[1.6] | Terrain table |
[2.3] | Alignment table |
[2.4] | Temper table |
[3.19] | Experience tablE |
[4.12] | March table |
[4.32] | Druid table |
[4.33] | Spy table |
[5.9] | Monster table |
[6.3] | Army type table |
[10.1] | Imperial office table |
Army | Home | Adverse | |||||
---|---|---|---|---|---|---|---|
Army Type | Str | Spd | Pay | Terrain | Terrain | Nemesis | |
Garrison | GA | 3/1 | 1 | 1 | None | None | None |
Bowmen | BO | 2 | 2 | 2 | For,Jung | None | None |
Axemen | AX | 2 | 2 | 2 | For,Mtns | None | None |
Phalanx | PH | 3 | 2 | 2 | Plains | For,Jung,Sea | Legion |
Legion | LE | 3 | 2 | 2 | None | Sea | Hvy Cavalry |
Lt Cavalry | LC | 2 | 4 | 2 | Plns,Des | None | Chariot,Beasts |
Hvy Cavalry | HC | 4 | 3 | 3 | Plains | For,Jung,Mtns,Sea | Chariot,Beasts |
Chariots | CH | 3 | 3 | 3 | Plns,Des | For,Jung,Mtns,Sea | Beasts |
Elephants | EL | V | 2 | 3 | Jung | For,Mtns,Sea | None |
Camel Corps | CC | 2 | 3 | 3 | Desert | For,Jung,Sea | None |
Warg Riders | WR | 3 | 3 | 3 | Forest | Sea | Eagles |
Dragon Wing | DR | 6 | 5 | 4 | None | None | Bowmen |
Eagle Wing | EA | 4 | 5 | 3 | Mtns | For,Jung | Bowmen |
Whales | WH | 5 | 4 | 3 | Sea | All other terrain | Mermen |
Fleet | FL | 3 | 2 | 3 | Sea | All other terrai | None |
Mermen | ME | 2 | 3 | 2 | Sea,Jung | Desert,Mtns | Bowmen |
Ents | EN | 6 | 1 | 3 | For,Jung | Sea,Desert | Axemen,Dragons |
Trolls | TR | 5 | 2 | 3 | Mtns | Sea | Axemen |
Werebeasts | WE | 3 | 3 | 3 | For,Mtns | Sea | None |
Spd: This speed is the number of Provinces an army can move per gameturn. Speed also determines the chance of escape from a lost battle.
Str: Garrison units have a strength of 3 when defending a province, but only 1 when attacking. Basic strength can be modified by the army's race:
Elves: +1 when fighting as Bowmen, +1 in Forest.
Dwarves: +1 as Axemen, +1 in Mountains.
Orcs: +1 as Phalanx, +1 in Mountains.
Humans: +1 as Legion (no bonus for any terrain.)
If a unit fights in terrain which is listed as home terrain, it gets a +1 modifier to its basic strength. A unit's strength is halved in adverse terrain.
A unit's strength is 2/3 normal when fighting against its nemesis, a troop type which the unit is especially vulnerable against. A unit is a nemesis to it's opponent if it's on the front line or it's an air unit flying against a unit behind the front line. If more than one of your units are eligible to be a nemesis due to overflight or outflanking, one of them is chosen at random.
ARMY STRENGTH NOTES:
The actual strength of a unit is the strength multiplied by the quality level (Depleted = 0, Green = 1, Average = 2, Veteran = 3, Crack = 4, Elite = 5). There also exists the strength levels of Sub-Depleted, and Super-Elite. Even though Depleted and Sub-Depleted have a strength multiplier of zero, units still have a small intrinsic strength. Super-Elite signifies a strength multiplier of 6+ as a unit can have several additions to quality above Elite.
When a unit fights a battle in the starting home province of a player-King who owns the unit, it's quality is increased by 1 level.
If a character commanding at a battle has tactical ability, his units are increased in strength by 20% per level (see Tactical and Naval abilities.)
