Nimue's Ritual of the Drowned: Every 5 turns, an army of the Drowned races from the Enchanted Archipelago rises under the control of the Shad'rai.Possible bug: This affects your own Combat Summons.Yaka's Ritual of the Pyre: Every 2 turns while in combat, all units not owned by the Shad'rai have a base 60% chance of being inflicted with Burning.You or one of your allies must win one of the victory conditions in the realm.Īt the beginning of the game you are given the choice between four rituals to aid you for the rest of the game: Yaka Nimue Ydgaard Worldbender Lithyl Nightweaver Ineligible Leaders Īpart from the aforementioned leaders, the player cannot play as the following leaders either: The player starts on the west side of the ring. Ydgaard Worldbender starts underground, roughly between the player and Meandor. The Shad'rai are located in a ring near the center of the map, slightly offset to the east to accommodate Turiel's starting empire. The only opponent not to specialize in two opposite affinities, he nevertheless has the contrast of leading an Arctic Adaptation race but focusing on the fire-focused Chaos affinity (with a side of Nature). Shira has a strong geographic position, being far from the player but near Turiel. This gives his cities especially high fortification values. He focuses on Materium and Astral affinities. He focuses on Shadow and Nature affinities. While also located near the player, Meandor usually poses relatively little threat to the player: he does not have the same head start as Turiel, and the player's ally Ydgaard Worldbender starts nearby, with the two usually fighting to a standstill. He focuses on Order and Chaos affinities. This does give his units blight and frost weakness, so focusing on these damage types is a good idea. He is the main threat with a considerable extra head start, including four extra cities with a hero each and a collection of units, and the Angelize major race tranformation. The Covenant starts in the four corners of the map. All of the AIs start with advantages including extra ruler levels and a stronger starting army. The realm pits the player and 4 AI allies against 4 AI opponents. The custodian (Turiel Tolarim) may invoke the spirits of the ancient Archons to aid them.įree cities are rare and cannot be negotiated with. Units of all players except the custodian (Turiel Tolarim) have the Condemned status effect. Realm Traits Fractured World Īstral rifts are the only infestations in the realm. Coming to Grexolis meant to seek celestial judgment. The Gildercoil not only guided the Shad’rai to Grexolis – it was the very key to opening the World Vault itself. It was a world whose mere existence had been concealed by the Archons in great effort, as it contained the forbidden magic of ancient times. Grexolis was the long-sought-after target of the Shad’rai. It was time to ring in a new age and break the chains that fettered the true potential of the Pantheon. For too long had archaic Archon dogmas controlled the cosmos and determined what should exist and what shouldn’t. “Glory to all Godir and glory to the Shad’rai!” The rousing hymn of the Shad’rai was heard far and wide as they gathered to use the Gildercoil and embark from Magehaven to challenge the Archons themselves. Face the custodian, which the Archons left on this world to guard the ancient magic which lies buried here. As the spearhead of a Shad’rai alliance, invade the fractured world Grexolis hidden in the mists of the Astral Sea.
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