age of Rebirth, as well the Luonnotar, a reclusive sect strangely immune to the powers of sorcerer and shaman alike. Cassiel has wagered more than mortals could dream of on his stand for human determinism, and so neither force nor persuasion will bring him to side fully with the agenda of any god or religion. Will his followers have the courage to defend this new vision for Erebus? Adventurer 0 1 Cost: 0 Starts with Hero An Adventurer is a hero unit that can be upgraded to any of the Melee, Archer, Mounted, Recon, or Adept units the owning civilization can build. Unique Features: Theme: Forsaker of the Gods • Agnostic trait prevents adoption of any state religion • Palace, Grigori Tavern, and Adventurers guild all generate “Great Adventurer” points. Great Adventurers are units generated with Great People Points which can be upgraded to any buildable unit and begin with the “Hero” promotion. • Luonnotar (Inquisitor replacement) starts with Magic Immune and can be sacrificed instead of Great Prophets to build the Altar of Luonnotar. Cannot build: Any temples or any disciple units. World Spell: Ardor Resets the players Great People counter Starting Mana: Enchantment, Spirit, Water Unique Units Grigori Medic 4 1 Cost: 180 Melee Unit - Requires: Medicine, and Infirmary Starts with Divine, Life II, Medic I Unit can use Bronze, Iron and Mithril weapons. Dragon Slayer 6 1 Cost: 120 Melee Unit - Replaces Champion – Requires: Iron Working, and Training Yard Starts with Courage, Dragon Slaying Unit can use Bronze, Iron and Mithril weapons. Upgrades to Eidolon, Paladin, Berserker, Immortal or Phalanx Luonnotar 10 1 Cost: 240 - National Unit ( 3 allowed ) Disciple Unit - Replaces Inquisitor – Requires: Strength of Will +50% vs. Disciple Units Starts with Command, Magic Immune, Medic I Unit Cannot be Built, Must be upgraded from a unit at level 6+ 20 Unique Buildings Grigori Tavern Cost: 250 +1 Requires: Mercantalism +5 to Crime Rate, 10% Maintenance, +1 Trade Route, +25% Trade Route Yield +1 with Consumption City more likely to generate Adventurer Adventurers Guild Cost: 120 +2 Requires: Currency 25% Birth Rate City more likely to generate Adventurer 21 Leaders Cassiel Alignment: Neutral Traits: Philosophical +100% Birth Rate Double Production Speed of Elder Council, Library. Industrious +50% Wonder Production Double Production Speed of Forge. Agnostic Leader cannot adopt a state religion Reduces the chance religions will spread to the leaders cities Adaptive Allows the player to pick the trait of their choice. Favorite Civic: Pacifism Favorite Wonder: Hall of Kings 22 Hippus Hero How do you survive when all you have is tradition? How do you feed your tribe if honor is all you posses? The enterprising Rhoanna found a solution. Rather than spend their martial prowess in fruitless raids against each other, their vigor is sold to the highest bidder. The Hippus have become the most famous mercenaries. Led by Tasunke in the field and Rhoanna at the bargaining table, these horse-bound warriors will turn on old friends as soon as their contract is finished if their new allies demand it. Other leaders wonder if the Hippus truly have no agenda beyond wealth, the clank of coins paid for a battle waged. The Hippus clans know their survival is assured so long as every rival sees them as a potential asset. Unique Features: Theme: Horse-borne Mercenaries Magnadine – Requires: Warhorses, Horses or Nightmare 11 • Free horses from Palace • Unique stable gives all mounted units extra movement and withdrawal (+1 Move, +10% Withdrawal) • Knights can cast “Dance of Blades” spell • Mercenaries are mounted units Cannot build: Any temples or any disciple units. World Spell: Warcry Grants all combat units +1 strength, blitz, +1 movement and has a 5% chance per turn of wearing off 4 Cost: 360 Doesn't receive defensive bonuses Can withdraw from combat (50% chance) Starts with Commando, Courage, Hero Unit can use Bronze, Iron and Mithril weapons. A Superlative mounted unit, Magnadine can also recruit mercenary units to clean up behind him as he pushes deep into enemy territory or harries an assaulting force. Magnadine also converts any living barbarian units he conquers to his cause. Starting Mana: Air, Nature Unique Units Mounted Mercenary 5 3 Mounted Unit - Replaces Mercenary Can Expand Guild of the Nine Can Withdraw from Combat (+20% Chance) Can use Bronze, Iron and Mithril weapons. Death won't cause War Unique Buildings Hippus Stable Cost: 100 Replaces Stable – Requires: Horseback Riding Free Horselord Promotion (+1 Move, +10% Withdrawal) for Mounted units produced in this city Double production speed for Aggressive leaders 23 Leaders Tasunke Rhoanna Alignment: Neutral Alignment: Neutral Traits: Traits: Aggressive Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard, Stable. Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat. Expansive +2 /City No upkeep costs for Compassion, Double Production Speed of Granary, Harbor. Financial +1 on plots with 2 Double Production Speed of Market, Money Changer. Favorite Civic: Consumption Favorite Wonder: Ride of the Nine Kings +100% Gold from Pillaging Favorite Civic: Guilds Favorite Wonder: Ride of the Nine Kings 24 Illians Hero These are the remnants of those served the despot god Mulcarn in the previous Age. The fearsome supernatural winter of the Age of Ice shaped this society, but the void left when Mulcarn was slain by Kylorin left them broken and disparaged. The wandering Auric Ulvin heard their whispers, and now leads the Illians in search of their lost glory. Will the Age of Rebirth be proven an aberration as history repeats itself? Wilboman – Requires: Iron Working World Spell: None 7 Starting Mana: Chaos, Enchantment, Water 1 Cost: 360 Cannot enter Desert +25% Tundra Attack and Defense +25% Ice Attack and Defense Starts with Hero. Immune to Cold, Sentry, Vulnerable to Fire Unit can use Bronze, Iron and Mithril weapons. Unique Units Javelin Thrower 4 1 Cost: 90 Replaces Archer – Requires: Archery +1 First Strike +25% City Defense, +25% Hill Defense 25 Leaders Auric Ulvin Alignment: Evil Traits: Spiritual No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple. Charismatic +1 /City -25% XP Needed for promotions. Favorite Civic: Foreign Trade Favorite Wonder: Bone Palace 26 Infernals Hero Hell’s fury may not match a scorned maiden, but its greed and lust is unmatched. Finding some souls too strong or pure to be lured to hell, Agares’ disciples brought hell to Erebus. And so were the Infernals released, demons hungry for destruction led by the fearsome Hyborem. Slowly their influence spreads, corrupting the land and its inhabitants. If the people of Erebus fall prey to their darker side and fuel the Infernals power, the entire world will burn and Agares’ hell will hold sway over all creation. Unique Features: Theme: Demons Hyborem 7 (+2 Unholy Combat) 2 • A player cannot start the game as the Infernals, instead the first +5 to Armageddon Counter civilization to research Infernal Pact invites them into the world. Starts with Demon, Gela, Hero, Loyalty • Free Iron from Palace Sentry I, Sentry II, Iron Weapons • Most units start with demon promotion, which gives bonuses when on hell terrain. Unit can use Bronze, Iron and Mithril • Turn the terrain around their cities to “Hell”, alternate versions weapons. of terrain. Deserts will become burning sands, which may catch fire, preventing certain units from entering Hyborems Gela provides +2 Unholy combat, and • Some units start with Stigmata promotion, with gives a a -25% resistance to unholy damage. strength bonus equal to 50% of the Armageddon Counter. • All cities start with Ashen Veil religion • If Hyborem is killed, all traits are lost, except Fallow • Fallow trait means food has no effect on city growth • Gain free “mane” units when an “evil” unit dies, anywhere in the world (evil units are those with Ashen Veil or Octopus Overlords religion, death or entropy promotions, or citizens lost in cities of evil empires). Manes can be added to cities to increase population, sacrificed for production, or upgraded to any buildible unit. Cannot build: Granary, Smokehouse World Spell: Hyborem's Whisper Allows Hyborem to take control of a city with the Ashen Veil religion Starting Mana: Entropy, Fire 27 Unique Units Manes 2 1 Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (80% Chance) Starts with Demon Imp 3 (+1 Unholy) 1 Cost: 90 Arcane Unit - Replaces Adept –Requires: Knowledge of Ether Can build Mana Nodes. Starts with Channeling I, Demon, Resist Fire Unit starts with +1 Free Promotion. Upgrades to Conjurer or Mage Sect of Flies 4 (+2 Unholy) 1 Cost: 120 Melee Unit - Replaces Champion – Requires: Iron Working, and Training Yard +25% vs. Melee, Starts with Demon Unit can use Bronze, Iron and Mithril weapons. Upgrades to Eidolon or Paladin Balor 7/3 (+4 Unholy) 1 Cost: 240 - National Unit ( 3 allowed ) Melee - Replaces Berserker – Requires: Rage and Bear Totem Starts with Demon, Resist Fire, Stigmata Unit can use Bronze, Iron and Mithril weapons. Death Knight 8/6 (+2 Unholy +2 Death) 3 - National Unit ( 3 allowed ) Cost: 240 Mounted Unit - Replaces Knight – Requires: Armored Cavalry, Hippodrome, and Horse or Nightmare Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (35% Chance) Starts with Channeling I, Channeling II, Death I, Sorcery, Undead Unit can use Bronze, Iron and Mithril weapons. 28 Leaders Hyborem Alignment: Evil Traits: Expansive +2 /City No upkeep costs for Compassion, Double Production Speed of Granary, Harbor. Barbarian -10% Leader starts at peace with Barbarians. Summoner +2 duration to summoned units Fallow Cities won't change population due to food Favorite Civic: Apprenticeship Favorite Wonder: Infernal Grimoire 29 Khazad Hero Sturdy dwarves, the Khazad have finally stepped out to embrace their destiny as one of Erebus’ powers. Tradition holds them in a firm grip, but ambition draws them away from their underground homes. Steadfast in battle, in faith, and in friendship, they build their empire slowly but give not an inch in trade nor warfare. Arturus Throne and Kandros Fir bear each other an old grudge, but an older debt, and while neither would ask help, each would gladly die for the other. Special Note: The Khazad take pride in their treasury, in fact the productivity