
Resource Site: Leader Impact
Resource Sites cover the following:
Farms, Vineyard, Quarry, Mine, Logging Camp, Hunters’ Lodge, Fae Gardens.
A Leader will contribute based on Traits and Character Cla*s.
Trait | Site Type | Impact |
Stewardship | All | +50 Gold |
Energetic | All | x105% Production |
Lazy | All | x95% Production |
Mountaineer | All (Mountain Terrain) | x110% Production |
Earth-Touched | Quarry Mine | x125% Production |
Race: Fae Fae-Bound Fae-Touched | Fae Gardens | x110% Production * superseded by any Cla*s-based modifier |
Farms:
Cla*s | Impact |
Farmer Brownie Gardener | x125% Production |
Fae Noble Vampire Noble Noble Elder Slaver Administrator | x110% Production |
Brownie Herbalist Herbalist | +1 Herbs |
Vineyard:
Cla*s | Impact |
Fae Noble Vampire Noble Noble Farmer Brownie Gardener Druid | x125% Production |
Satyr Champion Satyr Warrior Satyr Smith Administrator | x110% Production |
Quarry:
Cla*s | Impact |
Prospector Engineer | x120% Production |
Slaver Administrator | x110% Production |
Logging Camp:
Cla*s | Impact |
Woodworker Engineer | x120% Production |
Slaver Administrator | x110% Production |
Mine:
Cla*s | Impact |
Metallurgist | x125% Production |
Prospector Engineer | x120% Production |
Slaver Administrator | x110% Production |
Hunters’ Lodge:
Cla*s | Impact |
Hunter Redcap Hunt Master | x125% Production |
Headhunter Ranger Fae Noble Ghoul | x120% Production |
Druid | x110% Production |
Fae Gardens:
Cla*s | Impact |
Brownie Gardener Brownie Herbalist Brownie Elder | x125% Production |
Fae Noble Fae Spellsinger Fae Spiritbinder Fae Mage | x120% Production |
Search Province: Mechanics and Success Chances
When searching a province, the following is processed for each character participating:
The basic Search ability is calculated as per the table below.
Then for each possible site that can be discovered the Search ability is calculated. This may be a different value than the basic Search ability, as some factors apply only to specific types of sites.
A ‘Roll Table’ is populated with all these pairs of possible sites and specific values. If a site is discovered, it will be picked from this table, with the specific values indicating the relative chance of each site.
For example if there are 2 sites: Site A with value 15, Site B with 5, then there will be a 75% chance that A is the one discovered, and 25% chance that B is the one discovered.
Bonus when Searching in Province with numerous sites
10. of the site-specific value is added to a running total. Once all sites are processed, if this sum exceeds the basic Search Ability, the basic Search Ability gets a bonus of:
(total – basic) / square_root(total/search)
Examples:
Total is 30 and basic is 25, the bonus will be:
(30 – 25) / square_root(30/25) = 5 / square_root(1.2) = 4.6
In practice this bonus is rare and relatively insignificant
Search Time Modifiers
Less than 3 turns:
The chance to discover a site is divided by (4 – search_time)
More than 4 turns:
Chance to discover is increased by square_root(search_time – 3)
More than 8 turns:
Chance to discover is increased by a factor 4, but not above 95%
Chance to discover can never go below 5%.
Search Roll
A roll is made against the chance to discover, and the roll table of sites is used to pick a discovered site.
Search Ability
Base Search Ability: 25
Trait | Impact |
Reconnaissance | +25 |
Divination | +15 |
Energetic | +10 |
Tracking | +10 |
Lazy | -10 |
Paranoid | +5 |
Ambitious | +5 |
Spelunking | +15 (Dungeons only) |
Scholar | +15 (Historic sites only) |
Cla*s*: Scout | +25 and +5 per Level |
Cla*s*: Ranger | +20 and +5 per Level |
Cla*s Type*: Arcane | +15 and +2.5 per Level |
Cla*s Type*: Rogue | +10 and +2.5 per Level |
* Only the best Cla*s-related bonus will be used.
