Actions:


 The following are the actions that can be taken by Units, Cohorts and Leaders:


Units can:

    A) Gather resources
    B) Raid location
    C) Scout location
    D) Construct buildings
    E) Fortify location
    F) Attack location
    G) Defend location
    H) Harass Travelers
    I) Build Items
    J) Carry Items

Cohorts can:

    A) Assist in Unit Actions
    B) Make purchases of gear**
    C) Conduct diplomacy*
    D) Train a skill
    E) Teach a skill
    F) Hunt for an Encounter*

The Leader can:

    A) Assist in Unit Actions
    B) Make purchases of gear**
    C) Conduct diplomacy*
    D) Train a skill
    E) Teach a skill
    F) Boost Morale
    G) Hunt for an Encounter*


* = Leader and Cohort actions that are conducted alone. [Exception to Diplomacy if Human Units are present.]
** = Leader and Cohort cannot benefit from the bonuses of others during this action.

Extras cannot perform actions of their own.  They may only join Units/Leaders on their actions or perform actions unique to themselves.

Race/Type - Name  (Extra)
Cost:#Upkeep:#

The bonus that they provides indicates the manner in which they are allowed to accompany other Units/Leaders.  If they provide a scouting bonus - they may accompany a Unit that is scouting.  If they provide a combat bonus - they may accompany a Unit on a raid or attack.

The ability/spell that an Extra may have also lets you know what they may do other than accompanying Units.  Typically an Extra can either ACCOMPANY or perform its special action/ability.  (Extras that have combat-affecting spells may use them in combat when they accompany.)  Any Extra that can teach a spell/skill - also HAS that spell/skill.

Short Version: Extras have two actions.

A) Accompany
or
B) Use an Ability. (Often times this is either Training or using a Spell.)

-- Note: Extras that provided bonuses while in the lair (such as Architects and Crafters) can provide their bonuses to multiple actions, so long as they all take place in the same Lair.

Example: You assign 1 Unit to Renovate your Throne Room, and you assign 1 Unit to Construct a new Living Quarters.  If you have an architect-type Extra (who gives bonuses to Renovation and Construction), that Extra will provide their bonus to BOTH actions.


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Explanation of Actions:



ActionDescription
Gather ResourcesThis action allows a Unit to go to a Grid, and attempt to acquire resources that may be available based on that Grid. More information will be covered in Terrain. Resources gathered are used to construct rooms in your Lair, build new Lairs, construct weapons and other tools. As long as your unit has enough space/carrying capacity to bring back the items in question - they are brought back automatically that same turn.
Raid LocationShould you happen upon a small village, or scout out a repeating action in an area; you may attempt to Raid that location/action. The amount and overall size and strength of the Raiding Units contributes most to the potential loot that can be had from a raid. Loot results in Gold being brought back to the Lair. Raiding attracts attention, and raiding a location multiple times in a short amount of time-span increases the likelihood of your Lair being discovered.
Scout LocationScouting allows a Unit to observe the goings-on of a given Grid, and report back with information about likely population, events, guards, and resources available in a given Grid. Scouting can also uncover mysterious locales.  You must scout a location in order to find a resource node.
Construct BuildingsWith the Construction Tools and enough Resources, Units can attempt to construct additional rooms within your Lair, or build a new Throne room in a new location to create additional Lairs. While there is no limit to the number of rooms in a given Lair, more rooms increases the likelihood of being discovered.
Fortify LocationA Unit with Resources can attempt to improve the defensive nature of a place where they are stationed. This is done in preparation for being attacked. If a Leader needs to make a stand in their Lair against an aggressor, it is wise to attempt to Fortify the Location. This will improve every unit's Defense value against the next battle. The Fortify Location bonus is lost if all units leave the location.
Attack LocationA Unit can attempt to deliberately attack a populated area within a Grid with the intent to kill and disperse a population. Small Villages and other small-sized Civilization Points can be attacked; and if successful, will reduce awareness of your existence. (Killing off those who spread word of your presence is a sound method for stopping the words being spoken.) Attacking a Location can also be used against other player's Lairs once discovered.
Harass TravelersThis functions similar to raiding, except its purpose is to do so against Travelers along roads that have already been scouted. Harassing Travelers can net you Gold, Resources, Weapons, and other Items. As with Raiding, Harassing Travelers brings attention if done too much. Also, if done too frequently; others may stop using the road altogether.
Defend LocationWhen an impending attack is known, it may be wise to order your units to prepare to Defend against an attack. Keeping units on Defend Location orders gives them a bonus in combat against those who attack that location. Additionally, those units will be considered one speed category higher than normal.
Assist in Unit ActionsAllows a Cohort or Leader to 'tag along' with a Unit during one of their actions. The presence of cohorts and leaders provides a morale boost and improves the quality of the action performed.
Make Purchases of GearA Cohort or Leader can go to a Civilization Point and attempt to negotiate for items. Doing so will reduce the size of your coffers, but, allow you to give items to your units. Units must be in attendance (or a Wagon with Horses or Mules must be used) in order for gear to brought back.
Conduct DiplomacyA Cohort or Leader can attempt to improve relations with those around them. Conducting Diplomacy allows you to stave off negative reactions from your various illicit conduct. Conducting Diplomacy also allows the Cohort or Leader to do a small amount of scouting of Civilization Points.
Train a SkillIf you have encountered a special trainer, usually as a result of Hunting for an Encounter; then you can purchase training time to develop skills. Training a skill either improves statistics, or grants additional descriptions in your specials block.
Teach a SkillOnce your Cohort or Leader possesses a skill; they can attempt to train another unit and bestow that skill. This takes time, however.
Boost MoraleThis action is reserved for Leaders only. If a Leader spends a week with any number of Units in his Lair; he can attempt to fix any morale problems present. This is only needed if you have forgotten to Feed Units, Missed Upkeep Payments, or suffered Significant Combat Losses.
Hunt for an EncounterA Cohort or Leader can attempt to locate a random encounter in a given Grid. The chance of success depends upon the character's proficiency in scouting, and if the location has been scouted by units before. Previous scouting attempts in a particular area increase the likelihood of locating an encounter. Encounters can yield a wide variety of opportunities for the derring-doer.



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