Note: I missed that dearly; you should give commands to me via PM. Since this is an IC thread, you are also very welcome to post your stories, diplomacy or such. I'll give stories of the other Human(r) tribes as the game proceeds/shall I find the urge in the news of the world section.
Questions shall be made in the
original threadIn addition, to help everyone start, I'll give you 4 extra turns.
Players:
Player: Nirur Torir
Civ Name: Elves of Perpetual Joy
Colour: Green.
Capital City: Larromlia(1615)
Sphere: Nature. Nature spells are primary supportive in nature. Units get natural weapons or shields, and healing spells improves their staying power even further. After the enemy of nature is thinned down, they can call upon the spirits and guardians of nature to cast terror, before finally calling on the wrath of nature, which manifests itself as a primordial blast of energy, to finish them off.
Leader: Nirur Torir [1615/Nirur Torir/H6:6/R0:0/A0/D2/M12/S-:-/Ab:Flying]
Leader Level: 1 [0/10] Mana: [10/10]
Leader Spells:
Armor of nature: ablative armor, equivalent to 1hp. Can only be cast on units. Cost 3 mp, Range 4
Cure light wounds: Restore 1 hp. Can only be cast on units. Cost 5 mp, Range 4
Wrath of nature: Removes 1 hp from target unit. Cost 6mp, Range 4
Units:
Sarlor-at-spears [XX/Sarlor-at-spears/H2:2/R0:0/A2/D3/M8/S0:0/Ab:Forestwalk,Anticav, Forced March] Requires: 2 food, 1 resources, Barracks
Sarlor-at-bows [XX/Sarlor-at-bows/H2:2/R3:3/A2/D2/M8/S0:0/Ab:Forestwalk] Requires: 2 food, 2 resources, Archery Range
Rolso Swordsmen [XX/Rolso Swordsmen/H3:3/R1:2/A4/D4/M6/S1:1/Ab:Forestwalk] Requires: 2 food, 4 resources, Barracks, Rolso Hall(they throw javelins, and is the generalist elite unit)
Rolso Marksmen [XX/Rolso Marksmen/H3:3/R4:4/A2/D2/M7/S0:0/Ab:Forestwalk] Requires: 3 food, 3 resources, Archery Range, Rolso Hall
Elven Ranger [XX/Elven Ranger/H:2:2/R4:3/A3/D2/M9/S0:0/Ab:Forestwalk, stealth, stealthshot] Requires: 4 food, 5 resources, Barracks, Archery Range, Ranger Hut
City Layout:
1615: City Walls, Defense tower; Barracks, Archery Range
1714: City Walls, Defense tower; Rolso Hall, Ranger Hut
Player: Criptfiend
Civ Name: The Necro-kains
Colour: Yellow
Capital City: Holy Sepulchre (0274)
Sphere: Death. Death spells causes misery in the enemy ranks. Seeing death is a very demoralizing sensation, before that was made real by the dreaded decay spell. As the enemy ranks thin out, the few survivors will find themselves surrounded by the skeletons of their former allies.
Leader: He Who Watches [0274/He Who Watches/H6:6/R0:0/A0/D2/M12/S-:-/Ab:Flying]
Leader Level: 1 [0/10] Mana: [10/10]
Leader Spells:
Vision of death: A curse. Removes 1 spirit from target unit. target unit prevents next 1 spirit loss. Cost 2mp; range 4.
Decay: A curse. For next 4 moves, throw 1d6. On 4,5,6 remove 1 hp from target unit without spirit loss. Cost 4mp, range 3.