Office: Wizard’s Apprentice
Base Research Bonus: 1
All:
Recovering: -75%
Artisan:
+1 Artifice, +1 Metal
Martial:
+1 War
Scholar:
+10% (all)
+1 Rune, +1 Arcane, +1 Time
Religious:
+10% Binding
Rogue:
+1 Shadow
Civic:
+10% (all)
+1 Binding
Mercantile:
+1 Enchantment, +1 Transmutation
Level Bonus (from 2+)
(Level -1) * 10%, capped at +50%
(configuration code pasted until I can format better)
First number is bonus, second number is multiplier
Minimum Multiplier: +5%
Office: Advisor
Wizard-Specific:
Scholar and/or Arcane: +1 Research Progress
Mercantile and (Scholar and/or Arcane):-5% Research Project Cost
Religious: +1 Influence
Tribal-Specific:
Religious: 0.5 Tribal Destiny per Turn
Arcane (non-Religious): 0.25 Tribal Destiny per Turn
Martial: +5 Veteran Warriors per Turn
All Faction Types:
Mercantile: +25 Gold per Turn
Martial: -5% Recruitment Gold Cost (Type: Train)
Artisan: -5% Recruitment Gold Cost (Type: Train, Create)
Hex Conditions
Hex Condition: Blighted
Can spread from:
Mana Node (Death, Evil)
Blighted Hex
Production (Fae Gardens, Farms):
Level 1: x 50%
Level 2: x 25%
Level 3: x 0%
Production (Logging Camp):
Level 1: x 75%
Level 2: x 50%
Level 3: x 25%
Production (Vineyard):
Level 1: x 60%
Level 2: x 40%
Level 3: x 20%
Production (Hunters’ Lodge):
Level 1: x 70%
Level 2: x 40%
Level 3: x 10%
+5 Ichor per Level
Production (Fishing Village):
Level 1: x 75%
Level 2: x 50%
Level 3: x 20%
Production (Mine):
+1 Necrotite per Level
Increased Chance of Events:
Disease
Undead Marauders
Increased Chance of Unit in Misc. Unit Tables:
Fomorian Degenerates
Fomorian Blight Lords
Mutant Brutes
Other Effects:
- Blocks certain spells from affecting a hex
- Increased Chance (per Level) of Generating Dungeon Themes in Hex: Pestilence, Undead, Vermin
- Reduced Chance of Invasion Portal: Celestial
Hex Condition: Hallowed
Can spread from:
Mana Node (Good, Light, Order)
Production (Farms):
Level 1: x 140%
Level 2: x 160%. +1 Ambrosia
Level 3: x 180%, +1 Ambrosia
Production (Mines, Quarry):
Level 2: +1 Oricalchum
Level 3: +2 Oricalchum
Production (Vineyard):
Level 1: x 140%
Level 2: x 160%. +1 Nectar
Level 3: x 180%, +1 Nectar
Increased Chance of Unit in Misc. Unit Tables:
Light Elementals (Lesser, Normal, Greater)
Valkyries (Lesser, Normal)
Other Effects:
- Blocks certain spells from affecting a hex
- Increased Chance (per Level) of Generating Dungeon Theme in Hex: Celestial
- No Chance of Generating Dungeon Theme in Hex: Demons, Pestilence, Undead
- No Chance of Invasion Portal: Demons
- Reduced Chance of Invasion Portal: Celestial
- Blocks Disease spread
Hex Condition: Demon-Tainted
Production (Quarry):
Magma Plains: +1 Eternal Fire
Increased Chance of Events:
Demonic Beasts (Marauders)
Demon (Marauders)
Increased Chance of Unit in Misc. Unit Tables:
Maladonisai
Tormented
Other Effects:
- Blocks certain spells from affecting a hex
- Increased Chance (per Level) of Generating Dungeon Theme in Hex:
- No Chance of Generating Dungeon Theme in Hex:
- Increased Chance of Invasion Portal: Demons
- Reduced Chance of Invasion Portal: Celestials
- No Chance of Invasion Portal: Archons
- Blocks Disease spread
Hex Condition: Enchanted
Can spread from:
Mana Node (Air, Arcane, Chaos, Earth, Fire, Primordial, War, Water)
