WARLOCK CHARACTER SHEET:
Name: Puella the Mad (Haspen)
Starting Province*: East Heor
Low (Basic) Magic: Fire Magic
High (Divine) Magic: Mahnya, Goddess of Life
Color:
Fabulous Neon Pink*cannot be adjacent to other Warlocks' Starting Provinces!
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TURN ORDER:
Global Turn is divided into Player Turn; once all Players move and finish their Turns, next Global Turn occurs.
Each Global Turn represents one Season (Spring, Summer, Autumn and Winter), and thus 4 Global Turns make a Year.
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MAP:
Land of Magica is divided into Provinces, and each Province has a Central land (represented by its full name) and adjacent Provinces named after it.
Each adjacent Province is has a prefix: 'N'orth, 'S'outh, 'W'est, 'E'ast, 'U'pper and 'L'ower.
So for example, there is Daos, a central land, with West Daos (WD), North Daos (ND) and South Daos (SD) Provinces adjacent to it.
Each Province increases your Max.Army limit by 1 (the Province where your Tower stands provides +2 to said Limit).
Every Warlock starts with 1 Province where their Tower stands; this Province is refered to as 'Tower Province'.
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VICTORY CONDITIONS:
There are three possible victory conditions:
A) Conquer 28 of 55 Provinces.
B) Eliminate other Warlocks by conquering their Tower Provinces.
C) Research and cast your chosen Low Magic's Level 3 Spell.
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ARMY CREATION, SUMMONING AND MOVEMENT:
During your Turn, you can raise 1 Army at your Tower, or a Keep, if you have any.
You cannot raise Armies if your current Army number is equal to Max.Army Limit.
You can also Summon Unit(s) at your Tower, the type of Unit depending on your Low Magic affinity.
Summoning an Unit costs Mana, equal to double the Unit's base Upkeep (so, for example, a Selkie Unit costs 4 Mana to summon).
Normally, all Armies and Units can move 1 Province per Turn, although there are some exemptions to this rule.
Also, newly raised Armies and summoned Units cannot move.
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PROVINCIAL IMPROVEMENTS:
Each Turn, you can construct 2 Provincial Improvements per Turn in the Provinces you control. This amount can be increased with completion of certain Crystalcraft projects.
Every Province can support only 3 Provincial Improvements at maximum, requiring you to manage them wisely.
Mana Generator:
Generates 2 Mana at start of your Turn.
Magic Vault:
Increases your Mana limit by 4.
Laboratory:
Generates 2 Mana for your current Research Project.
Temple:
Increases your Piety rating for Grand Prayer purposes.
Keep:
Provides a possible spawn point for your Armies. Armies stationed in a Province with a Keep gain +2 to their Defense rolls.
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COMBAT:
When you move your Army or Unit into independent or enemy Province that has Armies or Units in it, Combat occurs.
Each side rolls a 1d8 dice; Attacking unit gets Attack bonuses to its roll, Defending unit gets Defense bonuses to its roll.
The side that gets higher number than the other wins the combat and the opposing Army/Unit is destroyed.
In case of a draw, the Attacking Army or Unit retreats to the last Province it passed through.
Antithesis:
Summoned Units have their Antithesis; a complete opposite to their magical nature. Selkie and Hellhounds, Golems and Avians, are Antithesises of each other.
When combat occurs between Antithesises, the Attacking side gains +1 to their Attack rolls.
However, Antithesises will never retreat; meaning that a Combat roll that would normal end in a draw will end destruction of the Attacking Unit!
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MANA GENERATION, MANA LIMIT, MANA UPKEEP:
Your Mana Limit dictates how much Mana maximum you can have; your starting Mana Limit is 15 Mana.
You can increase Mana Limit by constructing Magic Vaults in Provinces under your control, although completing Mysticism research is much better way to increase the limit in a long run.
Each Turn, you get +2 Mana from being a Warlock (this can be increased by completing Attunement research). Any Mana generated over the Mana Limit is simply lost.
You also get Mana from Mana Generators, which are Provincial Improvements (check PROVINCIAL IMPROVEMENTS for details), and Mana Nodes.
Mana Nodes are concentrated pockets of magic that spontaneously burst from the ground at random times and random places (10% chance at start of each global Turn); additionally, 4 Mana Nodes are generated at the beginning of a game in 4 random, independent Provinces.
Warlock that controls a Mana Node gains +3 Mana per Turn.
A desperate Warlock (or one that has many spare Mana Nodes) can also harvest a Mana Node, instantly gaining 40 Mana (be wary of Mana Limit!) but destroying the Mana Node in the process.
Your Summoned Units (Hellhounds, Golems, Selkie, Avians and Thunderwyrms) have a Mana Upkeep cost; each Turn, your Mana reserves are lowered by the amount of the Unit(s) Upkeep.
If, at one point, you cannot pay a full Upkeep cost, one Summoned Unit will be instantly destroyed (high Upkeep units take priority).
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PIETY, THE FIVE DEITIES, AND GRAND PRAYER:
High Magic, also known as Divine Magic, is tied to one of five Deities; Mahnya, Vutar, Seios, Neevrond and Larka.
