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Page name: Religion Doctrine Options [Exported view] [RSS]
2010-03-11 03:05:08
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Religion Doctrine Options






Nesha





Salvation
Advantages -
+5 Morale when defending a territory with at least a Temple of Nesha built in it.
Drawbacks
+2 Gold Cost
+1 Training Time
-3 Morale if placed in an army with evil units.
Can only be researched by a Nation aligned to Nesha
Requirements -
Temple of Nesha
Cost - 2000 Research

Holy Smiting
Advantages -
Units deal 1.5 damage to units with "evil" doctrine options
Drawbacks
+5 Gold Cost
+1 Magic Cost
+1 Gold Upkeep
-5 Morale if placed in an army with evil units.
Can only be researched by a Nation aligned to Nesha or Sei'anna
Requirements -
Minor Temple of Nesha/Sei'anna
Cost - 5000 Research

Exorcism
Advantages -
Allows the units to cleanse Black Magic status effects from allied regiments.
Drawbacks
+1 Training Time
+1 Magic Unit Cost
+3 Gold Unit Cost
+1 Magic Upkeep
Can only be researched by a Nation aligned to Nesha
Can only be used by units aligned to Nesha or Sei'anna
-5 Morale if the unit if in an army with units aligned to Sean or the Spire
Not Available for Elder races
Requirements -
Minor Temple of Nesha
Cost - 5500 Research

Shield of Light
Advantages -
Unit becomes immune to Black Magic
Drawbacks
+2 Training Time
+5 Gold Cost
+2 Magic Cost
+2 Magic Upkeep
Can only be researched by a Nation aligned to Nesha
Requirements -
Great Temple of Nesha
Cost - 10000 Research




Sean





False Guise
Advantages -
The Unit will appear as a different type to the enemy until it engages in combat.
Drawbacks
+1 Training Time
+5 Gold Cost
Can only be researched by a Nation aligned to Sean or Thadre
Requirements -
Great Temple to Sean/Great Temple to Thadre
Cost - 2500 Research

Unholy Smiting
Advantages -
Units deal 1.5 damage to units with "good" doctrine options
Drawbacks
+3 Gold Cost
+1 Magic Cost
+1 Gold Upkeep
-5 Morale if placed in an army with good units.
Can only be researched by a Nation aligned to Sean, Thadre or The Spire
Requirements -
Minor Temple of the Spire/Minor Temple of Sean/Minor Temple of Thadre
Cost - 3500 Research

Returning
Advantages -
There is a 25% chance this unit will come back to life as a Zombie or Ghost when the whole regiment is killed.
Drawbacks
+1 Training Time
+3 Magic Cost
+2 Gold Cost
+1 Magic Upkeep
Can only be Researched by Nations aligned to Sean or The Spire
Requirements -
Great Temple of Sean/Great Temple of The Spire
Cost - 7500 Research

Crushing Despair
Advantages -
This unit will never flee from combat or disobey orders, even when affected by magical fear or other effects.
Drawbacks
+1 Training Time
+2 Gold Cost
-3 Morale
Can only be researched by a Nation aligned to Sean.
Requirements -
Altar of Sean
Cost - 1000 Research




Thadre





False Guise
Advantages -
The Unit will appear as a different type to the enemy until it engages in combat.
Drawbacks
+1 Training Time
+5 Gold Cost
Can only be researched by a Nation aligned to Sean or Thadre
Requirements -
Great Temple to Sean/Great Temple to Thadre
Cost - 2500 Research

Unholy Smiting
Advantages -
Units deal 1.5 damage to units with "good" doctrine options
Drawbacks
+3 Gold Cost
+1 Magic Cost
+1 Gold Upkeep
-5 Morale if placed in an army with good units.
Can only be researched by a Nation aligned to Sean, Thadre or The Spire
Requirements -
Minor Temple of the Spire/Minor Temple of Sean/Minor Temple of Thadre
Cost - 3500 Research

Cover of Darkness
Advantages -
The enemy is unable to see this unit's type/characteristics/status until it engages in melee combat.
+25% defense against ranged damage.
Drawbacks
Cannot be used by ranged units.
+3 Magic Cost
+1 Magic Upkeep
Can only be researched by a Nation aligned to Thadre or The Spire
Requirements -
Minor Temple of the Spire/Minor Temple of Thadre
Cost - 4000 Research

Avatar of Thadre
Advantages -
During a battle, this unit is able to transform into an Avatar of Thadre, gaining tremendous power in battle. After 10 turns, the Avatar automatically dies.
Drawbacks
+1000 Training Time
+400 Magic Cost
+200 Gold Cost
+10 Magic Upkeep
Only one Avatar of Thadre can be present in an Army at any given time.
Can only be researched by a Nation aligned to Thadre.
Unit must be a Corrupted One
Requirements -
Great Temple of Thadre
Cost - 10000 Research