Raise skeleton: Only castable when a unit has died in this battle. Creates [xx/Skeleton/H:2:2/R0:0/A2/D2/M6/S-:-/Ab:ttl:2, fantasy]
Note:
Units:
Slave Spearmen [XX/Slave Spearmen/H2:2/R0:0/A2/D2/M8/S0:0/Ab:Forced March, Anticav] Requires: 1 food, 1 resources, Barracks
Desert Footmen [XX/Desert Footmen/H3:3/R3:2/A3/D3/M8/S0:0/Ab:Desertwalk] Requires: 2 food, 3 resources, Barracks
Light Cavalry [XX/Light Cavalry/H2:2/R3:2/A2/D2/M12/S0:0/Ab:Cavalry, Charge 0] Requires: 3 food, 2 resources, Stables
Camel Cavalry [XX/Camel Cavalry/H4:4/R0:0/A4/D4/M9/S2:2/Ab:Cavalry, Desertwalk, Charge 2] Requires: 4 food, 8 resources, Armory, Stables
Zizan'bar [XX/Zizan'bar/H:2:2/R2:2/A3/D2/M9/S1:1/Ab:Desertwalk, stealth, Inquisition] Requires: 2 food, 4 resources, Barracks, Armory, Assassin's Hall
City Layout:
0274: City Walls, Defense tower; Barracks, Stable
0275: City Walls, Defense tower; Armory, Assassin's hall
Player: Dwarmin
Civ Name: Underhorde
Colour: Brown
Capital City: Underlight (0854)
Sphere: Water. Water spells are the oddball spells, as they are often bring a mixture of effects. Mist reduces visibility for everyone, resulting in chaos and preference for melee. Water gush dispels anything fire and does a bit of damage, and a Torrent spell could spell the doom of an army if they are unaware of the terrain.
Leader: Deet'tweek [0854/Deet'tweek/H6:6/R0:0/A0/D2/M12/S-:-/Ab:Flying]
Leader Level: 1 [0/10] Mana: [10/10]
Leader Spells:
Mist: Reduces visibility of everyone by 1. 3mp.
Torrent: Roll 1d6 for every unit beside a body of water or on a swamp, marsh or water hex on the battlefield, save for units that are flying or has underwater. Deal 1 damage on each 1 rolled. 6mp.
Water Gush: Removes 1 hp from target unit; dispels fire spells; does 2 damage to fire fantasy units. Range 4, Cost 8mp.
Units:
Slugmen [XX/Slugmen/H:1:1/R0:0/A2/D2/M6/S0:0/Ab:Swampwalk, Underwater] Requires 1 food, 0 resources, Barracks
Spear Ratmen [XX/Spear Ratmen/H2:2/R0:0/A2/D2/M8/S0:0/Ab:Swampwalk,Anticav] Requires: 1 food, 1 resources, Barracks
Batmen [XX/Batmen/H2:2/R0:0/A2/D2/M12/S0:0/Ab:Flying] Requires: 2 food, 2 resources, Barracks, Bat Roost
Lizardmen [XX/Lizardmen/H3:3/R0:0/A4/D2/M6/S1:1/Ab:Swampwalk] Requires: 4 food, 2 resources, Barracks, Lizard Hut
Troll Knight [XX/Troll Knight/H:4:4/R0:0/A5/D4/M5/S2:2/Ab:Charge 3, Iconic] Requires: 8 food, 5 resources, Barracks, Troll Mound
City Layout:
0854: City Walls, Defense tower; Barracks, Bat Roost
0953: City Walls, Defense tower; Lizard Hut, Troll Mound
Player: Jesse
Civ Name: The Northern Catalyst (3004)
Colour: Blue
Capital City: Mozigluuk
Sphere: Dark Ice. Dark Ice is Icy Darkness. The dark frost spell is a very standard opening move, combining draining and slowing in one move. Throwing of Dark ice bombs will disrupt formations, and Dark ice shards can put doubts of the fight to rest.
Leader: Eyjakacul [3004/Eyjakacul/H6:6/R0:0/A0/D2/M12/S-:-/Ab:Flying]
Leader Level: 1 [0/10] Mana: [10/10]
Leader Spells:
Dark Frost: Curse. For next 2 moves, -3 Movement to target unit, and throw 1d6. On 1 or 2 target unit take 1 damage (damage prevention works here). Range 4. Cost 4mp.
Dark Ice bombs: Designate a hex. At the end of the next opponent's turn, the unit on it takes 1 damage (damage prevention works here). Range 3. Cost 4mp.
Dark Ice Shards: Removes 1 hp from target unit. Range 4. Cost 6mp.
