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independents [2021/12/11 16:39]
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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   * Shark Tribe   * Shark Tribe
-2 ??Triton Commander#406?? leading ??Shark Tribe Triton#2383??s. Common in EA, uncommon later.+2 ??Triton Commander#406??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   * Amber Clan
independents.1639240769.txt.gz · Last modified: 2021/12/11 16:39 by dmitry