Wizards and Warlords – Reference Manual: (WIP)

Wizards and Warlords – Reference Manual: (WIP) 1 - steamlists.com
Wizards and Warlords – Reference Manual: (WIP) 1 - steamlists.com
Reference guide for various mechanics and rules. All of this should be available in-game, either now or later, but I think having an external reference is a good thing in any case.

 
 

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 Class. 
 

TraitSite TypeImpact
StewardshipAll+50 Gold
EnergeticAllx105% Production
LazyAllx95% Production
MountaineerAll (Mountain Terrain)x110% Production
Earth-TouchedQuarry 
Mine
x125% Production
Race: Fae 
Fae-Bound 
Fae-Touched
Fae Gardensx110% Production 
* superseded by any Class-based modifier

 
Farms: 

ClassImpact
Farmer 
Brownie Gardener
x125% Production
Fae Noble 
Vampire Noble 
Noble 
Elder 
Slaver 
Administrator
x110% Production
Brownie Herbalist 
Herbalist
+1 Herbs

 
Vineyard: 

ClassImpact
Fae Noble 
Vampire Noble 
Noble 
Farmer 
Brownie Gardener 
Druid
x125% Production
Satyr Champion 
Satyr Warrior 
Satyr Smith 
Administrator
x110% Production

 
Quarry: 

ClassImpact
Prospector 
Engineer
x120% Production
Slaver 
Administrator
x110% Production

 
Logging Camp: 

ClassImpact
Woodworker 
Engineer
x120% Production
Slaver 
Administrator
x110% Production

 
Mine: 

ClassImpact
Metallurgist x125% Production
Prospector 
Engineer
x120% Production
Slaver 
Administrator
x110% Production

 
Hunters’ Lodge: 

ClassImpact
Hunter 
Redcap Hunt Master
x125% Production
Headhunter 
Ranger 
Fae Noble 
Ghoul
x120% Production
Druid x110% Production

 
Fae Gardens: 

ClassImpact
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 

TraitImpact
Reconnaissance+25
Divination+15
Energetic+10
Tracking+10
Lazy-10
Paranoid+5
Ambitious+5
Spelunking+15 (Dungeons only)
Scholar+15 (Historic sites only)
Class*: Scout+25 and +5 per Level
Class*: Ranger+20 and +5 per Level
Class Type*: Arcane+15 and +2.5 per Level
Class Type*: Rogue+10 and +2.5 per Level

 
* Only the best Class-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 

fnMastery(PersonaTraitID.Alchemy, MID.Transmutation, 1f, 0f); fnMastery(PersonaTraitID.Alchemy, MID.Creation, 1f, 0f); fnMastery(PersonaTraitID.AmphibiousAssault, MID.Water, 1f, 0f); fnMastery(PersonaTraitID.Bloodthirsty, MID.Blood, 1f, 0f); fnMastery(PersonaTraitID.Brutish, MID.Destruction, 2f, 0f); fnMastery(PersonaTraitID.Divination, MID.Divination, 1f, 0f); fnMastery(PersonaTraitID.Eccentric, MID.Chaos, 0f, 0.25f); fnMastery(PersonaTraitID.Eccentric, MID.Order, 0f, -0.25f); fnMastery(PersonaTraitID.HealingMagic, MID.Life, 1f, 0f); fnMastery(PersonaTraitID.Insane, MID.Chaos, 1f, 0f); fnMastery(PersonaTraitID.Intrigue, MID.Illusion, 1f, 0f); fnMastery(PersonaTraitID.Just, MID.Celestial, 1f, 0f); fnMastery(PersonaTraitID.Logistics, MID.Order, 1f, 0f); fnMastery(PersonaTraitID.MagicUtility, MID.Arcane, 1f, 0f); fnMastery(PersonaTraitID.MagicWard, MID.Warding, 1f, 0f); fnMastery(PersonaTraitID.Mountaineer, MID.Air, 1f, 0f); fnMastery(PersonaTraitID.Necromancy, MID.Necromancy, 1f, 0f); fnMastery(PersonaTraitID.OccultLore, MID.Death, 1f, 0f); fnMastery(PersonaTraitID.OccultLore, MID.Abyssal, 1f, 0f); fnMastery(PersonaTraitID.Sickly, MID.Pestilence, 1f, 0f); fnMastery(PersonaTraitID.Smite, MID.Destruction, 0f, 0.05f); fnMastery(PersonaTraitID.Smite, MID.Fire, 1f, 0f); fnMastery(PersonaTraitID.Spelunking, MID.Earth, 1f, 0f); fnMastery(PersonaTraitID.Stealth, MID.Shadow, 1f, 0f); fnMastery(PersonaTraitID.Survival, MID.Beasts, 1f, 0f); fnAll(PersonaTraitID.Broken, 0, -0.25f); fnAll(PersonaTraitID.Brutish, 0, -0.2f); fnAll(PersonaTraitID.Depressed, 0, -0.05f); fnAll(PersonaTraitID.Energetic, 0, 0.15f); fnAll(PersonaTraitID.Lazy, 0, -0.15f); fnAll(PersonaTraitID.Loyal, 0, 0.05f);

 
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 
 

Written by Valravn Games

This is all about Wizards and Warlords – Reference Manual: (WIP); I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!
 
 
 
 


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