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dannie

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Nov 9, 2010
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Learn the basics of Warlock curriculum from A to Z.

We'd like to invite all would-be warlocks to attend wizard school, as they gear up for the imminent release of the magical fantasy strategy game - Warlock: Master of the Arcane.

With about a week to go until release those unable to contain themselves can get a taste of some of the in-game features. One aspect of the game will be explained, starting with the letter A through to the letter Z. Top marks will be awarded for the most attentive students!

The A-Z facts will be posted once a day in this thread.

A - UNIT: Adepts of Lunord

More than just adept at their craft, they are the elite units of the undead. These expert killers can quickly close the distance with their foe, by possessing the unique ability to keep moving after carrying out their lethal attacks. With deadly speed they can slice and dice through enemy ranks, arriving in position to strike at a new target, during the next turn.

AdeptsOfLunord.png

B - BUILDING: Bat Fort

These pillars of protection can be erected around the undead cities of your kingdom. Firing their missiles at range to safeguard your territory, they work in pairs to whittle down all but the toughest of invaders. What's more for a little upkeep of food, they produce some gold in return and allow for the creation of Green Bat units. These are perfect for patrolling the surrounding area. Together they can spot and stop any invaders from running amok.

BatFort.png

C - SPELL: Сounterspell

Are you a Great Mage? One with pesky neighbours? You know the ones. Those who think nothing of using up their hard earned mana. Willing to cast all manner of magic and mayhem against your kingdom. Are you searching for a counter-spell of sorts!? Then this may be perfect for you. Able to be cast within a turn, for a paltry amount of mana, this incantation will stop rival wizards getting the upper hand, by breaking the spell they are currently casting.

CounterSpell_3.png

D - RESOURCE: Donkeys

They are one of many valuable resources to be found across the lands of Ardania, donkeys are no asses. So don't be such a mule! For when slaughtered, they far from butcher the kingdoms coffers, adding a significant amount of gold every turn. Alternatively they can be domesticated by the Order of the Stubborn Knights building and used to recruit powerful cavalry. Turning these jack-asses into real bad-asses!

Donkeys.png

E FEATURE: Enemy at the Gate

Do not be alarmed. This is not a drill. Just when the enemy thought the door to the city was wide open and all they had to do was march straight in. No, no, no... Cities are not as defenceless as they seem. This alert will hit you like an arrow. Letting you cycle through the cities and towers in range of any approaching foes. Just in time to thwart that unexpected attack!

EnemyAtTheGates.png

F - UNIT: Flying Galleus

They are the siege weapons of the undead. Ancient wrecks possessed by the reanimated spirits of sailors long dead. Immune to Death magic but susceptible to the power of life, these platforms of despair haunt the battlefields of Ardania from on high. Their unfortunate targets slaughtered from range. Literally these machinations of the occult rain death from above!

FlyingGalleus_1.png

G - BUILDING: Gold Mine

Gold Mines will not tax your expansion efforts in the slightest. These buildings are constructed in the most treasured of locations, those with gold resources. They produce a rich vein of income, more than nearly all other places. A tidy mint indeed, for any Great Mage with ambition! Money you can bank on to construct the powerful units and buildings, needed to expand your empire.

GoldMine_1.png

H - PERK/ABILITY: Healing

Some units such as those belonging to the Caster class, have the ability to invoke their own spells. Clerics and Shamans possess this perk, giving them the ability to channel spiritual energy and heal the wounds of nearby friendly units. All spells have a cool-down period, so once cast, they must wait at least a turn to be able cast these spells once more.

Heal_ClericAbility_3.png

I
- SPELL: Incinerate

This manifestation of arcane destruction is perfect to ignite any impending conflicts. It can be cast within a turn, rapidly raising the temperature of hostilities between two sides. Basically it nukes it's target without mercy, inflicting an enormous amount of elemental damage against those unfortunate souls to be caught beneath it. Inevitably reducing the target to ashes. It is bound to make the caster glow with satisfaction. Or maybe that should read make - 'the target glow in agony!'

Incinerate.png

J
- FEATURE: Jungle Terrain

In the jungle, the mighty jungle... Ah well - we all know how the song goes. The jungles in Ardania are no different. Great dangers await the units that venture into these dark, foreboding places. As jungle is capable of covering large expanses of land, this terrain can slow down any advancing army, leaving them bushed! Though best avoided, if they must be traversed the use of movement enhancing spells will certainly help.

Jungle.png

K
- UNIT: Kraken

Armed to the teeth with razor-sharp tentacles, this is a real monster of the deep. The Kraken leaves it's nest to catch out the unwary ships that stray to close to it's lair. Stretching out it's long treacherous arms, it grabs it's prey and proceeds to tear it apart, scuttling even the mightiest of ships with ease. Left unchecked it will leave your navy out on a limb.

Kraken.png

L
- PERK: Levitate

Why walk when you can fly? This perk is a blessing in disguise, literally letting your units soar above the battlefield. Gained by the unit on the end of a Levitation spell, it provides the ability to fly over any terrain at no extra cost. So no more tired feet or aching bones. For once don't let your unit keep their feet on the ground!

