Wiki:
Page name: Racial Doctrine Options [Exported view] [RSS]
2010-03-11 02:50:39
Last author: Duredhel
Owner: Duredhel
# of watchers: 4
Fans: 0
D20: 8
Bookmark and Share

Racial Doctrine Options






Humans





Strength in Numbers
Advantages -
+15% Attack power when your army outnumbers the enemy.
Drawbacks
-10% Attack power when your army is outnumbered
Unit must be Ravillan.
Requirements -
Ravillans as home race.
Plaza
Cost - None

Empathic
Advantages -
Reduces Morale penalties for mismatching alignments.
Drawbacks
+1 Gold Cost
Requirements -
Ravillans as home race.
Academy
Cost - 1000

Regulars
Advantages -
Halves Upkeep
Drawbacks
Doubles training cost.
+1 Training Time
Requirements -
Ravillans as home race.
Academy
Cost - 10000 Research

Forest Fighting
Advantages -
Can move at normal speed through Forest terrain
Drawbacks
Halved speed through desert terrain.
Requirements -
Plaza
Rysallean Human as home race.
Cost - None

Forest Hunting
Advantages -
Ranged attacks by this unit ignore the cover bonuses provided by forests and jungles.
Drawbacks
+1 Training Time
Requirements -
Rysallean Human as home race.
Archery Range
Cost - 3500 Research

Scout Hawks
Advantages -
Equips this unit with a few scout hawks than can reveal hidden enemies in a small area once per battle.
Drawbacks
+1 Training Time
Requirements -
Rysallean Human as home race.
Beast Pit
Cost - 5000 Research

Pillaging
Advantages -
Earns 1 Gold for every enemy killed in battle
Drawbacks
-1 Morale for Units Aligned with Nesha.
Requirements -
Training Field
Lochmorian Human as home race.
Cost - None

Raiding
Advantages -
Earns 1 Wood and Minerals for every 100 damage dealt to buildings.
Drawbacks
+1 Training Time
-1 Morale for Units Aligned with Nesha
Requirements -
Lochmorian Human as home race.
Barracks
Cost - 6000 Research

Seamen
Advantages -
Negates the penalties on fighting aboard a ship.
Drawbacks
+1 Training Time
+1 Food Cost.
Requirements -
Lochmorian Human as home race.
Tavern
Cost - 3000 Research

Code of Honor
Advantages -
+3 Morale.
+2 Attack power
+2 Defense power
Drawbacks
+1 Training Time
Unable to use Ambush Tactics, Stealth, Berserking, Rage, Dark Aura, Death Touch, Cause Fear or Spellcasting.
May Ignore orders to retreat.
Requirements -
Training Field
Xiadomian as home race.
Cost - None

Honor in Death
Advantages -
This unit cannot be taken prisoner, it will kill itself instead.
Drawbacks
+1 Training Time
Requirements -
Xiadomians as home race.
Forst
Cost - 500 Research

Monastery Training
Advantages -
+3 Attack Power
+3 Defense Power
+1 Move
Immune to Morale
Drawbacks
+2 Training Time
+1 Food Upkeep
Cannot wield weapons or armor
Must be coupled with the Unarmed Fighting Doctrine option.
Requirements -
Xiadomians as home race.
Temple
Cost - 10000 Research

Mage Eye
Advantages -
10% chance of learning any spells cast in combat.
Drawbacks
+1 Magic Upkeep
Requirements -
Plaza
Caerhamian as Home Race
Cost - None

Survivalism
Advantages -
Halves Upkeep
Drawbacks
+3 Training Time
Requirements -
Caerhamian as Home Race
Merchant Guild
Cost - 10000 Research

Slaver
Advantages -
Increases the amount of prisoners after a battle.
Drawbacks
+1 Gold Cost
+1 Gold Upkeep
Requirements -
Caerhamian or Dah'kin as Home Race
Slave Trader
Cost - 5000 Research




Dah'kin





Soul Hunter
Advantages -
+1 Magic for every enemy killed
+1 Magic when unit dies.
Drawbacks
+3 Magic Cost
Requirements -
Dah'kin as Home Race
Altar
Cost - None

Cave Fighting
Advantages -
+1 To Attack power when fighting in cave or mountain terrains.
Drawbacks
+1 Mineral Cost
Requirements -
Dah'kin as Home Race
Tavern
Cost - 2500 Research




