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independents [2021/12/11 16:36] dmitry [Common Independent Types] |
independents [2023/12/05 06:52] (current) fenrir |
[[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. |
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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. |
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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). |
* Triton Troopers | * 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. | ??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. |
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* Shark Tribe | |
2 ??Triton Commander#406?? leading ??Shark Tribe Triton#2383??s. Found in EA Deep Sea. Recruitment/PD identical to Triton Troopers type. | |
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* Shark Knights | * Shark Knights |
* Triton Knights | * 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. | 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. |
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| * 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. |
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| * 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. |
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| * 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. |
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* Amber Clan | * Amber Clan |