The strength of a defending army is multiplied by 1.25. The side with the better exploration of the contested province will also have up to a 25% advantage, if they have explored 100% of the province and the other side has not explored it.
To explain the events in battle reports, they are basically randomly determined as the turn is processed. Each random event can as much as double the strength of the affected force (but most only multiply it by a factor of 1.5 or less). The first random event affects the whole battle, while succeeding events affect a column of units in a battle line.
An army fighting for a Divine kingdom has a 50% chance of becoming fanatical, while an army fighting for a Good kingdom has a 40% chance of becoming fanatical, thus fighting at the next higher quality level. An army fighting for an Evil kingdom has a 25% chance of becoming fanatical. A Skeletal army fighting under an Undead character has will always be fanatical.
Elephants are unpredictable in battle and can have a strength of anywhere between 2 and 5.
"Beasts" are camels, elephants, werebeasts, wargs and dragons. Horses are frightened of these animals.
Special rules: Camels: In a desert battle, one camel unit should be present (it sees double duty as as a supply train.) If not, all armies have their quality reduced by 1 level.
Werebeasts: Werebeasts are a collection of outcast Werewolves, Werebears, Were-rats, etc. When Werebeasts defeat the unit opposing them, there is about a 40% chance that the unit will gradually turn into a Werebeast itself. The change will take place after the gameturn is over. Only the 4 humanoid races can be "bitten" and become werebeasts. Fleets are never affected by Werebeasts.
Trolls: If they die in battle, they can regenerate: their body parts just crawl back together, although they are reduced 1 step in quality. But since they're perturbed at their commander for getting them killed, they become mercenaries.
Whales: When fighting in any terrain other than Sea, they have zero strength. However, if they lose a battle in such terrain, they can retreat into a Sea hex automatically without fear of being destroyed.
Summary of factors affecting army strength:
Strength of army type, modified by terrain:
+1 if home terrain for race
+1 if home terrain for army type
Halve for adverse terrain
Illusory Terrain spell: effects of illusory and real terrain are averaged.
Multiply strength by modified unit quality:
-1 if in desert without camels
-? if led by leader with insufficient Druidic ability (see Druid Table)
+1 if in home province
+1 for fanatical units
+1 for Oratory spell
+? for magic items
Multiply result by special factors:
Defense: +25%
Exploration: +25% (maximum)
Tactical Ability +20% per level (or Naval ability in Sea provinces)
Phantasmal Armies: +15% per level of caster
Nemesis encounter: -33%
Random Event: +/-%
The special factors are multiplied, not added together. (eg. If you have both the Defense and Exploration bonuses, your strength is multiplied by 1.25 x 1.25 = 1.625.)
Terrain | Average | Basic | Length of battle line | Random Encounter |
---|---|---|---|---|
Type | Taxation | Exploration | (in #armies) | Chance |
Plain | 6 | 50% | 5-10 | 10% |
Desert | 2 | 25% | 5-10 | 15% |
Jungle | 4 | 10% | 3-6 | 25% |
Forest | 5 | 15% | 3-6 | 20% |
Mountain | 5 | 15% | 1-3 | 15% |
Sea | 1 | 25%* | 5-10 | 5% |
*There is only a small chance of finding a feature in a Sea province.
The chance of encountering monsters applies to Move, Pursue, Trail, Explore and Search actions. It does not apply when a character Moves or Pursues with an army, and is halved when the character is within the boundaries of the Kingdom.