The Spire





Unholy Smiting
Advantages -
Units deal 1.5 damage to units with "good" doctrine options
Drawbacks
+3 Gold Cost
+1 Magic Cost
+1 Gold Upkeep
-5 Morale if placed in an army with good units.
Can only be researched by a Nation aligned to Sean, Thadre or The Spire
Requirements -
Minor Temple of the Spire/Minor Temple of Sean/Minor Temple of Thadre
Cost - 3500 Research

Cover of Darkness
Advantages -
The enemy is unable to see this unit's type/characteristics/status until it engages in melee combat.
+25% defense against ranged damage.
Drawbacks
Cannot be used by ranged units.
+3 Magic Cost
+1 Magic Upkeep
Can only be researched by a Nation aligned to Thadre or The Spire
Requirements -
Minor Temple of the Spire/Minor Temple of Thadre
Cost - 4000 Research

Returning
Advantages -
There is a 25% chance this unit will come back to life as a Zombie or Ghost when the whole regiment is killed.
Drawbacks
+1 Training Time
+3 Magic Cost
+2 Gold Cost
+1 Magic Upkeep
Can only be Researched by Nations aligned to Sean or The Spire
Requirements -
Great Temple of Sean/Great Temple of The Spire
Cost - 7500 Research

One with the Spire
Advantages -
When it is killed, this unit produces 2 Magic.
Aditionally, this unit can chose to kill itself to produce 5 magic.
Drawbacks
Unit can only kill itself when it has at least 50% of its total HP.
+5 Gold Cost
+1 Magic Cost
+1 Gold Upkeep
Can only be Researched by Nations aligned to The Spire
Requirements -
Great Temple of The Spire
Cost - 7500 Research




The Elemental Gods





Guiding Winds
Advantages -
Allows the unit to charge up missile attacks for up to three turns in order to increase its range. +1 Range per turn of charge.
Drawbacks
+1 Training Time
+3 Gold Cost
+1 Magic Upkeep
+1 Gold Upkeep
Can only be Researched by Nations aligned to The Elemental Gods
Requirements -
Temple of Eola
Cost - 7500 Research

Blazing Flames
Advantages -
For each turn it spends in Melee combat, for a maximum of 3, this unit's attack power increases by 1
Drawbacks
-1 Defense power for every turn locked in melee combat.
+2 Gold Cost
+1 Gold Upkeep
Can only be Researched by Nations aligned to The Elemental Gods
Requirements -
Temple of Igna
Cost - 5000 Research

Earthen Shell
Advantages -
For each turn it spends in Melee combat, for a maximum of 3, this unit's defense power increases by 1
Drawbacks
-1 Attack power for every turn locked in melee combat.
+2 Gold Cost
+1 Gold Upkeep
Can only be Researched by Nations aligned to The Elemental Gods
Requirements -
Temple of Terra
Cost - 5000 Research

Frost Aura
Advantages -
For each turn this unit spends locked in Melee combat, the enemy unit will lose 1 movement. The enemy unit will regain the lost movement d4 turns after it breaks off from the fighting.
Drawbacks
+1 Training Time
+3 Magic Cost
+1 Magic Upkeep
+1 Gold Upkeep
Can only be Researched by Nations aligned to The Elemental Gods or Pearl
Requirements -
Temple of Hydra/Temple of Pearl
Cost - 6000 Research




Sei'anna





Holy Smiting
Advantages -
Units deal 1.5 damage to units with "evil" doctrine options
Drawbacks
+5 Gold Cost
+1 Magic Cost
+1 Gold Upkeep
-5 Morale if placed in an army with evil units.
Can only be researched by a Nation aligned to Nesha or Sei'anna
Requirements -
Minor Temple of Nesha/Minor Temple of Sei'anna
Cost - 3500 Research

Aspect of the Fox
Advantages -
+25% MP
+2 Movement
-1 Food Upkeep
Drawbacks
-1 Attack Power
-1 Defense Power
Can only be researched by a Nation aligned to Sei'anna
+3 Magic Cost
+1 Magic Upkeep
Requirements -
Altar to Sei'anna
Cost - 5000 Research

Aspect of the Wolf
Advantages -
+2 Attack Power
+2 Movement
+1 Morale for every 15 other Aspect of the Wolf units in the battlefield.
-1 Food Upkeep
Drawbacks
-2 Defense Power
-5 Morale if there are less than 25 Aspect of the Wolf units
in the battlefield
Can only be researched by a Nation aligned to Sei'anna
+1 Training Time
+5 Food Cost
Requirements -
Temple of Sei'anna
Cost - 7500 Research