Catfolk





Wallcrawler
Advantages -
Allows the unit to climb atop walls without any equipment at double movement cost.
Drawbacks
+1 Food Cost
Can only be used with Light infantry.
Unit must be Catfolk
Requirements -
Catfolk as Home Race
Tavern
Cost - 3000 Research

Roar
Advantages -
Gives the Unit the ability to Roar, inflicting -1 Morale to all nearby enemy units.
Drawbacks
+1 Food Cost
Unit must be Lion or Tiger Catfolk
Requirements -
Lion or Tiger Catfolk as Home Race
Training Field
Cost - None

Inspiring Roar
Advantages -
Gives the Unit the ability to Roar, inflicting -1 Morale to all nearby enemy units and +1 Morale to all nearby allies units and itself.
Drawbacks
+1 Food Cost
+1 Food Upkeep
Unit Must be Lion Catfolk
Requirements -
Lion Catfolk as Home Race.
Barracks
Cost - 4500 Research

Speed Burst
Advantages -
Gives the Unit the ability to increase its movement by 3 for one round each battle.
Drawbacks
+1 Food Cost
Requirements -
Tiger Catfolk as Home Race
Stables
Cost - 1000 Research

Tree Climbing
Advantages -
Gives the Unit the ability to climb onto trees in forest or jungle terrains in order to hide from the enemy and perform ambush tactics.
Drawbacks
+1 Training Time
Can only be used for regiments of 20 units or fewer.
Can only be used on Light Infantry
Unit must be Panther Catfolk
Requirements -
Panther Catfolk as Home Race
Training Field
Cost - None

Stealth
Advantages -
Gives the Unit the ability Hide in Forest, Jungle and Mountain territories, until they perform an attack.
Drawbacks
+1 Gold Cost
Requirements -
Tavern
Panther Catfolk as Home Race
Cost - 2500 Research

Magical Affinity
Advantages -
The Unit consumes 25% less mana to cast spells.
Drawbacks
+1 Magic Cost
+1 Magic Upkeep
Unit must be Lynx Catfolk
Requirements -
Lynx Catfolk as Home Race
Mage's Shop
Cost - None

Mana Shield
Advantages -
The Unit can divert any damage it takes to its Mana. The Mana shield deactivates once the unit runs out of Mana.
Drawbacks
+1 Magic Cost
+1 Magic Upkeep
Requirements -
Mage's Guild
Lynx Catfolk as Home Race
Cost - 7500 Research




Planetarii





Aspect of Song
Advantages -
Allows the unit to hover over obstacles for short periods of time.
+1 Movement
Drawbacks
+1 Magic Cost
+1 Magic Upkeep
Can only be used with Light infantry.
Unit must be Eolan Planetarii
Requirements -
Eolan Planetarii as Home Race
Plaza
Cost - None

Aspect of Wind
Advantages -
+2 Movement during retreat
Drawbacks
+1 Gold Cost
Can only be used by Light and Medium Infantry and Cavalry
Requirements -
Eolan Planetarii as Home Race
Altar
Cost - 1500 Research

Aspect of Lightning
Advantages -
Enables this unit to consume mana (1 per arrow) and allow its arrows to ignore cover.
Drawbacks
+1 Training Time
+1 Magic Upkeep
Requirements -
Eolan Planetarii as Home Race
Temple to Eola
Cost - 5500 Research

Aspect of Water
Advantages -
Allows the unit to walk over water.
Drawbacks
+1 Magic Cost
Can only be used with Light infantry.
Unit must be Hydran Planetarii
Requirements -
Hydran Planetarii as Home Race
Plaza
Cost - None

Aspect of Ice
Advantages -
Negates penalties when fighting on shallow waters, ships or swamps. Increases unit's swimming speed by 1
Drawbacks
+1 Gold Cost
Can only be used with Light and Medium Infantry and Cavalry
Requirements -
Altar to Hydra
Hydran Planetarii as Home Race
Cost - 1000 Research

Aspect of Mist
Advantages -
Allows the unit to use the flexible, fluid whirlpool formation , which increases movement speed and reduces both the damage the unit takes and deals from melee damage.
+2 Movement
-25% Attack Power
+25% Defense Power
Drawbacks
+1 Training Time.
Can only be used with Light and Medium infantry.
Unit must be Hydran Planetarii
Requirements -
Temple to Hydra
Hydran Planetarii as Home Race
Cost - 5000 Research

Aspect of Earth
Advantages -
Allows the unit to climb atop walls without any equipment at double movement cost.
Drawbacks
+1 Food Cost
Can only be used with Light infantry.
Unit must be Terran Planetarii
Requirements -
Terran Planetarii as Home Race
Plaza
Cost - None