Units:
Ice Spears [XX/Ice Spears/H:2:2/R0:0/A2/D2/M7/S0:0/Ab:Waterwalk, Anticav] Requires 1 food, 1 resources, Barracks
Ice Wielder [XX/Ice Wielder/H2:2/R3:3/A2/D2/M8/S0:0/Ab:Waterwalk] Requires: 2 food, 2 resources, Hall of Ice <- Basic missile troop throwing ice
Ice Carrier [XX/Ice Carrier/H3:3/R0:0/A1/D5/M6/S1:1/Ab:Waterwalk] Requires: 2 food, 2 resources, Barracks, Hall of Ice
Snowtroopers [XX/Snowtroopers/H3:3/R2:2/A3/D2/M12/S0:0/Ab:] Requires: 2 food, 3 resources, Barracks, Training range <- On sledges or such.
Ice Fiend [XX/Ice Fiend/H:6:6/R0:0/A4/D3/M6/S2:2/Ab:Iconic, Fantasy, Ice-based] Requires: 4 food, 7 resources, Hall of Ice, Fiend Roost
City Layout (tentative):
3004: City Walls, Defense tower; Barracks, Hall of Ice
2904: City Walls, Defense tower; Training Range, Fiend Roost
Player: ExKirby
Civ Name: Kyrby Clan
Colour: Shocking Pink
Capital City: Dreamland (6109)
Sphere: Wind. Wind did little direct damage, but is hated for obvious reasons. Wings of wind increases movement, and Levitate have extreme utility as it can take something out of commission or remove your unit from melee while still maintaining the ability to snipe, plus it is hard to dispel. Tornado adds some spice to the field by moving and hurting units.
Leader: Kirby [6109/Kirby/H6:6/R0:0/A0/D2/M12/S-:-/Ab:Flying]
Leader Level: 1 [0/10] Mana: [10/10]
Leader Spells:
Wings of Wind: Enhancement. Until the start of your next move, target unit gains 50% of its movement. Cost 3mp. Range 4.
Levitate: Enhancement. Until the start of your next move, Target unit gains natural flying ability. Cost 4mp. Range 3.
Tornado: Removes 1 hp from target unit. Can move target unit to adjacent unoccupied hex. Cost 8mp. Range 4.
Units:
Stone Kyrby [XX/Stone Kyrby/H3:3/R0:0/A1/D5/M6/S0:0/Ab:Kyrby] Requires 2 food, 3 resources, Kyrby Hall
Heroic Kyrby [XX/Heroic Kyrby/H3:3/R0:0/A5/D2/M7/S2:2/Ab:Kyrby, Inquisition] Requires: 3 food, 5 resources, Kyrby Hall, Triangular Building
Mouse Kyrby [XX/Mouse Kyrby/H2:2/R3:3/A2/D2/M8/S0:0/Ab:Kyrby] Requires: 2 food, 3 resources, Kyrby Hall, Ball-shaped Building
Plumber Kyrby [XX/Plumber Kyrby/H3:3/R2:3/A4/D2/M8/S0:0/Ab:Kyrby, Plumber Kyrby] Requires: 3 food, 3 resources, Kyrby Hall, Mushroom-shaped building
Copier [XX/Copier Kyrby/H:2:2/R0:0/A2/D2/M8/S0:0/Ab:Kyrby, Copier Kyrby] Requires: 3 food, 3 resources, Kyrby Hall
City Layout (tentative):
6109: City Walls, Defense tower; Barracks, Ball-shaped building
6110: City Walls, Defense tower; Triangular building, Mushroom-shaped building
Player: Kashyyk
Civ Name: As Ger-Rán
Colour: Red
Capital City: Ger-Rán Fer (7373)
Sphere: Fire. Fire is defined by damage. Flame weapons deliver extra damage, Flame shield deters by reflecting damage, and fireball deals damage plus a possibility to overpower it even it leads to backdrafts.
Leader: Eran Son-Tan [7373/Eran Son-Tan/H6:6/R0:0/A0/D2/M12/S-:-/Ab:Flying]
Leader Level: 1 [0/10] Mana: [10/10]
Leader Spells:
Flame Weapons: Enchant target unit. When Target unit deals damage, throw 1d6. On 5 or 6, deal 1 extra damage. Cost 4mp. Range 4.
