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independents [2021/12/09 15:52]
dmitry [Common Independent Types]
independents [2023/12/05 06:52] (current)
fenrir
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 [[thrones|Throne]] provinces are guarded by stronger independents, with higher throne levels having stronger guardians and possibly neutral [[Pretenders|Pretender]] chassis. While not limited to thrones, stronger independents may spawn with random [[items|magic items]] and gems, meaning that taking such provinces is often more complicated than the larger quantitity of chaff they have. Note that mages in Throne provinces **do** regain their gems after each battle. [[thrones|Throne]] provinces are guarded by stronger independents, with higher throne levels having stronger guardians and possibly neutral [[Pretenders|Pretender]] chassis. While not limited to thrones, stronger independents may spawn with random [[items|magic items]] and gems, meaning that taking such provinces is often more complicated than the larger quantitity of chaff they have. Note that mages in Throne provinces **do** regain their gems after each battle.
  
-Barring upkeep, independent forces are subject to the same checks that any player army is: underlying [[afflictions|disease]] or [[horror mark|horror marking]] [[magic sites]] will afflict them, as will disease caused by starvation. Additionally, they experience the full effects of any magic items they might have, including items such as a ??Soul Contract?? spawning devils every turn. Independents do not [[patrol]] for any reason, therefore there is no risk to [[stealthy]] commanders in their provinces.+Barring upkeep, independent forces are subject to the same checks that any player army is: underlying [[afflictions|disease]] or [[horror mark|horror marking]] [[magic sites]] will afflict them, as will disease caused by [[starvation]]. Additionally, they experience the full effects of any magic items they might have, including items such as a ??Soul Contract?? spawning devils every turn. Independents do not [[patrol]] for any reason, therefore there is no risk to [[stealthy]] commanders in their provinces.
  
 Independent forces can also be created through [[random events]] in which they will attack the controlling player's forces stationed there, and perhaps take back control of the province. Should they beat patrolling forces in a fort, independents will never storm a castle, no matter how long they siege it. Independent owned provinces do not experience random events. Should an independent priest bless independent sacred troops, nothing will happen (this is probably a bug). Independent forces can also be created through [[random events]] in which they will attack the controlling player's forces stationed there, and perhaps take back control of the province. Should they beat patrolling forces in a fort, independents will never storm a castle, no matter how long they siege it. Independent owned provinces do not experience random events. Should an independent priest bless independent sacred troops, nothing will happen (this is probably a bug).
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 ??Raptor#205??s and a few Caelian ??Soulless#317??, led by an indie ??Harab Seraph#252??. Found only in MA Highlands, where they wait for their LA return. Soulless, certainly, cannot be recruited. ??Raptor#205??s and a few Caelian ??Soulless#317??, led by an indie ??Harab Seraph#252??. Found only in MA Highlands, where they wait for their LA return. Soulless, certainly, cannot be recruited.
   * Undead   * Undead
 +A single indie type with many variations. Found in all land terrain types, except Farms, and in all ages. Every specific variation is pretty rare, but all together they have a decent chance to be encountered. Undead provinces always have low population. Recruitment and PD consist of ??Slinger#50??s and ??Commander#34?? (replaced by Cavemen in Caves). Possible variations include:
 +
 +A ??Mound King#190?? leading ??Ghoul#198??s and various standard Longdead.
 +
 +A mounted ??Mound King#188?? leading a ??Longdead Horseman#189?? troop.
 +
 +??Ghoul#198??s and ??Soulless#197??.
 +
 +??Possessed Corpse#1765?? with a force of ??Gana#1764??s and ??Pisacha#1715??s.
 +
 +A ??Wight Mage#299??, protected by ??Longdead Horseman#189?? cavalry led by a ??Mound King#188??, ??Mound King#190?? bodyguards and a bunch of ??Soulless#197??
  
 **Tribes**: **Tribes**:
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   ??Wolf Tribe Warrior#124??s and ??Wolf Tribe Archer#123??s, led by a ??Barbarian Chief#141?? and a ??Wolf Tribe Shaman#1596??. The most common tribe: plains, forests, highlands, mountains and even wastes are their homes. In LA, remain common in wastes. No Barbarian Chief recruitment.   ??Wolf Tribe Warrior#124??s and ??Wolf Tribe Archer#123??s, led by a ??Barbarian Chief#141?? and a ??Wolf Tribe Shaman#1596??. The most common tribe: plains, forests, highlands, mountains and even wastes are their homes. In LA, remain common in wastes. No Barbarian Chief recruitment.
  