Aspect of the Bear
Advantages -
+3 Attack Power
+2 Defense Power
+20% HP
Drawbacks
+2 Training Time
-2 Movement.
Unable to use magic
+5 Food Cost
+2 Food Upkeep
Can only be researched by a Nation aligned to Sei'anna
Requirements -
Temple of Sei'anna
Cost - 10000 Research




Scauro





Flesh Eating
Advantages -
Allows this unit to spend up to three turns eating the flesh of recently fallen enemies.
+2 Morale per turn.
Drawbacks
Unit cannot move or act while eating flesh
Can only be researched by a Nation aligned to Scauro
Requirements -
Altar of Scauro
Cost - 1500 Research

Wardrummer
Advantages -
Increases the effect of equipping musical instruments on units by 25%
Drawbacks
+3 Gold Cost
+1 Gold Upkeep
Can only be researched by a Nation aligned to Scauro
Requirements -
Minor Temple of Scauro
Cost - 750 Research

Force of Tradition
Advantages -
+1 Attack and Defense power against Younger Races.
Drawbacks
+1 Training Time
-1 Attack and Defense power against Elder Races
Can only be researched by a Nation aligned to Scauro
Requirements -
Temple of Scauro
Cost - 2000 Research

Chosen Scale
Advantages -
This unit becomes one a Chosen Scale, the nobles of the Lizardkin clans.
+1 To all Lizardfolk and Tharezian Morale if there is at least one Chosen Scale in the field.
+1 To all Lizardfolk and Tharezian units within 3 squares of a Chosen Scale.
+5 Attack
+5 Defense
+25% HP
Permanent 10 Morale
Drawbacks
+6 Training Time
+10 Food Cost
+10 Gold Cost
+5 Mineral Cost
+5 Food Upkeep
+5 Gold Upkeep
Only one Chosen Scale regiment can be present in the battlefield.
Can only be used on Lizardfolk or Tharezians
Can only be researched by a Nation aligned to Scauro
Requirements -
Great Temple of Scauro
Cost - 7500 Research




Pearl





Frost Aura
Advantages -
For each turn this unit spends locked in Melee combat, the enemy unit will lose 1 movement. The enemy unit will regain the lost movement d4 turns after it breaks off from the fighting.
Drawbacks
+1 Training Time
+3 Magic Cost
+1 Magic Upkeep
+1 Gold Upkeep
Can only be Researched by Nations aligned to The Elemental Gods or Pearl
Requirements -
Temple of Hydra/Temple of Pearl
Cost - 6000 Research

Ship Altar
Advantages -
+2 Movement
Drawbacks
+25 Wood Cost
+2 Wood Upkeep
+2 Gold Upkeep
+1 Magic Upkeep
Can only be used on ships
Can only be Researched by Nations aligned to Pearl
Requirements -
Altar to Pearl
Cost - 1500 Research

Blessed Vessel
Advantages -
+5 Morale
Drawbacks
+10 Magic Cost
+5 Magic Upkeep
Can only be used on ships
Can only be Researched by Nations aligned to Pearl
Requirements -
Minor Temple to Pearl
Cost - 350 Research

The Leviathan
Advantages -
Imbues a ship with the spirit of the Leviathan, transforming it completely. The Leviathan's capabilities will depend on the original type of ship used.
Drawbacks
+5000 Training Time
+500 Wood Cost
+250 Gold Cost
+250 Magic Cost
+50 Wood Upkeep
+25 Gold Upkeep
+25 Magic Upkeep
Only one Leviathan can be recruited OVERALL. Once a nation recruits the Leviathan, it cannot be recruited by any others until the current one is destroyed.
Can only be used on Very Large Ships
Can only be Researched by Nations aligned to Pearl
Requirements -
Great Temple to Pearl
Cost - 10000 Research



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2008-01-08 [Duredhel]: Also needing help here D:

2008-01-15 [Blood Raven]: No more help needed here neitehr then? :P

2008-01-15 [Duredhel]: ... as you can see... this one IS incomplete BR... seriously you hit yourself in the head with something? XD yer kind of clueless as of late. This one here even has empty categories, its obviously unfinished.

2008-01-15 [Blood Raven]: I was being sarcastic, lol :P
Who's this Scauro person anyway?

2008-01-15 [Duredhel]: *pets BR* there there.
Scauro is the lizardman/tharezian god.

2008-01-16 [Blood Raven]: you'll have to give me some background info on Scauro and Pearl if you want my help there, and what their religion centers around. Otherwise, I'll just start suggesting nonsense with a minor chance of getting it right ;)

2008-01-19 [Blood Raven]: do you want to have more doctrines for every elemental god, or wil one per god suffide?

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