Flame Shield: Enchant target unit. When Target unit receives melee damage, throw 1d6. On 4, 5 or 6, Deal 1 damage to attacker. Cost 5mp. Range 4.
Fireball: Deals 1 damage to target unit. Can spend 2 mp and 1 hp to deal 1 more damage. Cost 5mp. Range 4. <- note that damage prevention works explicitly in fireball
Units:
Orc Legionnaire [XX/Orc Legionnaire/H3:3/R0:0/A4/D5/M5/S0:0/Ab:] Requires 3 food, 4 resources, Barracks.
Orc Pikemen [XX/Orc Pikemen/H3:3/R0:0/A3/D4/M6/S0:0/Ab:Anticav] Requires: 3 food, 3 resources, Barracks.
Orc Longbowmen [XX/Orc Longbowmen/H3:3/R4:4/A3/D3/M7/S0:0/Ab:] Requires: 4 food, 4 resources, Archery Range.
Wardog [XX/Wardog/H2:2/R0:0/A6/D1/M10/S0:0/Ab:Animal] Requires: 2 food, 2 resources, Kennels
Shan-Rán [XX/Shan-Rán/H:4:4/R0:0/A5/D6/M5/S1:1/Ab:Cleave] Requires: 7 food, 7 resources, Barracks, Shan-Rán Hall
City Layout (tentative):
7373: City Walls, Defense tower; Barracks, Archery Range
7473: City Walls, Defense tower; Shan-Rán Hall, Kennels
Player: Grek
Civ Name: Overheim
Colour: Teal
Capital City: Inverted Tower (5749)
Sphere: Storms are radically different from wind, as it becomes more aggressive. The Lightning spell only need the target be visible, and no need for LoS or be in range; The Sonic Boom spell will surely hit some of your allies, but its damage potential cannot be underestimated especially in danger. Strum und Drang embraced the brutality of the sphere: as long as you kill, you get more spirit, and when you are not killing, you lose it quickly.
Leader: Sky Wizard [5749/Sky Wizard/H6:6/R0:0/A0/D2/M12/S-:-/Ab:Flying]
Leader Level: 1 [0/10] Mana: [10/10]
Leader Spells:
Lightning: Remove 1 hp from any visible target. Cost 7 mp.
Sonic Boom: Remove 1hp from every unit within 2 hex of caster. cost 8mp.
Strum und Drang: At the end of a move, for every unit killed in this move, gain 1 spirit. Otherwise, lose 1 spirit. Undispellable and last for the battle. 4mp, range 4.
Units:
Peasant Levy [XX/Peasant Levy/H2:2/R0:0/A2/D2/M8/S0:0/Ab:Anticav, Forced march] Requires 1 food, 1 resources, Jailhouse.
Storm Raven [XX/Storm Raven/H1:1/R0:0/A2/D2/M15/S0:0/Ab:Natural flying, Animal] Requires: 1 food, 1 resources, Nest.
Blue Drake [XX/Blue Drake/H3:3/R3:3/A3/D4/M9/S1:1/Ab:Natural Flying, Dragon]Requires: 5 food, 4 resources, Nest, Jailhouse.
Eagle Rider [xx/Eagle Rider/H:2:2/R3:4/A1/D2/M12/S0:0/Ab:Natural Flying, Cavalry]Requires: 3 food, 2 resources, Nest, Archery Range.
Cloud Giant [XX/Cloud Giant/H4:4/R0:0/A4/D6/M8/S1:1/Ab:Iconic, Flying] Requires: 8 food, 5 resources, Barracks.
City Layout:
5749: City Walls, Defense tower; Barracks, Archery Range
5650: City Walls, Defense tower; Nest, Jailhouse
Player: Knight Otu
Civ Name: The Heavenly Deer
Colour: [___]
Capital City: Oshoada
Sphere: Beastmastery. From mundane animals to legendary "fantastic" creatures, they are all part of a beastmaster's arsenal. The attentiveness of the Crow and the powerful lumbering great bear spirit are just a few examples. Unfriendly animals will be subdued to reduce their power, while friendly ones can be enhanced in the same rein.
