Race: Mancer
Alignment: Evil
Main Overview:Long ago a group of Coven deserted their brethren and left to pursue dark acts. At the top of their agenda was immortality, which they thought their magical expertise would allow them to conquer. They worked closely with the Vampires in order to perfect this forbidden attribute, but were fruitless for centuries. Finally, a group of them managed to channel magic from their deceased ancestors, turning spiritual immortality into terrestrial. However, the channeled magic turned into an affliction - those affected were transfigured into grotesque creatures, and continued to deteriorate until they became Incarnates of evil.
Bonuses and Penalties: +5% Corruption
Cannot invest in Policing
Cannot Conquest
All citizens consume 0.3r/hour instead of food
Military:Code:
Name Att. Def. Ret Trn Cas Mages Spies Price
Mutant 3 1 12 9 150 300g
Degenerate 1 3 12 9 150 300g
Graverobber 6 12 12 - 1000g, 75r
Cadaver 6 12 - 950g, 60r
Incarnate 4 4 12 - - -
Channeler 12 1 .5 1500g, 50md
Initiate 100g
-Mutants and Degenerates are trained directly from peasants.
-Graverobbers, Cadavers, and Incarnates are immortal, except when attacking below 67% of your kingdom's size.
-Some Graverobbers and Cadavers at home die every hour and are instantly reborn into Incarnates.
SpellsIron Will - SELF - All military units stop eating and Graverobbers and Cadavers stop dying. Graverobbers, Cadavers, and Incarnates casualties become 200.
Building Differences:Farm - Cannot build
Home (Safehouse) - Highland
Iron Mine (Nutrient Mine)
Court House (Quarantine)
Laboratory (Clandestine)
____________________________________________________________
Here's an interesting tweak on the immortal units idea.
I was thinking 5% for amount of Graverobbers and Cadavers that are die every hour, and I was wondering if some of that percentage should not be reborn at all (maybe 25%?). Also, I'm not sure how much casualties the spell should create, or if I should even keep that spell. As always, I would appreciate some pricing tips.