Action | Chance to Improve Ability | |
---|---|---|
Move (on land, with armies) | 10% | Forced March |
Move (by sea, with fleets) | 10% | Naval |
Explore | 10% | Explorer |
Recruit or Hire | 5% | Druid |
Pick Up or Leave Army | 5% | Forced March |
Pick Up or Leave Naval units | 5% | Naval |
Cast Action Spell | 10% | in related Magical Ability. |
Spy/Trail/Pursue | 10% | Spy |
Supreme Commander at battle | 15% | Tactical or Naval |
Lead some units at battle | 10% | Tactical or Naval |
Search/Encounter, Attempted Tactic: | ||
TA-lk to opponent | 10% | Druid |
FI-re arrows | 10% | Archery |
ME-lee | 10% | Melee |
CA-st combat spell | 10% | in related Magical Ability |
ST-eal | 15% | Thief |
Alignment | Reduction/ Alignment Difference | Magic Aptitude | Special Aptitude | Special Abilities |
---|---|---|---|---|
Divine | 20% | None | None | 50% Fanaticism; +1 White Magic Resurrection to Good Alignment Pay heroes as if Divine=Good |
Good | 12% | White | Sage | 40% Fanaticism |
Druidic | 15% | Psychic | Druid | Automatic Treat |
Neutral | 20% | Illusory | Spy | Order of Duelists |
Pagan | 15% | Elemental | Explorer | Order of Magicians |
Evil | 12% | Necromancy | Thief | 25% Fanaticism; Automatic Break |
Undead | 20% | None | None | 100% Skeletal Fanaticism Automatic Break Treaty Necromantic Charm Spell +1 Necromancy |
Note: At first glance, the Reduction/Alignment Difference column seems to favor Good and Evil characters, but counteracting this is the fact that Neutral characters are, on the average, closer to the other alignments and can hire characters of any alignment.
Note 2: Under "Magic Aptitude" and "Special Aptitude" are listed abilities which characters of the given alignment are especially good at. Their starting aptitude is doubled for these abilities, up to level 5.
Temper | Special Effects | Flight from Combat | Refusal |
---|---|---|---|
Berserk | Rage Intimidation | Never | Never |
Brave | Elan | When odds seem unfavorable and the risk of receiving a death blow seems large | Never |
Cautious | Parrying Fleeing | When the risk of receiving a death blow seems significant | 1-50% |
Cowardly | Begging for mercy Bluffing | When death possible; may also flee after any harmful blow | 50-100% |
Rage: The Berserker does not really notice a damaging blow, and this psychological fortitude gives him 1-4 extra hit points.
Intimidation: Opponents are cowed and have less chance to hit in melee (Brave -5%, Cautious -10%, Cowardly -15%.)
Elan: The man with Elan is bold in combat and never hesitates to instantly take advantage of an opening in melee. He gets a +10% chance to hit.
Parrying: The Cautious man is expert at parrying, and his opponents have a -10% chance to hit.
Fleeing: 10% is added to the chance of success when attempting to Flee.
Begging for mercy: In addition to fleeing, a Coward may plead for mercy in order to escape death. Begging works best against Good characters and characters of similar alignment. On the average, it has a 50-50 chance of working.
Bluffing: In battle duels, the Coward makes excuses 2/3 of the time ("warhorse is sick", etc.), thus avoiding the 25% demoralization. The coward's "Bluff" ability is only used when the character actually enters the duel (in other words, when an "FL" is not at the start of his encounter plan.) It is used only when the coward has "refused to enter combat" according to the temper table.
Note: A cowardly or cautious King will never refuse combat, although they may well flee from combat after they take damage.
Spy Level | Chance of Escaping Notice | Margin of Error of Spy Reports | Chance to Pursue or Trail |
---|---|---|---|
0 | 0% | 70% | 50% |
1 | 50% | 55% | 100% |
2 | 75% | 40% | 150% |
3 | 88% | 28% | 200% |
4 | 95% | 15% | 250% |
Note: The chance to Pursue or Trail is multiplied by two if the target leads an army. The chance to pursue is then divided by the distance (in number of provinces) between the two characters. If the pursued character is of the same Kingdom as the pursuer, then the chance of success is 100%.
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Ability | Extra moves | for... | |||||||||||||||||||||||||
Level | Speed 1-2 | Speed 3+ | |||||||||||||||||||||||||
0 | 0 | 0 | |||||||||||||||||||||||||
1 | 0 | 1 | |||||||||||||||||||||||||
2 | 1 | 1 | |||||||||||||||||||||||||
3 | 1 | 2 | |||||||||||||||||||||||||
4 | 2 | 2 |
Eagles and Dragons are not affected by March ability.