of the nation is controlled by how much gold they have stored. Rich players will be the most productive empire on Erebus, poor players will be battling unhappiness. Unique Features: Theme: Dwarves Maros – Requires: Iron Working 6/12 1 Cost: 180 +50% City Defense Starts with Dwarven, Hero Unit can use Bronze, Iron and Mithril weapons. • Free Gold Resource from palace • Dwarven adepts can cast repair if given enchantment promotion (heals golems, siege, & ships) • Units begin with “Dwarven” Promotion, giving Double Movement on hills and +25% resistance to poison. • Gain substantial bonuses or penalties (to production, happiness, and GPP) depending on how much gold per city they have at the moment. (Total gold on hand, divided by number of cities.) • 0-49 Empty +2 • 50-99 Low +1 • 100-149 Normal • 150-199 Stocked +1 • 200-299 Abundant +2 , +10% • 300-499 Full +2 , +25% • 500+ Overflowing +3 ,+40% +40% • Stronger Siege weapons Cannot build: Any arcane units beyond adepts; Longbowmen, Rangers, Marksmen, Elephants units World Spell: Motherlode Gives the player 10gp per mine they control Starting Mana: Earth, Law 30 Unique Units Trebuchet 6/4 1 Cost: 90 Siege Unit - Replaces Catapult – Requires: Construction, and Siege Workshop Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (80% Chance) Causes Collateral Damage, Maxium 75% Damage to Enemy on Attack Can bombard city defenses (-25% /Turn) Upgrades to Dwarven Cannon Dwarven Cannon 10/7 1 Cost: 180 Siege Unit - Replaces Cannon –Requires: Blasting Powder, Gunpowder, Siege Workshop Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (25% Chance) Causes Collateral Damage, Maxium 75% Damage to Enemy on Attack Can bombard city defenses (-30% /Turn) Myconid 14 2 Cost: 240 - National Unit ( 3 allowed ) Recon Unit - Replaces Bearmaster – Requires: Animal Mastery, and Grove Can see Hidden Animals, Better Results from Tribal Villages -20% City Attack Boar Rider 6/5 3 Cost: 120 Mounted Unit - Replaces Horseman – Requires: Stirrups, Archery, and Pigs +1 First Strike Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (35% Chance) Starts with Dwarven Upgrades to Chariot Dwarven Hornguard 12/10 1 Cost: 240 - National Unit ( 3 allowed ) Mounted Unit - Replaces Knight – Requires: Armored Cavalry, and Hippodrome Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (35% Chance) Starts with Dwarven Unit can use Bronze, Iron and Mithril weapons. Dwarven Shadow 13 (+2 Poison) 1 Cost: 240 - National Unit ( 3 allowed ) Recon Unit - Replaces Shadow – Requires: Guilds, and Council of Esus Can see Hidden Animals, Can Explore Rival Territory, Helps Thwart Rival Spies +1 First Strike, Immune to First Strikes, Causes Collateral Damage, -25% City Strength Starts with Dwarven, Invisible, Marksman Dwarven Druid 8 2 Cost: 240 - National Unit ( 3 allowed ) Recon Unit - Replaces Druid – Requires: Commune with Nature, and Grove Cargo Space 1(Carries Birds), Can Move through Impassable Terrain, Better results from Tribal Villages, -20% City Attack, +50% vs. Animals, Starts with Channeling I, Channeling II, Channeling III, Divine, Dwarven, Earth I, Medic I, Sorcery, Subdue Animal, Summoning +1 Affinity for Earth Mana 31 Leaders Kandros Fir Arturus Thorne Alignment: Neutral Alignment: Neutral Traits: Traits: Aggressive Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard, Stable. Financial +1 on plots with 2 Double Production Speed of Market, Money Changer. Organized -50% Civic Upkep Double Production Speed of Courthouse, Lighthouse. Industrious +50% Wonder Production Double Production Speed of Forge. Favorite Civic: Nationhood Favorite Wonder: Caminus Aureus Ingenuity +50 Starting Gold -50% to upgrade costs. Favorite Civic: Consumption Favorite Wonder: Caminus Aureus 32 Kuriotates Hero Cardith Lorda is a mysterious young boy with a supernatural wisdom and unmatched charisma. His dreams of building a peace and prosperity that can stand the assault of time and calamities draw men and women of all races to his teeming cities, marvels which put even the halls of the Bannor to shame. Will their unity be enough of a shield as the Kuriotates create a lasting haven, or will the savagery of their foes require ferocity in return? Special Note: The Kuriotates can only build 3 true cities. These super cities can work all plots within 3 tiles of the city instead of the nromal 2. All other cities in the Kuriotate empire are only Settlements which have no production, or cost any maintenance. Eurabatres the Gold Dragon – Requires: Divine Essence 23 Unique Features: Theme: Child King leads Cities of outcasts • Sprawling Trait (Limited number of cities [2/2/3/3/4/5 for dual,tiny,small,standard,large, huge map sizes], each of which can work 3rd ring of tiles. Cities built after the limit will be settlements, which cannot build or collect commerce. Cannot build: No Restrictions World Spell: Legends Gives a huge culture boost to all the players cities and settlements 3 Cost: 360 Can move through impassable terrain 1 First Strike Doesn't receive defensive bonuses Ignores Terrain Movement costs Starts with Dragon, Sentry, Magic Immune C'mon, it's a dragon! Build him already, Eurabatres strength