Aspect of Nature
Advantages -
Allows a unit to quickly dig personal trenches in the battlefield to protect itself from artillery fire and area spells.
-50% damage from artillery and area spells.
Drawbacks
+1 Training Time.
+1 Gold Upkeep
Can only be used by infantry.
Requirements -
Altar to Terra
Terran Planetarii as Home Race
Cost - 5000 Research

Aspect of Stone
Advantages -
Allows the unit to become completely impervious to all damage during one round, once per battle.
Drawbacks
+2 Training Time
+1 Food Cost
+1 Mineral Cost
+1 Gold Cost
+1 Food Upkeep
+1 Mineral Upkeek
+1 Gold Upkeep
Requirements -
Temple of Terra
Terran Planetarii as Home Race
Nation must be aligned with Terra or the Elemental Gods
Cost - 10000 Research

Aspect of Flame
Advantages -
Grants a unit +25% damage against structural armor.
Drawbacks
+1 Magic Cost
Requirements -
Ignean Planetarii as Home Race
Plaza
Cost - None

Aspect of Sun
Advantages -
Grants a unit +2 Attack power
Drawbacks
-2 Defense
+1 Magic Cost
+1 Gold Cost
Requirements -
Altar to Igna
Ignean Planetarii as Home Race
Cost - 2000 Research

Aspect of Brimstone
Advantages -
Allows the unit to explode, dealing massive damage to the surrounding enemy units.
Drawbacks
+10 Magic Cost
+1 Magic Upkeep
Unit must be Ignean
Requirements -
Temple of Igna
Ignean Planetarii as Home Race
Cost - 8000 Research




Exhorians





Brood Brother
Advantages -
Brood Brothers are members of other sentient races that live within an area dominated by Exhorians and have either chosen to join them or been enslaved by them.
Unit can utilize non-exhorian doctrines.
Drawbacks
+1 Training Time
Unit cannot be Exhorian
Requirements -
Exhorians as home race.
Cost - None

Overseer Form
Advantages -
Transforms an Exhorian Larvae into an Exhorian Overseer
Drawbacks
+50 Training Time
+50 Food Cost
+20 Food Upkeep
Unit must be an Exhorian Larvae
Requirements -
Exhorians as home race.
Cost - None

Enlarged Antenae
Advantages -
Extends the area of control around the Exhorian Overseer regiment.
Drawbacks
+10 Food Cost
Unit must be an Exhorian Overseer
Requirements -
Exhorians as home race.
Cost - None

Pheromone Sacks
Advantages -
All Exhorians within the Overseers area of control gain +1 to their attack power. The effect does not stack.
Drawbacks
+30 Food Cost
+10 Food Upkeep
Unit must be an Exhorian Overseer
Requirements -
Exhorians as home race.
Cost - None

Queen Form
Advantages -
Transforms an Exhorian Larvae into an Exhorian Queen
Drawbacks
+500 Training Time
+1250 Food Cost
+250 Food Upkeep
Unit must be an Exhorian Larvae
Only one Exhorian Queen might be present in the Battlefield at any given time.
Requirements -
Exhorians as home race.
Cost - None

Reinforced Chitin
Advantages -
Increases an Exhorian's HP by 25%
Drawbacks
+125 Food Cost (Queen)
+100 Food Cost (Scarab)
+2 Food Cost (Soldier/Guardian)
Unit must be an Exhorian Queen, Scarab or Soldier.
Requirements -
Exhorians as home race.
Cost - None

Hollow Shell
Advantages -
Allows Exhorian Queens and Scarabs to transport up to 25(Scarabs) or 50(Queens) smaller infantry units.
Drawbacks
+250 Food Cost (Queen)
+50 Food Upkeep(Queen)
+100 Food Cost (Scarab)
+25 Food Upkeep(Scarab)
Unit must be an Exhorian Queen or Scarab.
Requirements -
Exhorians as home race.
Cost - None

Soldier Form
Advantages -
Transforms an Exhorian Larvae into an Exhorian Soldier
Drawbacks
+5 Food Cost
+1 Food Upkeep
+1 Training Time
Unit must be an Exhorian.
Requirements -
Exhorians as home race.
Cost - None

Guardian Form
Advantages -
Ungrades an Exhorian Soldier with larger and more powerful blades.
+2 Attack
Drawbacks
+3 Food Cost
+1 Training Time
+1 Food Upkeep
Unit must be an Exhorian Soldier.
Requirements -
Exhorians as home race.
Cost - None