-**Amazons**: +**Amazons**: One Priestess and one Sorceress, leading some Amazons of the corresponding clan and a handful of that clan's sacred units. Leaders often possess magic items. Least uncommon in EA. All can be recruited, PD is led by a Priestess.
   * Crystal Amazons   * Crystal Amazons
 +??Crystal Sorceress#346??, ??Crystal Priestess#347??, archer ??Amazon#348??s and ??Pegasus Rider#367??s (who, obviously, can fly). Live on Plains and Mountains. 
   * Garnet Amazons   * Garnet Amazons
 +??Garnet Sorceress#349??, ??Garnet Priestess#350??, fire-resistant ??Amazon#351??s and ??Gryphon Rider#612??s (once again, guard your rear). Waste-exclusive.
   * Jade Amazons   * Jade Amazons
 +??Jade Sorceress#352??, ??Jade Priestess#353??, boring ??Amazon#354??s and ??Jade Maiden#370??s. Found in Forests and Swamps.
   * Onyx Amazons   * Onyx Amazons
 +??Onyx Sorceress#355??, ??Onyx Priestess#356??, better-armored ??Amazon#357??s and scary ??Nightmare#369??s. Never leave Highlands.
  
 **Mages**:  **Mages**: 
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 ??Cynocephalian Hunter#3276??s and ??Cynocephalian Warrior#3277??s plus a ??Cynocephalian Chieftain#3278?? and a ??Cynocephalian Shaman#3279??. In EA they are common, and sometimes take residence in Highlands and Wastes. In MA they are uncommon, and Cave-only. Seem to be totally extinct in LA. Indie Cynocephalians have somewhat worse equipment than their Ind-civilized brethren, but cause no unrest. Indie Shamans are non-heretical and have a wider range of crosspaths. ??Cynocephalian Hunter#3276??s and ??Cynocephalian Warrior#3277??s plus a ??Cynocephalian Chieftain#3278?? and a ??Cynocephalian Shaman#3279??. In EA they are common, and sometimes take residence in Highlands and Wastes. In MA they are uncommon, and Cave-only. Seem to be totally extinct in LA. Indie Cynocephalians have somewhat worse equipment than their Ind-civilized brethren, but cause no unrest. Indie Shamans are non-heretical and have a wider range of crosspaths.
  
 +**Sea**: these independents mostly appear in the Sea. Some of them (Ichtyids and Shamblers) can be found in coastal land provinces as well. Deep Sea and Gorge have the same list of indies. Most of underwater indie types are Tritons:
 +
 +  * Poor Tritons
 +??Triton#176??s armed with nothing but knives, led by a ??Triton Commander#406??. Uncommon in MA and LA Deep Sea, common otherwise.
 +
 +  * Triton Guards
 +Spear-wielding ??Triton#174??s, ??Triton Guard#175??s and a couple of ??Triton Commander#406??s. Always common in shallow Sea, but become uncommon in Deep Sea after EA. Knife Tritons can also be recruited.
 +
 +  * Triton Troopers
 +??Triton Trooper#577??s, ??Triton Guard#175??s and, as usual, two ??Triton Commander#406??s. Only found in MA and LA. Common in shallow Sea, uncommon in Deep Sea.
 +
 +  * Shark Knights
 +A small number of ??Shark Knight#545??s, accompanied by ??Triton Trooper#577??s and 2 ??Triton Commander#406??s. Uncommon in MA and LA, not found in EA.
 +
 +  * Triton Knights
 +A few ??Triton Knight#1060??s plus some ??Triton Trooper#577??s and a single ??Triton Commander#406??. In EA they are common, but absent in Deep Sea. Later they are uncommon, but found in all underwater provinces. Triton Guards can be recruited as well.
 +
 +  * Shark Tribe
 +2 ??Triton Commander#406??s leading ??Shark Tribe Triton#2383??s. In EA they are common in all Seas, in MA they are no longer found in Deep Sea, in LA they become uncommon.
 +
 +  * Tribal Shark Knights
 +??Shark Knight#545??s and ??Shark Tribe Triton#2383??s, led by 2 usual ??Triton Commander#406??s. Exclusive to EA shallow Sea, but common under these conditions.
 +
 +  * Turtle Tribe
 +??Turtle Tribe Triton#2382??s and 2 ??Triton Commander#406??s. Just like Shark Tribe, common in EA everywhere, leave Deep Sea by MA, uncommon in LA.
  
 +  * Amber Clan
 +An ??Amber Clan Priest#576?? leading ??Amber Clan Triton#574??s and ??Amber Clan Guard#573??s. Sometimes an ??Amber Clan Mage#575?? joins them. Common in EA, uncommon later. PD led by a priest.
 ==== Rare Independent Types ==== ==== Rare Independent Types ====
  
independents.1639065177.txt.gz ยท Last modified: 2021/12/09 15:52 by dmitry