is unmatched. Starting Mana: Spirit, Sun, Water Unique Units Centaur 4 3 Cost: 60 Mounted Unit - Replaces Horseman – Requires: Horseback Riding +40% vs. Archery Units, Can withdraw from combat ( 25% Chance ) Has the Sprint Ability, adds the Hasted (+1 Movement, 100% chance of wearing off) and Fatigued (-10% Str, 50% chance of wearing off) Promotions. Can not use while Fatigued. Upgrades to Chariot or Horse Archer Unique Buildings Tailor Cost: 140 Requires: Crafting +5% with Dyes, +5% +1 with Silk, +5% with Cotton from Dyes, Silk, Cotton Jewelry Cost: 120 Requires: Smelting +5% with Gems, +5% +1 with Gold, +5% with Pearls from Gems, Gold, Pearls 33 Leaders Cardith Lorda Alignment: Good Traits: Philosophical +100% Birth Rate Double Production Speed of Elder Council, Library. Expansive +2 /City No upkeep costs for Compassion, Double Production Speed of Granary, Harbor. Sprawling Acities are allowed to work the 3rd plot ring instead of just the first two Player has a limited number of cities (amount determined by mapsize) Adaptive Allows the player to pick the trait of their choice. Favorite Civic: Apprenticeship Favorite Wonder: Crown of Akharien 34 Lanun Heroes The oceans and seas of Erebus are home to the Lanun, an untamable people as comfortable on deck as on land. Every captain is a nation unto himself, and the two most powerful are Falamar and Hannah the Irin. Falamar is as dauntless as the waves, with an allure that draws in women from any port, while Hannah is as fickle as the wind, and a tempest when crossed. They are unrivaled on the waves, but as the conflicts of Erebus draws them in they will be forced to fight on battlegrounds of every type, and must stand firm or be buried in the sands of time. Guybrush Threepwood Unique Features: Theme: Pirates • Farms give -1 food • All sea tiles give +1 food • +1 moves to naval units • Only civ that can see Pearl happiness resource • Pirates gain gold when defeating other units • Boarding Party (Champion replacement) can attack naval units and will capture boats upon victory. • Hero can sing (but not well) • Bonus to diplomacy with female leaders, Falamar only • Workers can build “Pirate Coves” which turn land into water and allow ships extra defense and healing. – Requires: Iron Working 7 1 Cost: 360 Starts Boarding, Hero Unit can use Bronze, Iron and Mithril weapons. Guybrush has the boarding party ability to take control of defeated ships. Plus he can sing! Cannot build: No Restrictions World Spell: Raging Seas Acts as a Tsunami for the entire world, but it won't damage Lanun ships or improvements The Black Wind – Requires: Optics Starting Mana: Air, Chaos, Water 7 4 Cost: 300 Cargo Space: 2 Can withdraw from combat (20% chance) Starts with Hero, Hidden Nationality Combat Victories produce +10 gold. Unique Units Pirate 5 4 Cost: 100 Naval Unit - Replaces Privateer – Requires: Optics, and Bronze or Iron or Mithril Cargo Space: 1 Can withdraw from combat (20% chance) Starts with Hidden Nationality Combat Victories produce +10 gold. Boarding Party 5 1 Cost: 120 Melee Unit - Replaces Champion – Requires: Iron Working, and Harbor Starts with Boarding Unit can use Bronze, Iron and Mithril weapons. Upgrades to Eidolon, Paladin, Berserker, Immortal or Phalanx 35 War Tortoise 11/19 1 Cost: 240 Mounted Unit - Replaces War Elephant – Requires: Domesticate Elephants, Large Animal Stable Doesn't receive Defensive Bonuses. +50% vs. Mounted units. Starts with Water Walking. Leaders Falamar Hannah the Irin Alignment: Neutral Alignment: Neutral Traits: Traits: Expansive Financial +2 /City No upkeep costs for Compassion, Double Production Speed of Granary, Harbor. Charismatic +1 /City -25% XP Needed for promotions. Favorite Civic: Caste System Favorite Wonder: The Great Lighthouse +1 on plots with 2 Double Production Speed of Market, Money Changer. Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat. +100% Gold from Pillaging Favorite Civic: Foreign Trade Favorite Wonder: The Great Lighthouse 36 Ljosalfar Hero Once the summer court spent its days in song and harmony with nature, but those days are long past. The death of their god set off a bloody civil war which was only stopped because the frozen world made travel impossible. Now that the Age of Ice is ended the surviving Ljosalfar are banding back together and the civil war can begin anew. Unique Features: Theme: Nature Elves • Workers can build improvements in forests to retain forest bonus to production. (Includes Fellowship of Leaves specific terrain ancient forests, as well.) • Units begin with Elven promotion, giving increased movement and defense in forests • Free Dexterous Promotion (+1 Atk Str) for Archery units from Ljosalfar Archery Range. Cannot build: Lumber Mills, Seige Weapons, Bear Totem, Machinists Gilden Silveric 5/6 1 – Requires: Archery Cost: 120 +1 First Strike +25% Hill Defense +25% City Defense Starts with Dexterous, Elven, Hero Shop, Alchemy Lab, Chariots, Arquebus, Berserker World Spell: March of the Trees All forests in the players empire turn into Treants for 5 turns, when the Treants die they return to forests in the plot (if it can support a forest) Starting Mana: Air, Life, Nature Unique Units Fyrdwell 6 3 Cost: 120 Mounted Unit - Replaces Horsearcher – Requires: Stirrups, Archery and Deer +1 First Strike, Immune to First Strikes Doesn't Receive Defensive Bonuses, Can withdraw from combat (35% Chance) Starts with Elven Upgrades to Knight Flurry 12 2 Cost: 240 - National Unit ( 3 allowed ) Archery Unit - Replaces Crossbowman – Requires: Machinery, and Bowyer +1 First Strike, Starts with Blitz Unit can use Bronze and Iron weapons. 