Scarab Form
Advantages -
Transforms an Exhorian Larvae into an Exhorian Scarab
Drawbacks
+500 Training Time
+250 Food Cost
+150 Food Upkeep
Unit must be an Exhorian Larvae.
Requirements -
Exhorians as home race.
Cost - None

Bull Scarab
Advantages -
Increases the attack power and HP of a Scarab but it makes it harder to control.
+250 HP
+100 Attack Power
Drawbacks
+250 Training Time
+50 Food Upkeep
Unit may charge without orders.
Small Chance of going Feral even within pheromonal control.
Unit must be an Exhorian Scarab
Requirements -
Exhorians as home race.
Cost - None

Digger Form
Advantages -
Transforms an Exhorian Larvae into an Exhorian Digger
Drawbacks
+50 Training Time
+50 Food Cost
+10 Food Upkeep
Unit must be an Exhorian Larvae
Requirements -
Exhorians as home race.
Cost - None

Anthill Digger Genes
Advantages -
Allows diggers to perform a sneak attack on enemies while Buried for halved damage and no retaliation. After performing the attack, the digger will emerge next to the enemy.
Drawbacks
+10 Training Time
+25 Food Cost
+5 Food Upkeep
Unit must be an Exhorian Digger
Requirements -
Exhorians as home race.
Cost - None

Sandtrap
Advantages -
Allows diggers to loosen the soil under an area by consuming an entire turn. Infantry passing through that ground will have halved movement.
Drawbacks
+20 Training Time
+25 Food Cost
+5 Food Upkeep
Unit must be an Exhorian Digger
Requirements -
Exhorians as home race.
Cost - None

Bombardier Form
Advantages -
Transforms an Exhorian Larvae into an Exhorian Bombardier
Drawbacks
+50 Training Time
+25 Food Cost
+10 Food Upkeep
Unit must be an Exhorian Larvae
Requirements -
Exhorians as home race.
Cost - None

Adhesive Spit
Advantages -
Gives the Exhorian bombardier the ability to slow down their enemies. Each attack by the bombardier reduces an enemy regiment's movement by 1 to a minimum of 1.
Drawbacks
+20 Training Time
+10 Food Cost
+5 Food Upkeep
Unit must be an Exhorian Bombardier
Requirements -
Exhorians as home race.
Cost - None

Acidic Blood
Advantages -
Units attacking the exhorian bombardier receive an extra 15 damage for every bombardier killed in melee comat.
Drawbacks
+20 Training Time
+10 Food Cost
+5 Food Upkeep
Unit must be an Exhorian Bombardier
Requirements -
Exhorians as home race.
Cost - None




Corrupted Ones





Insane
Advantages -
Unit gainst a permanent 10 Morale
Increases the melee damage dealt by 25%
Increases HP by 25%
Drawbacks
+1 Food Cost
+1 Food Upkeep
Unit will not follow orders, it will automatically attack the nearest enemy.
Unit must be a Corrupted One.
Requirements -
Corrupted Ones as Home Race
Training Field
Cost - None

Self Mutilation
Advantages -
Unit decreases enemy Morale by 2 when in Melee combat.
Regiment Morale increases by 1 per every 10 units it kills.
Regiment Morale increases by 1 per every 10 units it loses.
Drawbacks
+2 Food Cost
+1 Mineral Cost
+1 Food Upkeep
+1 Training Time
Regiment Morale decreases by 1 per every turn not spent in combat.
Regiment loses 5 HP every turn.
Requirements -
Altar
Corrupted Ones as Home Race
Cost - 4500 Research

Corrupted Shape
Advantages -
Once per battle, the Unit may go into corrupted shape for 3 turns. During this time, they are immune to morale.
Dah'kin - +3 Attack, +25% MP
Human - +3 Attack, +3 Defense
Catfolk - +3 Attack, +25% HP
Planetarii - +25% MP, +3 Movement
Drawbacks
Dah'kin - -3 Defense, -25% HP
Human - -3 Movement, -25% MP
Catfolk - -3 Defense, Ignores orders.
Planetarii - -3 Defense, -25% HP
+2 Training Time
+2 Magic Cost
+1 Magic Upkeep
Requirements -
Temple
Corrupted Ones as Home Race
Cost - 7500 Research




Lizardfolk





Regeneration
Advantages -
Unit regenerates 5 HP every turn. (might raise "dead" units)
Drawbacks
+1 Food Cost
+1 Food Upkeep
Unit must be a Lizardfolk
Requirements -
Lizardfolk as Home Race
Altar
Cost - None