Leader: Sidra Tamestorms [4330/Sidra Tamestorms/H6:6/R0:0/A0/D2/M6/S-:-/Ab:Flying]
Leader Level: 1 [0/10] Mana: [10/10]
Leader Spells:
Summon Crow: [XX/Spirit Crow/H1:1/R0:0/A0/D2/M15/S-:-/Ab:Natrual Flying, ttl:1, detect stealth, Fantasy, Animal] 3mp. Range 1.
Summon Great Bear Spirit: [XX/Great Bear Spirit/H4:4/R0:0/A3/D2/M6/S-:-/Ab:ttl:2, Fantasy, Animal] Cost 7mp. Range 1.
Animal Training: Change the attack or defense value of any Animal or Cavalry unit in range by 1 for 4 moves. Cost 4mp. Range 4.
Units:
Gurisho Raider [XX/Gurisho Raider/H3:3/R0:0/A4/D3/M10/S1:1/Ab:Cavalry] Requires 3 food, 2 resources, Animal Pen, Gurisho Pen.
Wuradi Warrior [XX/Wuradi Warrior/H3:3/R0:0/A3/D3/M7/S1:1/Ab:] Requires: 2 food, 2 resources, Barracks.
Wuradi Bowmen [XX/Wuradi Bowmen/H2:2/R3:3/A2/D2/M8/S1:1/Ab:] Requires: 2 food, 2 resources, Archery Range.
Lynx [XX/Lynx/H:2:2/R0:0/A5/D1/M8/S0:0/Ab:Animal] Requires 1 food 1 resources, Animal Pen
War Elephant [XX/War Elephant/H:6:6/R4:3/A3/D6/M6/S0:0/Ab:Cavalry, Charge 1] Requires: 6 food, 7 resources, Animal Pen.
City Layout:
4330: City Walls, Defense tower; Barracks, Archery Range
4431: City Walls, Defense tower; Animal Pen, Gurisho Pen
Rules:
The play will be in turns. According to the pace that I can write up things, There will be at least 1 turn/week.
Players can play their turn, which generally include resource creation/allocation and movement. RP is never mandatory, but pretty much encouraged.
Player can opt to store up their turns, up to at least 5. Storing will automatically occur when player does not play his turn when a new one is given. Using multiple turns at once means that the resources created will be the same as those turns taken separately (e.g. 5 turns worth of resources will be produced whether the 5 turns are played at once or separately). Movement will not be increased.
Player must use their turns all at once. You cannot have turns left when you decide to use a turn.
A turn takes effect as soon as it is posted. If a previous move has not been confirmed/resolved and it you think that your move is in conflict of it, refrain from doing it.
Combat moves are different, as they are done alternatively. There is no skipping, unless a player is too slow. They go on independent from game turns.
Every player will have control of one city of pop 6 at the start of the game. Each 4 population will require a city hex, so a city of pop 11 will occupy 3 hex. The population work the land in city influence (defined as the sum of the 18 tiles surrounding each city hex) with each providing food and resources. Each population unit need one food to survive. 5 Excess food can be converted into a population unit.
Alternatively, provided that you have the right resources and conditions, you can create improvements, buildings, or units. Each city hex can only hold 2 buildings, not including the city wall and a defense structure (e.g. guard tower), so you have to choose and specialize.
The city will fall once you exert control on every hex of it. Control means that you have already walked on it with a non-natural flying unit and have seen no resistance (i.e. not in the ZoC of the enemy). If you does not have control of a city hex, you will lose the benefit of the buildings on it.
The Guard tower will act as a defense unit. It can fire at anything in range, and it will fight back the best unit if engaged.
The City walls add 2 to defense to anything attacking from outside it. It has no effect for attacks from inside it.
Terrain are as follows.
Plains: 2 food, 3 movement cost.
City: Automatically provide 1 food 1 resource, 3 movement cost.
Hills: 1 food 1 resource. 5 movement cost; +1 to defense.