37 Unique Buildings Ljosalfar Archery Range Cost: 100 Replaces Archery Range – Requires: Archery Free Dexterous Promotion (+1 Atk Str) for Archery units produced in this city 5% Defense (except versus Gunpowder units) Double production speed for Defender leaders Leaders Arendel Phaedra Thessa Alignment: Good Alignment: Neutral Traits: Traits: Creative Expansive +2 /City No upkeep costs for Compassion, Double Production Speed of Granary, Harbor. +2 /City Double Production Speed of Carnival, Obelisk. Spiritual No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple. Favorite Civic: Aristocracy Favorite Wonder: Temple of Temporance Arcane Free promotion(Arcane) - Arcane units Double Production Speed of Mage Guild Favorite Civic: Scholarship Favorite Wonder: Catacomb Libralus 38 Amelanchier Alignment: Neutral Traits: Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat. +100% Gold from Pillaging Defender Free promotion(Homeland) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units Double Production Speed of Archery Range, Walls. Favorite Civic: Nationhood Favorite Wonder: Tower of Eyes 39 Hero Luchuirp The cities of the Luchuirp are beautiful to behold. Enchanted lifts carry people throughout the city and powerful golems serve and guard the dwarves. Although most golems are unable to learn Barnaxus is an oddity even among the Luchuirp. Able to learn, and pass what he learns along to the rest of the Luchuirps golem army, no civilization is as influenced by one unit as the Luchuirp is by Barnaxus. Unique Features: Theme: Dwarven Tinkers • Dwarven adepts can cast repair if given enchantment Barnarux – Requires: Construction 5 1 Cost: 180 promotion (heals golems, siege, & ships) Starts with Golem, Pieces of Barnarux • Mud golem replaces workers, (work faster, not built with food) Unit can use Bronze, Iron and Mithril • ALL golems given “Empower” (+ 10% str) promotions as weapons. Barnaxus the hero gains combat promotions. Cannot build: Normal Melee Units beyond warriors, Archery Units The first “living” golem, Barnarux is able to change beyond slingers (archer equivalent), Rangers, Horse Archers, and adapt to his environmnt. Even more amazing, Beastmaster, Marksman, War Elephant he is able to share this knowledge with all of the golems in his empire. The game effect of this is World Spell: Gifts of Nantosuelta that if Barnarux has the Combat I-V promotions, Creates a Golden Hammer equipment in each of the players cities all golems in his empire will gain the Empower equivalent (+10% str per lvl). ( Golden Hammers can be picked up by a unit to boost his strength, used to finish a building, or given to a citizen to create a great engineer specialist ) Starting Mana: Earth, Enchantment, Life Unique Units Mud Golem 0/2 2 Cost: 100 Replaces Worker Can do everything a worker can. Starts with Golem Wood Golem 6 1 Cost: 90 Replaces Worker – Requires: Construction, and Sculptor's Studio Starts with Golem, Vulnerable to Fire Cannot upgrade to this Unit Type Iron Golem 6 1 Cost: 180 Replaces Champion – Requires: Iron Working, and Iron or Mithril Starts with Golem Cannot upgrade to this Unit Type 40 Clockwork Golem 15/9 1 Cost: 360 - National Unit ( 3 allowed ) Replaces Berserker – Requires: Machinery, and Machinists Shop Starts with Golem Causes Collateral Damage Cannot upgrade to this Unit Type Bone Golem 13 1 Cost: 360 - National Unit ( 3 allowed ) Replaces Immortal – Requires: Divine Essense, and Ivory Starts with Cannibalize, Golem Cannot upgrade to this Unit Type Resurected in the civilization's capital if killed Nullstone Golem 13 1 Cost: 240 - National Unit ( 3 allowed ) Replaces Phalanx – Requires: Mithril Weapons, and Weaponsmith Starts with Golem, Magic Immune Cannot upgrade to this Unit Type Builds +25% faster with access to Marble Gargoyle 6 1 Cost: 180 Replaces Longbowman – Requires: Engineering, and Sculptor's Studio +25% City Defense, Starts with Defensive, Golem Cannot upgrade to this Unit Type Builds +25% faster with access to Marble Boar Rider 6/5 3 Cost: 120 Mounted Unit - Replaces Horseman – Requires: Stirrups, Archery, and Pigs +1 First Strike Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (35% Chance) Starts with Dwarven Upgrades to Chariot Dwarven Hornguard 12/10 1 Cost: 240 - National Unit ( 3 allowed ) Mounted Unit - Replaces Knight – Requires: Armored Cavalry, and Hippodrome Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (35% Chance) Starts with Dwarven Unit can use Bronze, Iron and Mithril weapons. Dwarven Shadow 13 (+2 Poison) 1 Cost: 240 - National Unit ( 3 allowed ) Recon Unit - Replaces Shadow – Requires: Guilds, and Council of Esus Can see Hidden Animals, Can Explore Rival