Contingent Unity shows the chance that two leaders invading a province will join together for the battle, depending on whether they invade from the same province, adjacent provinces or non-adjacent provinces.
Druid | Gains ability to | |
---|---|---|
Level | lead armies of... | Can talk to... |
1 | Humans, Elves, Dwarves, Orcs, Mermen, Werebeasts | Avians, mammals |
2 | Whales, Trolls | Reptilians, sea creatures |
3 | Eagles, Ents | Insectoid monsters |
4 | Dragons | All monsters |
The following table is a partial listing of monsters that you may encounter:
Average | Melee | Missile | ||||
---|---|---|---|---|---|---|
Monster | Hit Points | Skill | Damage | Skill | Damage | Speed |
Gryphon | 25 | 2 | 1-6 | 0 | - | Fast |
Giant | 25 | 1 | 1-7 | 1 | 1-7 | Medium |
Gargoyle | 15 | 1 | 1-6 | 0 | - | Medium |
Demon | 30 | 3 | 1-8 | 0 | - | Fast |
Troll | 25 | 1 | 1-6 | 0 | - | Medium |
Spectre | 20 | 1 | 1-6 | 0 | - | Medium |
Elasmosaurus | 25 | 2 | 1-7 | 0 | - | Fast |
The standing of a player is decided by the Imperial Offices he controls.
Title | Prize % | Merit Points Awarded | |
---|---|---|---|
World Emperor | 20 | Largest tax base at end of game | |
Esteemed High Chancellor of the Imperium (who art the wisest man in the Imperium, and thus First Advisor to the Emperor) | 10 | For each level in Explorer, Spy and Sage abilities: For each feature character was first to discover: For each invention character was first to discover: For each invention character obtained by espionage: | +1 +2 +2 +1 |
Imperial Treasurer (who fondleth the Emperor's gold) | 10 | Richest treasury at end of game | |
Imperial Grand Marshal (who commandeth the Imperial Grand Army) | 10 | For each land battle commanded: If won battle, then for each unit in enemy force: If lost battle, then for each unit in friendly force: | +1 -1 |
Imperial Grand Admiral (who commandeth the Imperial Grand Navy) | 10 | For each sea battle commanded: If won battle, then for each unit in enemy force: If lost battle, then for each unit in friendly force: For each sea province with tax base of 2 or higher: For each Naval skill level: | +1 -1 +1 +1 |
Lord High Defender of the Imperium (who guardeth the Imperium against dangerous monsters) | 10 | For each hostile monster slain Total hit points of monster (Half points for neutralization by negotiations) | |
High Priest Palatine of the Empire (who communeth with the Great Spirit and administereth to the souls of the people) | 10 | For each Resurrection or Bless spell successfully cast: For each level in Druid and White Magic abilities: | +1 +2 |
Arch-Mage Palatine of the Empire (who weaveth great spells of magic for the benefit of the Empire) | 10 | For each level in any magical ability (including White): For each spell-casting magic item possessed: | +1 +1 |
The 10 remaining Merit Points are awarded for the owners of the following magic artifacts: Excalibur, Bow of the Elven Kings, Axe of the Dwarven Lords, Scimitar of Orc Mastery, Crown of Dragon Command, Feather of the Great Eagle, Horn of Neptune, Holy Sword, Invisible Sword, Shadow Sword. These points are not modified by an alignment difference with the Emperor.
Note: The points awarded for Admirals for control of rich sea provinces are given to each character in the Kingdom.
Note 2: No points are awarded for the Imperial Defender office for Fulfilling an agreement. Often a character's efforts to negotiate with or damage a monster will persuade it to stop raiding your Kingdom, in which case half points are awarded.
Note 3: If you are tied with someone in the lead for an Office, the report will show you as being ranked #2 if you're losing the tiebreaker (the first tiebreaker for Offices is gold in treasury, next is size of tax base.)