These Deities, besides providing a Warlock with passive bonuses and extra Spells, can be called upon to provide a spectacular effect, depending on the Deity - this is done by Grand Prayer.
Grand Prayer requires 10 Mana to be spent, and it's success chance depends on the Piety Rating of your Warlock.
Piety Rating is increases by Temples; the more Temples you have, the higher the Piety Rating.
The formula for Piety rating is: Temples you control / (Provinces you own + 1) = Piety rating (rounded down to a full number).
For example, you control 5 Provinces and you have 3 Temples. 3 / 5+1 = 3/6 = 50% Piety rating.
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THE UNKNOWNS:
Each Summer, when the cosmic energies are at the greatest resonance, there's a 5% chance that The Unknown might spawn in a random Province.
The Unknown are otherwordly abominations; gigantic, floating, multi-tentacled ammonoids that seek sources of magic to feast upon, moving 1 Province per Turn toward nearest Mana Node, or, if none are present, toward the nearest Warlock Tower.
If an Unknown destroys all Armies/Units stationed in a Province, it destroys ALL Improvements in the Province and turns it 'independent' again, necessiting a forced removal of the abomination before a Warlock can reclaim the lost territory.
When an Unknown is spawned, it is given random amount of Attack and Defense bonuses, to the total amount of +6; so if an Unknown spawns with +4 bonus to Attack rolls, it will have +2 bonus to Defense rolls.
There is a small reward when an Unknown is destroyed; the Warlock who slays such an abomination gains a random amount of Mana, between 1 to 20 points!
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INDEPENDENTS:
Independents are non-aligned Provinces which live out their meagre lives, trying (and often failing) to not get subjugated by Warlocks.
Independents are not stupid and will sometimes raise Armies (50% per global Turn) to defend themselves, and if they already have an Army, they will try to construct a Keep (25% chance each global Turn) to ensure their safety.
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RESEARCH:
To start a Research Project, simply pick a topic from the list of available topics.
Higher level topics require that you first do the lower level topics; for example, to be able to research Crystalcraft III, you first need to complete Crystalcraft II.
The only category that does not adhere to this sequential rule is Towercraft; none of its topics have any prerequisities and any of them can be pursued at any given time.
You can switch current Research Projects during your Turn; however, doing so will halve the amount of Research accumulated so far.
Also, during your Turn, you can donate your Mana reserves to your current Research Project, increasing its completion rate by 1 point per 1 Mana donated.
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HEROES:
The land of Magica is travelled upon by Heroes; brave, wise or otherwise skilled men and women, who aren't above selling their services to Warlocks in exchange for precious Mana.
Each global Turn, there's a 10% chance that a Hero will arrive at a Tower of random Warlock, offering their services to them.
Heroes can be stationed in a Province or told to travel alongside your Armies and/or Units. Heroes have between 1 to 3 randomly chosen traits. These traits are as follows:
Alchemist: Laboratories and Mana Generators in Province where the Alchemist is stationed generate +1 Mana extra.
Beastmaster: Summoned Units in the Province where Channeler the stationed, or Units with which Channeler travels, gain +1 to their Attack/Defense rolls.
Builder: Can build 1 Provincial Improvement per Turn in Province where the Builder is stationed for free.
Greedy: Requires 1 Mana per Turn more than other Heroes. This trait will never occur on its own. Mutually exclusive with Loyal.
General: Armies in the Province where General the stationed, or Armies with which General travels, gain +1 to their Attack/Defense rolls.
Loyal: Upon capture by enemy Warlock, cannot be convinced to work for them. This trait will never occur on its own. Mutually exclusive with Greedy.
Preacher: Counts as a 'Temple' in the Province where the Preacher is stationed (no effect if Temple is already present).
Scholar: Triples the output of Laboratory in Province where the Scholar is stationed.
There's no initial price for hiring a Hero; however, at start of each Turn, a Hero will attempt to collect Mana from you.
The usual Mana payment for a Hero is calculated as follows: (Amount of Traits x2) + (random number between 1 and 4). A Hero will announce their Mana payment upon arrival, so there will be no nasty surprises for a Warlock.
For example, Maya Silverhawke is Loyal, Beastmaster and a Scholar, and her random number is 3. Her Mana cost is thus: 3x2 + 3 = 9 Mana per Turn.
A Hero that cannot be paid at start of a Turn will ask their employer whether they're going to pay them next turn or should their leave their ranks. A Hero that goes unpaid two Turns in a row automatically leaves their employer.
Heroes can be captured; if the Province where a Hero is stationed is taken by enemy Warlock's forces, or Armies/Units the Hero is traveling with are destroyed, by enemy Warlock's forces, the Warlock in question has three choices:
A) Murder the Hero to prevent the possible return of the Hero to their employer.
B) Release the Hero (there's 50% chance that the Hero will either return to its employer or will depart in shame).
C) Convince the Hero to join them instead (Loyal Heroes will never agree to this).
If a Hero gets captured by Independents (as improbable as it sounds), they will always be Released.
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