Production (Fae Gardens):
Level 1: x 125%
Level 2: x 150%
Level 3: x 175%
Production (Mines):
Mana Crystals: 1 + (2 x Level) Mana
Production (Quarry):
Magma Plains: +1 Eternal Fire
Mana Crystals: 1 + (2 x Level) Mana
Production (Vineyards):
Level 1: x 140%
Level 2: x 175%
Level 3: x 200%
Increased Chance of Unit in Misc. Unit Tables:
Wisps
Phantasmal Wariors/Horrors/Drakes
Arcanosaurians (Hatchlings, Regular)
Other Effects:
- Blocks certain spells from affecting a hex
- Level 2+: Allows construction of Fae Gardens (regardless of terrain)
Hex Condition: Darkened
Can spread from:
Mana Node (Evil, Shadow)
Production (Mines, Quarry):
Level 2: +1 Wyrdstone
Level 3: +2 Wyrdstone
Production (Hunters’ Lodge):
Level 1: +5 Chitin
Level 2: +10 Chitin
Level 3: +15 Chitin
Increased Chance of Events:
Marauders (Generic, Undead, Monsters)
Increased Chance of Unit in Misc. Unit Tables:
Void Elementals (Lesser, Normal, Greater)
Fomorians (Degenerates, Brutes, Nobles, Elders)
Grendelkin
Other Effects:
- Blocks some spells
- Increased Chance (per Level) of Generating Dungeon Theme in Hex: Spirits. Undead
- Reduced Chance of Invasion Portal: Celestials
Hex Condition: Sanctuary
Can spread from:
Mana Node (Good, Order, Shadow)
Other Effects:
- Blocks some spells
- Reduced chance of negative random events
- No Chance of Invasion Portal: Demons
- Level 2+ blocks Hunters’ Lodge construction
Hex Condition: Primal
Can spread from:
Mana Node (Chaos, Life, Primordial)
Production (Fae Gardens):
Level 1: x 125%
Level 2: x 150%
Level 3: x 175%, +1 Ambrosia
Production (Farms):
Level 1: x 150%
Level 3: x 50%, +1 Ambrosia
Production (Fishing Village):
Level 1: x 105%
Level 2: x 110%
Level 3: x 115%
Production (Hunters’ Lodge):
Level 1: x 150%
Level 2: x 200%
Level 3: x 250%
Production (Logging Camp):
Level 1: x 125%
Level 2: x 150%
Level 3: x 175%, +1 Ambrosia
Production (Mines, Quarry):
Level 2: +1 Wyrdstone
Level 3: +2 Wyrdstone
Production (Vineyard):
Level 1: x 120%, +1 Nectar
Level 2: x 140%, +1 Nectar
Level 3: x 160%, +2 Nectar
Construction Cost (Farms, Vineyard, Logging Camp):
Level 1: x 150%
Level 2: x 200%
Level 3: x 250%
Construction Cost (Fishing Village, Hunters’ Lodge):
Level 1: x 110%
Level 2: x 120%
Level 3: x 130%
Construction Cost (Mine, Quarry):
Level 1: x 125%
Level 2: x 150%
Level 3: x 175%
Increased Chance of Events:
Marauders (Dire Beasts, Monsters, Monstrous Humanoids)
Other Effects:
- Blocks several spells
- Increased Chance (per Level) of Generating Dungeon Theme in Hex: Air, Earth, Fire, Water
- Reduced Chance (per Level) of Generating Dungeon Theme in Hex: Brigands, Undead
- No Chance of Invasion Portal: Archons
- Increased Chance of Invasion Portal: Elemental, Planar
Dungeons: Challenge Tags
Common Tags: Adventuring, Combat, Subterfuge, Perception, Mechanical, Physical, Stealth
Themes:
Air: Dangerous, Magic
Brigands: Dishonorable, Subterfuge
Celestial: Enigmatic, Spiritual
Constructs: Magic, Mechanical
Demons: Dangerous, Magic
Earth: Physical, Underground
Fire: Magic, Dangerous
Humanoids: Rural, Warfare
Ice: Physical, Wilderness
Pestilence: Dangerous, Physical
Spirits: Enigmatic, Spiritual
Undead: Magic, Spiritual
Vermin: Physical, Wilderness
Water: Aquatic, Physical
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