Territory, Helps Thwart Rival Spies +1 First Strike, Immune to First Strikes, Causes Collateral Damage, -25% City Strength Starts with Dwarven, Invisible, Marksman Dwarven Druid 8 2 Cost: 240 - National Unit ( 3 allowed ) Recon Unit - Replaces Druid – Requires: Commune with Nature, and Grove Cargo Space 1(Carries Birds), Can Move through Impassable Terrain, Better results from Tribal Villages, -20% City Attack, +50% vs. Animals, Starts with Channeling I, Channeling II, Channeling III, Divine, Dwarven, Earth I, Medic I, Sorcery, Subdue Animal, Summoning +1 Affinity for Earth Mana 41 Unique Buildings Sculptor's Studio Cost: 90 +1 Replaces Training Yard – Requires: Bronze Working +1 with Nationhood Required to build Heroic Epic Blasting Workshop Cost: 120 Requires: Elementalism, and Fire Mana Grants all golems produced in the city the ability to cast Fireball Gridlines Cost: 180 Requires: Divination Grants all golems produced in the city the City Garrison promotion. 42 Leaders Garrim Gyr Beeri Bawl Alignment: Good Alignment: Good Traits: Traits: Financial Spiritual +1 on plots with 2 Double Production Speed of Market, Money Changer. Defender Free promotion(Homeland) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units Double Production Speed of Archery Range, Walls. No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple. Organized -50% Civic Upkep Double Production Speed of Courthouse, Lighthouse. Favorite Civic: Guilds Favorite Wonder: Form of the Titan Favorite Civic: Mercantilism Favorite Wonder: Guild of Hammers 43 Hero Malakim The Malakim were a simple tribe of desert nomads until Varn Gosam found them. A Svartalfar who had been changed by contact with the sun god Lugus, he in turn changed their society profoundly. The Malakim will abide no darkness to dwell amongst them, and thieves and spies find it impossible to sneak through a Malakim city unnoticed. Their piety earns them foresight and prowess in their native sands, but will their unwavering principles earn them more enmity than they can survive? Teutrix – Requires: Blasting Powder, Gunpowder Unique Features: Theme: Desert people 12 • All Units start with “Nomad” promotion, giving Double Movement in Desert, +20% Desert Attack and Defense Cannot build: Assassins 1 Cost: 180 +25% Desert Attack and Defense Starts with Hero, Nomad +1 Vote in the Overcouncil World Spell: Religious Fervor Creates a priest of the players state religion in each of the players cities with that state religion, these priests start with +1 xp for every city the player has with that religion Starting Mana: Life, Mind, Sun Unique Units Lightbringer 2 1 Cost: 60 Disciple Unit +1 First Strike, Immune to First Strikes Starts with Sentry Upgrades to Ecclesiastic, Thane of Kilmorph, Disciple of Leaves, Acolyte, Zealot, or Savant Camel Archer 6 3 Cost: 120 Mounted Unit - Replaces Horse Archer – Requires: Stirrups, Archery, and Stable +1 First Strike, Immune to First Strikes Doesn't Receive Defensive Bonuses. Can Withdraw From Combat (+35% Chance) Requires no Resources Upgrades to Knight Unique Buildings Citadel of Light Cost: 240 Requires: Sorcery, and Fire Mana Produces a Fireball if an enemy unit is within 2 tiles of it at the start of your turn. +5% Defense (except vs. Gunpowder units) 44 Leaders Varn Gosam Alignment: Good Traits: Creative +2 /City Double Production Speed of Carnival, Obelisk. Financial +1 on plots with 2 Double Production Speed of Market, Money Changer. Adaptive Allows the player to pick the trait of their choice. Favorite Civic: Overcouncil Favorite Wonder: Syliven's Perfect Lyre 45 Mercurians Hero The Mercurians will enter the game when the Mercurian Gate wonder is built. They will join the team of the builder and will declare war against any civilization that worships the Ashen Veil. Although the Mercurians do have human followers, their most powerful units are only provided when the righteous die and are reborn as Angels. Special Note: No player can begin the game as the Mercurians, instead they join the team of the player that completes the Mercurian Gate wonder and that player may choose to stay with his current civilization or switch to the controlling the Mercurians when they come into play. Unique Features: Theme: Militant Angels • Cannot begin the game as this civ (to play as Mercurians, choose another civ and build the Mercurian gate) • Free Iron from Palace • Gain free angel units when a “good” unit dies, anywhere in the world. (good units are those with Runes or Order religion or citizens lost in cities of good empires.) • Advanced units must be upgraded to from angel units • Begin the game permanently allied with the player that summoned them. • If their Hero unit, Basium, is killed, all traits are lost. • Most units have the “Angel” Promotion, which gives some damage resistance and immunity to spells that specify a living target. Cannot build: Any advanced (national) unit directly, or warriors or scouts Basium 7 (+4 Holy Combat) 2 +5 to the Armageddon Counter Starts with Angel, Hero, Iron Weapons, Loyalty, Sentry I, Sentry II World Spell: Divine Retribution Does damage to all Undead and Demonic units in the world. Starting