Levitation_1.png

M
- BUILDING: Mystic Portals

The Mystic Portals of Ardania are scattered throughout the land and belong to no one side. These mysterious gateways allow transit to one of six remote lands, home to a dangerous mix of creatures including treewardens, dragons and elementals. Try not to get to close or you may just awaken the guardians that await the unwary, on the other side. If this happens make sure you have enough poweful units of your to repel the creature that arrive through these dangerous doorways!

M5.png

N
- UPGRADE: Nevril Armor

Easily one of the most powerful upgrades in Ardania. Nevril armour is available to those fortunate enough to find these rarest of resources. They must be purchased as an upgrade for specific units. Providing huge bonuses in defence against any damage caused by missile and elemental magic attacks. Though first the Nevril smelter must be built. Remember though, that only certain classes of units can be equipped with this armor.

nevrilarmor.png
O UNIT: Ogre
These monstrous hulks infest every corner of Ardania. They stagger forth from their dark lairs when hungry and ill-tempered, stomping from one dinner table to the next. Though these sizeable brutes look to feast on some unfortunate fair maidens or settlers. Their savage melee attacks can make mincemeat against all but the strongest of opponents. They should only be approached with caution or better still a sizeable force.

Ogre_3.jpg

P - RESOURCE: Pumpkins
These smashing pumpkins are more than just delicious. They are a plentiful resource found across the lands and when located within a city's boundary. Several types of building can be constructed upon this resource including: Pumpkin Farms to harvest food and mana; Fields of Ghosts to outfit Ghost units; and Shrines of Rotten Pumpkin's that provide the Blessing of Hill'o'Win upgrade, to a variety of unit types. So they're not just useful for Halloween. They're ripe to use all year round.

Pumpkins.png

Q - FEATURE: Quests
Sometimes the powers that be and even the gods themselves may ask you to undertake tasks, to prove your worthiness before their eyes. Possible quests include destroying dangerous unfriendly units, seizing control of a city or constructing an buildings in one of your own cities. Successfully completing these quests brings rewards, in the form of spells, gold or an increase in the reputation with a powerful god, while failure sometimes results in penalties. When the time comes look for a sign in the sky. Then get ready to rise to whatever the challenge is sent.

Quest_1.png

R
- FEATURE: Rest
As a famous doctor once proclaimed, “Rest is for the weary, sleep is for the dead.” Units that have been reduced in numbers from constant battle can recover their strength through this simple action. Though the unit cannot perform anything else in that same turn. Just be careful where your units choose to rest their weary heads, as more health can be regained within the boundaries of friendly territory.

Rest_1.png

S - UNIT: Settlers
Every faction has them. They are the seeds of every empire. The brave souls that travel with little protection across untamed lands. Riding their overburdened wagons to destinations unknown. Searching for a place they hope to one day call home. Will the settlements these explorers found, blossom under your reign? Or will they end up as a tasty treat for some lucky monster?

Settler_1.png


T
- BUILDING: Temples
These places of worship can only be built upon the Holy Grounds that litter the lands of Ardania. Each god has their very own temple dedicated solely to their cause. When built these grand momuments provide a number of mana points per turn, but more importantly a powerful special unit can be built with the deity's blessing. The gods who can have temples built to them are: Dauros, Lunord, Kolm, Krypta, Agrela, Helia, Grum-Gog and Fervus.

Temple2 - Kolm.png
U - PERK: University Education
Education should not be taken for granted. So it's back to school with this particular perk. It becomes available once the university building is constructed in one of your cities. Able to raise more than just the I.Q of caster, construct and healer unit classes, University Education gives them a scholarly increase in Unit Power. Providing your newly upgraded unit with the ability to teach your opponent, one hell of a stern lesson.
UniEdu.png

V - UNIT: Vampires
Think twice before inviting these bad boys into one of your cities. For these pale dudes pack quite a bite. Rising from their crematoriums, these creatures of the night are consumed by a terrible blood-lust. Vampires are powerful units belonging to the unit class of casters. Don't make them cross or they will attack from range, shooting magical bolts from the ends of their undead fingers. What's more as you might expect, they are immune to death magic attacks. They live (pun intended), to make you join the ever-swelling ranks of the dead. Apparently they do not like steaks!
Vampires.png

W - BUILDING: Wizards Guild
Wizards Guilds are home to a multitude of gifted individuals specializing in the study of all matters arcane. These magical places can be found exclusively throughout the human populated cities of Ardania. With enough mana for their upkeep they give rise to units of mages and later, the more powerful Magisters. The powerful casters can augment any attack from range with the powerful spells they can cast.
Warlock_MoTA_WizardsGuild_1.png

Z - PERK: Zombie Aura
Let's face it. Zombies are not the most attractive things to look at! So you may not be in awe of this particular perk, that is until you get to close. By then it may well be too late! This perk is possessed by zombie units, giving them a unique advantage in combat. It works by reducing the attack capabilities of any opponent that attacks them, making them an excellent sponge to soak up any damage the enemy dishes out.
ZombieAura.png
 
I'm hoping it involves pointy hats, beards and the singing of 'A Wizards Staff Has A Knob On The End' :p

I am a bit intrigued on how you'll manage 26 entries before release with only one a day? ;)
 
D - Special Node: Donkeys

The much coveted map resource, if you capture this within your territory you'll be able to build powerful stubborn knights. Hard to kill! Amaze your friends! Undermine your publisher's CEO during his live playthrough!

(Come on everyone and chip in, we have only half a day to finish the alphabet.)