This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
commander [2020/05/21 12:32] cactusowl |
commander [2022/06/13 03:48] (current) fenrir [Subtypes and strategy] |
||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ====== Commanders ====== | ||
+ | |||
==== Overview ==== | ==== Overview ==== | ||
Line 15: | Line 17: | ||
Commanders require gold, resources, and commander points to recruit. | Commanders require gold, resources, and commander points to recruit. | ||
- | Commander points serve to limit the rate at which a fort can produce commanders. Palisades produce one per turn, fortresses and castles produce two, and citadels and above produce three. | + | Commander points serve to limit the rate at which a [[fort]] can produce commanders. Palisades produce one per turn, fortresses and castles produce two, and citadels and above produce three. |
Most commanders cost one commander point per turn. Mages and the best troop leaders cost two, and the most powerful mages cost four. | Most commanders cost one commander point per turn. Mages and the best troop leaders cost two, and the most powerful mages cost four. | ||
Line 23: | Line 25: | ||
Commanders fall into a few basic classes: | Commanders fall into a few basic classes: | ||
- | * **Mages** are the most common and most valuable commanders. Their spells generally decide battles, they can research those spells, they can search for gems, and they can turn those gems into summoned creatures that win games. Some mages can lead troops well and some are also priests; some, like ??Oracle of the Ancients??, can do it all. | + | * **Mages** are the most common and most valuable commanders. Their [[Magic|spells]] generally decide battles, they can [[research]] those spells, they can search for [[gems]], and they can turn those gems into summoned creatures that win games. Some mages can lead troops well and some are also priests; some, like ??Oracle of the Ancients??, can do it all. They get a purple name in battle reports. |
- | * **Scouts** are commanders who generally have no leadership, some combination of terrain survival skills, minimal combat ability, and stealth. They' | + | * **Scouts** are commanders who generally have no leadership, some combination of terrain survival skills, minimal combat ability, and stealth. They' |
- | Most of the time, independent | + | Most of the time, [[independent]] ?? |
- | * **Leaders** (or " | + | * **Leaders** (or " |
- | * **Priests** are commanders with Holy access, but no other magic. Their main roles are blessing troops in battle, banishing the undead, and preaching. You'll recruit these typically only when you need things blessed and you don't have holy levels on mage-priests, | + | * **Priests** are commanders with [[Divine Magic|Holy]] access, but no other magic. Their main roles are blessing troops in battle, banishing the undead, and preaching. You'll recruit these typically only when you need things blessed and you don't have holy levels on mage-priests, |