Mana: Earth, Life Unique Units Angel 4 (+2 Holy Combat) 1 Melee Unit Starts with Angel 46 Ophanim 9/6 (+3 Holy Combat) 2 - National Unit ( 3 allowed ) Mounted Unit - Requires: Warhorses, and Horse or Nightmare Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (25% Chance) +50% vs. Archery Units, Starts with Angel, Flying Unit Cannot be Built, Must be upgraded from level +6 or higher Unit can use Bronze, Iron and Mithril weapons. Repentant Angel 12 (+4 Holy Combat) 3 - National Unit ( 3 allowed ) Mounted Unit - Requires: Armored Cavalry and Hippodrome Starts with Angel Unit Cannot be Built, Must be upgraded from level +3 or higher Unit can use Bronze, Iron and Mithril weapons. Valkyrie 6 (+3 Holy Combat) 1 - National Unit ( 3 allowed ) Melee Unit - Requires: Divine Essence Starts with Angel Unit Cannot be Built, Must be upgraded from level +9 or higher Unit can use Bronze, Iron and Mithril weapons. Resurrected in the civilization's capital if killed Angel of Death 8/6 (+3 Holy Combat) 2 - National Unit ( 3 allowed ) Recon Unit Can see Hidden Animals, Can Explore Rival Territory, Helps Thwart Rival Spies +1 First Strike, Immune to First Strikes Starts with Angel, Invisible, Marksman, Vile Touch Unit Cannot be Built, Must be upgraded from level +6 or higher 47 Leaders Basium Alignment: Good Traits: Aggressive Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard, Stable. Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat. +100% Gold from Pillaging Ingenuity +50 Starting Gold -50% to upgrade costs. Favorite Civic: Military State Favorite Wonder: Temple of Temporance 48 Hero Sheaim A new civilization in the Age of Rebirth, the Sheaim attract those exiled or running from other civilizations. They are promised power in trade for service, but few achieve it. Only the highest ranks are aware that the real goal of the Sheaim is the destruction of the world. Unique Features: Theme: Bringers of Armageddon • Planar Gate building randomly spawns outer planar creatures which will join your civilization. More units will come the higher the Armageddon Counter is. • Elegy of the Sheaim Ritual raises the Armageddon Counter each time it is built. Cannot build: Training Yard building, Melee units beyond Warrior Abashi the Black Dragon – Requires: Divine Essence 21 3 Cost: 360 1 First Strike Can move through impassable terrain. Doesn't receive defensive bonuses. Ignores terrain movement costs. Starts with Dragon, Magic Immune, Sentry World Spell: Worldbreak Does damage to all units in cities, forest fires start around the world Starting Mana: Chaos, Dimensional, Fire The Sheaim hero is able to breath fire and his roar will convert any surrounding Cult of the Dragon units to his cause. Unique Units Pyre Zombie 3 (+1 Fire) 1 Cost: 120 Melee Unit - Replaces Axeman +10% City Attack, Starts with Undead The Pyre Zombie explodes when killed, damaging all units (enemy and friendly) within a tile of the zombie. Unit can use Bronze and Iron weapons. Eater of Dreams 5 1 Cost: 240 - National Unit ( 3 allowed ) Arcane Unit - Replaces Summoner – Requires: Ethereal Call and Reagents Can build mana nodes. Starts with Channeling I, Channeling II, Channeling III, Summoning Can sacrifice population in cities to regain the ability to cast with his “Consume Souls”ability. Unit starts with +1 Free Promotion, Unit Must be upgraded from a unit at level 6+ Chaos Maurauder 4 1 Melee Unit – Spawns with Planar Gate and Carnival Starts with Demon Unit can use Bronze, Iron and Mithril weapons. Mobius Witch 4 1 Arcane Unit – Spawns with Planar Gate and Mage Guild Can build mana nodes. Starts with Channeling I, Channeling II, Sorcery 49 Succubus 4 (+2 Unholy) 2 Melee Unit – Spawns with Planar Gate and Public Baths Starts with Channeling I, Mind I, Demon Unit can use Bronze, Iron and Mithril weapons. Reveler 6 (+1 Poison) 2 Recon Unit – Spawns with Planar Gate and Gambling House Can See Stealth Can Withdraw from Combat (35% Chance) Tar Demon 2/7 (+1 Unholy) 1 Melee Unit – Spawns with Planar Gate and Temple of Veil Flat Movement Costs, Starts with Demon When killed, large enough Tar Demons will split into two smaller Tar Demons Minotaur 8/11 1 Melee Unit – Spawns with Planar Gate and Weaponsmith +25% City Defense Mantiore 13/9 3 Melee Unit – Spawns with Planar Gate and Large Animal Stable +25% Mounted Units Unique Buildings Planar Gate Cost: 300 Requires: Knowledge of the Ether Randomly spawns outer planar creatures which will join your civilization. The creatures that are spawned by a Planar Gate depends on the buildings in your city. The following building effect the chance that these creatuers will come through the gate: • Carnival – Chaos Maurauder • Mage Guild – Mobius Witch • Public Baths – Succubus • Weaponsmith – Minotaur • Large Animal Stables – Manticore • Gambling House – Revelers • Temple of Veil – Tar Demon The higher the Armageddon Counter the more likely you are to get units and the more you can have at once. Unique Rituals Elegy of the Sheaim Cost: 600 Requires: Way of the Wicked Increases the Armageddon Counter a small amount. Leaders Tebryn Arbandi Os-Gabella Alignment: Evil Alignment: Evil Traits: Traits: Spiritual Arcane Free promotion(Arcane) - Arcane units Double Production Speed of Mage Guild Summoner +2 duration to summoned units Favorite Civic: Serfdom Favorite Wonder: Prophecy of Ragnarok No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple. Summoner +2 duration to summoned units Favorite Civic: Slavery Favorite Wonder: Prophecy of Ragnarok 51 Sidar Hero The Grey are rarely seen outside their borders. Partly because they see little reason to leave their empire and partly because when they do they travel invisibly. The true strength of the Sidar is that their specialists are more talented than other civilizations. Sages provide an additional research, merchants provide an additional gold, engineers an additional hammer and bards an additional culture. To make specialists even more powerful any Sidar unit of level 6 or higher can be transformed into a Shade, which can be added to a city as a specialist of any type. Unique Features: Theme: Detached Immortals Rathus Denmora – Requires: Poisons 5 • Sage/Great Sage specialists give +1 beaker • Artist/Great Artist specialists give +1 culture • Engineer/Great Engineer specialists give +1 hammer • Merchant/Great Merchant Specialists give +1 gold • Any unit of Level 6+ can become a Shade which in turn can join the city as any Great Specialist except Great Priest. Cannot build: No Restrictions World Spell: Into the Mist All the players combat units become Hidden (aka: invisible until they attack or cast a spell) 2 Cost: 180 Can see Hidden Animals, Better results from Tribal Villages +50% vs. Melee Units Starts with Hero, Hidden, Marksman, Nether Blade, Shadow II, Sorcery Rathus starts with the Hide spell, meaning he can become Hidden again after an attack. He also got the powerful equipment Nether Blade which gives the user +2 Death str and +80% bonus vs. Heroes. Starting Mana: Body, Enchantment, Spirit Unique Units Ghost 5/3 (+2 Poison Combat) 2 Cost: 120 Recon Unit - Replaces Assassin – Requires: Poisons Can see Hidden Animals, +1 First Strike, Immune to First Strikes, -50% City Strength Starts with Hidden, Marksman, Shadow II, Sorcery Upgrades to Shadow or Marksman Shade 2 1 Units that have abtained level 6 or greater can retire as a shade. Can join a city as a Great Bard, Great Sage, Great Merchant or a Great Engineer. 52 Leaders Sandalphon Alignment: Neutral Traits: Industrious +50% Wonder Production Double Production Speed of Forge. Defender Free promotion(Homeland) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units Double Production Speed of Archery Range, Walls. Favorite Civic: Caste System Favorite Wonder: The Great Library 53 Svartalfar Hero Once the winter court danced beneath the stars but they abandoned their faith after the death of Sucellus and choose to revere Esus, the god of deception, instead. Now their midnight pranks have turned deadly and the illusions and games of former ages are used in war. Unique Features: Theme: Dark Elves • Workers can build improvements in forests to retain forest bonus to production. (Includes Fellowship of Leaves specific terrain ancient forests, as well.) • Illusionist unit (replaces conjuror) causes summons to begin with illusion racial promotion rather than any other racial promotion • Recon units begin with +1 strength if built in cities with a Svartalfar Hunting Lodge Cannot build: Lumber Mills, Seige Weapons, Bear Totem, Machinists Shop, Alchemy Lab, Chariots, Arquebus, Berserker World Spell: Veil of Night All the players combat units gain Hidden Nationality. Starting Mana: Shadow, Nature, Mind Alazkan the Assassin – Requires: Poisons 6/ 4 (+2 Poison) 2 Cost: 120 Can see Hidden Animals +1 First Strike, Immune to First Strikes -50% City Strength Starts with Elven, Hero, Marksman, Hidden Nationality Alazkan the Assassin is the strongest assassin in the game. Rivaled possible only by Rathus Denmora if he is weilding his Nether Blade. His Hidden Nationality means he can be a menace even in peacetime. Unique Units Illusionist 4 1 Cost: 120 Arcane Unit - Replaces Conjurer – Requires: Summoning Can build mana nodes. Starts with Channeling I, Channeling II, Illusionist, Summoning Must be upgraded from a unit at level 4+ Unit starts with +1 Free Promotion. Upgrades to Summoner Nyxkin 6 1 Cost: 120 Mounted Unit - Replaces Horse Archer – Requires: Stirrups, Archery, and Stable +1 First Strike, Immune to First Strikes Doesn't Receive Defensive Bonuses. Can Withdraw from Combat (+35% Chance) Starts with Elven Upgrades to Knight Flurry 12 2 Cost: 240 Archery Unit - Replaces Crossbowman – Requires: Machinery, and Bowyer National Unit (3 Allowed) +1 First Strike, Starts with Blitz Unit can use Bronze and Iron weapons. 54 Unique Buildings Svartalfar Hunting Lodge Cost: 100 Replaces Hunting Lodge – Requires: Hunting Free Sinister Promotion (+1 Atk Str) for Recon Units produced in this city +1 From Deer +1 From Fur Leaders Faeryl Viconia Alignment: Evil Traits: Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat. +100% Gold from Pillaging Arcane Free promotion(Arcane) - Arcane units Double Production Speed of Mage Guild Favorite Civic: Undercouncil Favorite Wonder: Soul Forge 55