Forests: (Broadleaf and Conifer are for RP points only) 1 food 1 resource. 4 movement cost; +1 to defense.
Wooded Forests: 1 food 1 resource. 6 movement cost; +2 to defense.
(Wooded) Mountains: 1 resource. Cannot be Moved upon.
Swamps: 2 food, 6 movement cost.
Desert: 1 resource, 4 movement cost.
Water: 2 food. 3 movement cost (water units only).
River add 1 food to adjacent tiles; +2 to movement, 1 to defense across river.
Tundra has 1 food, 4 movement cost.
Ice are resourceless, 5 movement cost.
Flying units treat all hex has a movement cost of 2.
Improvements:
Farms can only be built on plains and add 1 food. Cost 5 resource and can only be built in city influence.
Mines can only be built on hills or mountains and add 1 resource. Cost 5 resource and can only be built in city influence.
Roads can reduce the movement cost along the road to 2. Cost 3 resource and must connect to a city. Roads across a rivers will ignore it.
Fish produces 2 food.
As advertised, units take up space, and they don't stack. The only exceptions are when they are created, and when they are on a transport(which it stacks on).
Unit descriptions are in the following format:
[A11/Light Spearmen/H3:3/R0:0/A2/D4/M8/S0:0/Ab:Anticav]
A11: Location.
Light Spearmen: Name. This is a unit of light spearmen.
H3:3 : Health. This unit needs 3 hits before it is eliminated. Health can be replenished in cities out of combat.
R0:0 : Ranged rating. The first digit is attack, and the second digit is range. Adjacent hex counts as 1.
A2: Attack Rating.
D4: Defense Rating.
When engaging, the rule is to add a 1d6 to each of them. If Attack>Defense, it is a hit. If not it is a miss. Each hit deal exactly one damage, no more, no less, unless otherwise stated.
Rolling 1,6 is a critical miss. Rolling 6,1 is a critical hit.
M8: Movement points. 8 movement points is equivalent to 4 road hexes. If there is not enough movement points to move into the final hex, the move is still carried using all movement points left.
S0:0 Spirit point. The first digit is the natural rating, including training. The second is after temporal modifiers and is the value used in combat. Units at -3 spirit will rout and flee to the safety of a city; they will surrender immediately if caught in melee, unless they are surrounded (and in this case they should be out of -3). This value will move towards the natural rating one step a (game) turn out of combat.
If engaged, units are assumed to be in melee. Units left at melee range at the end of a turn will fight automatically. If one unit is engaged with multiple units, it can only fight one.
If one unit eliminates another in melee, it will move into its position. If there is a conflict, Use the most recent order of movement.
Ranged units cannot use its ranged attack in melee, unless otherwise specified. Ranged attack must be specified in moves.
Unit block movement of each other.
Engagement of 2 units is counted as within the ZoC of each other.
One cannot directly transverse the ZoC (of 1 hex) of a hostile unit, but withdrawing and engaging from another direction is perfectly okay. One cannot, however, withdraw and engage again immediately at the same hex. It is permitted, however, to do so in a ABCBABC fashion. It is possible to do it for a multiple number of times in a move.
Withdrawing is defined as leaving the ZoC of another unit. Unless the other unit is otherwise still engaged by a unit for the duration of your move in some way, doing so will incur a loss of spirit.
Your leader is not a unit in the strict sense, as it does not block movement, or it will engage in combat if supported (although it can certainly cast fireballs flying around). If left alone, however, it is [XX/Leader_Name/H6:6/R0:0/A0/D2/M12/S-:-/Ab:Flying]. Your leader does not have spirit.
Spirit is the most important modifier and deserves to have its section.
It adds to both attack and defense. Only negative spirit has effect for ranged attacks. All range of spirit has effect for melee attacks.
Temporal modifiers:
enemies slain (+1/unit slain).
supported on both sides (+1).
exposed (-1).
Supported means when a unit is engaged, there is 1 unit within 120 degrees on each side of the opponent.
Exposed means there is no unit within 120 degrees of the engaged opponent.
Units not in melee cannot be supported or exposed.