Great Size
Advantages -
Unit is able to use weapons as if they were one size category smaller than what they actually are.
+1 Attack.
Drawbacks
+2 Food Cost
+1 Training Time
+1 Food Upkeep
Unit must be a Lizardfolk
Requirements -
Lizardfolk as Home Race
Minor Temple
Cost - 5000 Research

Scavenger
Advantages -
When this unit defeats another one in combat, it has a 50% chance of learning the secrets of whatever equipment the enemy unit was carrying.
Drawbacks
+1 Mineral Cost
+1 Training Time
+1 Mineral Upkeep
Requirements -
Lizardfolk as Home Race
Workshop
Cost - 8000 Research




Tharezians





Poisonous
Advantages -
When this unit deals damage to an enemy regiment, it poisons it, dealing 5 HP worth of damage every turn until the enemy regiment is healed.
Drawbacks
+1 Food Cost
Unit must be Tharezian
Requirements -
Tharezian as Home Race
Mage's Shop
Cost - None

Wardancer
Advantages -
This unit can resume movement for whatever points it has left after attacking.
Drawbacks
+1 Food Cost
+1 Food Upkeep
+2 Training Time
Requirements -
Tharezian as Home Race
Barracks
Cost - 6000 Research

Assasination Tactics
Advantages -
This unit will always kill at least one unit in an enemy regiment when it attacks. (Excluding non-living units and single unit regiments such as Scarabs, Great Beasts and Exhorian Queens)
Drawbacks
+2 Mineral Cost
+2 Training Time
Requirements -
Tharezian as Home Race
Assasin's Guild
Cost - 4500 Research





Kwall





Water Fighter
Advantages -
Increases units attack and defense power by 2 when in water.
Increases units movement by 2 when in water.
Drawbacks
+2 Food Cost
Requirements -
Kwall as Home Race
Plaza
Cost - None

Ambhibian Tactics
Advantages -
When this unit goes into the water it becomes invisible. The unit will only become visible again when it leaves the water or attacks another unit. If another unit moves to an adjacent square, it will reveal the cloaked unit.
Drawbacks
+2 Training Time
Unit must be Kwall
Requirements -
Kwall as Home Race
Minor Temple to Pearl
Cost - 4000 Research

Siren's Song
Advantages -
Once per battle, this unit can enthrall another unit for up to d6 turns. During this time, neither unit can move or act. If either unit is attacked, the entrhallment breaks. The first unit can break up the enthrallment at any point. One regiment can only enthrall another regiment of the same size or smaller. Great Beasts are immune to this effect.
Drawbacks
+1 Training Time
+5 Gold Cost
+2 Gold Upkeep
Unit must be a Female Kwall
Requirements -
Kwall as Home Race
Temple of Pearl
Cost - 7500 Research

Well Diggers
Advantages -
When this unit is fielded, the Kwall player gains the ability to see underwater springs in the map. Spending one turn per square, Kwall can dig up the springs and expand them, effectively creating water in the battlefield.
Drawbacks
+1 Training Time
+5 Food Cost
+2 Foo Upkeep
Requirements -
Kwall as Home Race
Engineer
Cost - 5000 Research



Back to LT - Doctrines

Username (or number or email):

Password:

2007-12-31 [Grengo]: Eolans remind me of French people.

2008-01-02 [Sunny Silverunicorn]: You have two Catfolk headers XD *nitpicking*

2008-01-07 [Grengo]: Well, so far Ravillans are pretty average in terms of doctrine advantages (effective if they're winning, I guess), Rysalleans are pretty good with easily workable disadvantages, Lochmorians are alright, if a little meh, Xiadomians are very attack oriented and otherwise potentially stronger than the other three (though the costly disadvantages potentially balances 'em out), Caerhamians are meh... Dah'kin are average, Lions are good for morale boosts, Tigers are decent, maybe, Pantheres are good for small groups but otherwise will deal with more disadvantages than advantages, Lynxes have the strongest doctrines for catfolk.... blegh, I'll rate the rest later.

2008-01-07 [Duredhel]: I be needing help for the Kwall D:

2008-01-15 [Blood Raven]: The kwall already have 4 doctrines? How many more do they need?

2008-01-15 [Duredhel]: That comment is kind of old mate :3

2008-01-15 [Blood Raven]: 8 days? I've seen slower updates. You never know :P

Show these comments on your site

Elftown - Wiki, forums, community and friendship.