Surrounded (+2). A surrounded unit means it cannot move.
Losing 1/3 of units in a battle, in unit terms will lead to -1 spirit.
I do not intend to umpire your trading; trade is simply conducted by both sides sending me a PM or posting on the thread, with one side making a proposal, and the other side accepting it.
However, if 2 civilizations intend to trade food and resources, there must be some road between them (p.s. resources are otherwise civ-wide).
Units and cities can be traded; the only thing that need to be specified will be the hex.
Trading a unit on a transport does not change ownership of the transport, and vice versa.
Unless you explicitly state that your army will not engage such state's, I'll create a battle for you.
The Hero is the centerpiece of the game. If you lose your hero, you are out of the game.
Heroes can cast all spells available to your civilization. They might have some utility spells which will be generally available or at least not locked to civ. Other units can only have abilities which work like spells, but they are not considered as spells.
MP is needed to cast most spells. Each move in combat and turn out of combat, for each 2 population in your civilization, your hero recovers 1 MP.
There is no Cooldown on spells. If you have a load of MP, you may simply rain fireballs on your enemy.
Units killed in battle that the hero is taking part will grant him experience. Each food or resource of the unit slain will grant 1 experience.
To advance to the next level, a hero needs 10 x current level of experience. Experience is not stored if it is used to level up, so to advance to level 3 from level 1 one need 30 experience.
Each level gained will grant you 3 attribute points which you can put on HP, MP or Spells. Spells can mean a spell upgrade or a new spell which will be granted at the right moment.
Heroes can be engaged normally but cannot engage. They move and heal normally like any other unit. They do not have morale.
Natural Flier: It does not impart ZoC at land units nor it is affected by ZoC of land units. Ignores movement costs.
Flying: It can change itself as a natural flying or a non-natural flying unit at any time in its move.
Stealth=Can only be seen at a 1 hex closer than normal. Cannot be seen in forests unless you tried to go adjecent to it.
Stealthshot=Can do ranged attack and remain not seen by enemy. Cannot be invoked if stealth is compromised.
-walk: disregard the part in - for movement.
ttl:x The unit will disappear at the end of a move when x reaches 0. x is decreased by 1 at the start of a move.
fantasy: is a fantasy creature and can be made as a target of a variety of spells and abilities.
Forced March: Once a move, activating this adds 50% of the total value of Movement to it. Unit Loses 1 Spirit.
Cavalry: Is cavalry unit, ignores supported/exposed spirit modifiers
Charge x: Can Charge. Charge means an extra attack made on the move when a unit moves into the ZoC of a enemy unit. Can only be made once per hex moved, and cannot be made when made on the previous hex moved. Such attacks is made with an attack value of x+1d6 against the defense value of the defender, adding modifiers from abilities and spirit. Such unit will automatically receive 1 damage if a charge does not succeed.
Inquisition: +1 damage against fantasy.
Iconic: All allies within 2 hex have +1 spirit; does not stack with similar effects. If this unit dies, all allies within 2 hex lose 1 additional spirit, and enemies gain 1 spirit.
Underwater: In addition to waterwalk, Cannot be seen by other units when in water or swamps, unless engaged or when the spotter is in air.
Kyrby (ability) Can transform into a normal Kyrby unit [XX/Kyrby/H:x:2/R0:0/A2/D2/M8/Sx:0/Ab:Kyrby] at anytime. When building other Kyrby(ability) units, can trade at most 1 normal kyrby unit in the same city as 1 food 1 resource, while retaining the current health and spirit value of the traded unit.
Plumber Kyrby (Ability) Loses Ranged attack at 2hp. Becomes A2 but gains stealth at 1hp.
Copier Kyrby (Ability): When defeating any enemy unit, can choose to assume the enemy's abilities. Doing so will remove the corpse of the unit from the game. Can revoke to baseline copier kyrby at anytime. Gains R3:3 which revokes the unit back to baseline copier kyrby when used.
Dragon: Is a dragon.
Animal: Is an Animal.
Detech Stealth: Ignore their debuff to Stealth when calculating sight. Compromises stealth if seeing a stealth unit.
Game Map: