Planar Conquest Manual
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Planar Conquest Manual by Wastelands Interactive
USER’S MANUAL
By Wastelands Interactive and Lucid Dreamers Development
Copyright ® 2016
Version 1.4
Contents
Contents ............................................................................................................................................... 3
Introduction........................................................................................................................................ 12
Main Menu ......................................................................................................................................... 13
Continue .................................................................................................................................... 13
Single Player............................................................................................................................... 13
New Game......................................................................................................................... 13
Load ................................................................................................................................... 13
Quick Start......................................................................................................................... 13
Battle Arena ...................................................................................................................... 13
Options ...................................................................................................................................... 13
Audio/Video ...................................................................................................................... 13
Resolution..................................................................................................................13
Graphics Quality ........................................................................................................14
Vsync .........................................................................................................................14
Antialiasing ................................................................................................................14
VFX .............................................................................................................................14
Master volume ..........................................................................................................14
Music volume ............................................................................................................14
SFX volume ................................................................................................................14
UI volume ..................................................................................................................14
Gameplay .......................................................................................................................... 14
Language ...................................................................................................................14
Show EOT notifications .............................................................................................14
Armies movement .....................................................................................................14
Tooltips delay ............................................................................................................14
Animation speed .......................................................................................................14
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Planar Conquest Manual by Wastelands Interactive
Input .................................................................................................................................. 14
Starting Game..................................................................................................................................... 15
Planes ......................................................................................................................................... 15
Game.......................................................................................................................................... 15
Opponents......................................................................................................................... 15
Difficulty ............................................................................................................................ 15
World Size ......................................................................................................................... 15
Fast Movement ................................................................................................................. 15
Game Speed ...................................................................................................................... 15
Resources Density ............................................................................................................. 15
Feature Density ................................................................................................................. 15
Neutrals Density ................................................................................................................ 16
Faction ....................................................................................................................................... 16
Sorcerer Lord ............................................................................................................................. 16
Premade Lords .................................................................................................................. 16
Customized Lords .............................................................................................................. 16
Spells .......................................................................................................................................... 17
World Map ......................................................................................................................................... 18
World Map GUI .......................................................................................................................... 18
Top Bar .............................................................................................................................. 18
Selected Army Panel ......................................................................................................... 19
Units Tab....................................................................................................................19
Army Orders ..............................................................................................................19
Unit Orders ................................................................................................................19
Menus ............................................................................................................................... 20
Resources .......................................................................................................................... 20
Gold ...........................................................................................................................20
Food ...........................................................................................................................20
Negative Energy ........................................................................................................21
Mana..........................................................................................................................21
Power ........................................................................................................................21
Spellcraft....................................................................................................................21
Research ....................................................................................................................21
Menus ................................................................................................................................................. 22
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Planar Conquest Manual by Wastelands Interactive
Diplomacy .................................................................................................................................. 22
City Management ...................................................................................................................... 23
Managing City ................................................................................................................... 23
City Screen ........................................................................................................................ 24
Production ......................................................................................................................... 25
Magic ......................................................................................................................................... 26
Alchemy............................................................................................................................. 26
Power and Distribution ..................................................................................................... 26
Power ........................................................................................................................26
Mana..........................................................................................................................26
Spellcraft....................................................................................................................27
Research ....................................................................................................................27
Lock............................................................................................................................27
Info Bar .............................................................................................................................. 27
Researching ...............................................................................................................27
Crafting ......................................................................................................................27
Casting .......................................................................................................................27
Summoning To...........................................................................................................27
Active Enchantments ........................................................................................................ 27
Spellbook ................................................................................................................................... 28
Spells ................................................................................................................................. 28
Unit Enchantments ....................................................................................................28
City Enchantments ....................................................................................................28
Combat Enchantments ..............................................................................................29
Planar Enchantments ................................................................................................29
Global Enchantments ................................................................................................29
Instants ......................................................................................................................29
Summons ...................................................................................................................29
Terraforming .............................................................................................................29
Spell ...........................................................................................................................30
Casting ............................................................................................................................... 31
Stored spells ..............................................................................................................32
Researching ....................................................................................................................... 32
Item Management ..................................................................................................................... 34
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Planar Conquest Manual by Wastelands Interactive
Crafting .............................................................................................................................. 34
Heroes Inventory .............................................................................................................. 35
Managing Armies ....................................................................................................................... 35
Moving .............................................................................................................................. 35
Exploring ........................................................................................................................... 35
Resources ..................................................................................................................36
Chests ........................................................................................................................36
Features .....................................................................................................................36
Guardians .......................................................................................................... 37
Rewards ............................................................................................................ 37
Interacting......................................................................................................... 38
Attacking ........................................................................................................................... 38
Gaining Experience ........................................................................................................... 39
Armies Management ........................................................................................................ 39
Unit Stats ........................................................................................................................... 39
Hit Points ...................................................................................................................39
Mana..........................................................................................................................40
Experience Points and Level ......................................................................................40
Upkeep ......................................................................................................................40
Movement Points ......................................................................................................40
Armor Class................................................................................................................40
Melee / Ranged / Ranged Magical Attack .................................................................40
Fortitude / Reflex / Will Saving Throws ....................................................................40
Heroes ........................................................................................................................................ 40
Hero Classes ...................................................................................................................... 40
Fighter .......................................................................................................................41
Paladin .......................................................................................................................41
Ranger .......................................................................................................................41
Rogue .........................................................................................................................41
Cleric ..........................................................................................................................41
Druid ..........................................................................................................................41
Wizard .......................................................................................................................41
Hero Progression............................................................................................................... 42
Gaining Heroes .................................................................................................................. 42
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Planar Conquest Manual by Wastelands Interactive
Equipment ......................................................................................................................... 42
Battle .................................................................................................................................................. 43
Battlefield .................................................................................................................................. 43
Battle mechanics ....................................................................................................................... 44
Melee attack ..................................................................................................................... 44
Thrown attack ................................................................................................................... 44
Gaze attack........................................................................................................................ 44
Backstabbing ..................................................................................................................... 44
Ranged attack.................................................................................................................... 44
Ranged Magical attack ...................................................................................................... 45
Unit ability / Spell .............................................................................................................. 45
Retreat .............................................................................................................................. 45
Stats ........................................................................................................................................... 45
Hitting and damaging ........................................................................................................ 45
Saving Throws ................................................................................................................... 45
Important issues ................................................................................................................................. 46
Unrest ........................................................................................................................................ 46
Settling cities.............................................................................................................................. 46
Surveyor ............................................................................................................................ 47
Capturing Nodes ........................................................................................................................ 47
Corruption & Purification .......................................................................................................... 48
Titans ......................................................................................................................................... 48
Banishment ................................................................................................................................ 48
Victory & Defeat ........................................................................................................................ 48
Exterminate, Exterminate ................................................................................................. 48
The Spell of Domination.................................................................................................... 49
Appendix............................................................................................................................................. 50
Useful information ..................................................................................................................... 50
Positive Disciplines .................................................................................................................... 50
Negative Disciplines ................................................................................................................... 51
Spell Circles ................................................................................................................................ 51
Life ..................................................................................................................................... 51
Death ................................................................................................................................. 52
Air ...................................................................................................................................... 52
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Planar Conquest Manual by Wastelands Interactive
Earth .................................................................................................................................. 52
Fire .................................................................................................................................... 52
Water ................................................................................................................................ 52
Augmentation ................................................................................................................... 52
Biomancy ........................................................................................................................... 53
Destruction........................................................................................................................ 53
Mentalism ......................................................................................................................... 53
Protection.......................................................................................................................... 53
Summoning ....................................................................................................................... 53
Artifact Powers .......................................................................................................................... 55
Attack Bonus ..................................................................................................................... 55
Defense Bonus .................................................................................................................. 55
Enchantments ................................................................................................................... 55
Acidic .........................................................................................................................55
Acid Resistance ..........................................................................................................55
Acid Immunity ...........................................................................................................55
Cold Resistance..........................................................................................................55
Cold Immunity ...........................................................................................................55
Electrical Resistance ..................................................................................................55
Electrical Immunity....................................................................................................56
Enchanter ..................................................................................................................56
Ethereal .....................................................................................................................56
Evoker ........................................................................................................................56
Extra Mana ................................................................................................................56
Fire Resistance...........................................................................................................56
Fire Immunity ............................................................................................................56
Flaming ......................................................................................................................56
Flight ..........................................................................................................................57
Fortification ...............................................................................................................57
Freezing .....................................................................................................................57
Ghost Touch ..............................................................................................................57
Invisibility...................................................................................................................57
Invulnerability............................................................................................................57
Keen ...........................................................................................................................57
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Planar Conquest Manual by Wastelands Interactive
Life Drain ...................................................................................................................57
Missile Immunity .......................................................................................................58
Poisonous ..................................................................................................................58
Regeneration .............................................................................................................58
Saving Throws............................................................................................................58
Shocking ....................................................................................................................58
Speed .........................................................................................................................58
Spell Resistance .........................................................................................................58
True Sight ..................................................................................................................58
Unholy .......................................................................................................................58
Factions ...................................................................................................................................... 60
Races Comparison ............................................................................................................. 60
Interracial Unrest .............................................................................................................. 60
Tiles ............................................................................................................................................ 60
Plains ................................................................................................................................. 61
Hills .................................................................................................................................... 61
Forests ............................................................................................................................... 61
Mountains ......................................................................................................................... 61
Deserts .............................................................................................................................. 61
Swamps ............................................................................................................................. 61
Tundras ............................................................................................................................. 61
Shores................................................................................................................................ 62
Ocean ................................................................................................................................ 62
Air & Lava .......................................................................................................................... 62
Quicksand .......................................................................................................................... 62
Resources................................................................................................................................... 62
Resources with unit bonuses ............................................................................................ 62
Adamantine ...............................................................................................................62
Boneyard ...................................................................................................................62
Darkwood ..................................................................................................................62
Mithril ........................................................................................................................62
Features ..................................................................................................................................... 63
Features with unique rewards .......................................................................................... 63
Altar of the Titans ......................................................................................................63
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Planar Conquest Manual by Wastelands Interactive
Ancient Mine .............................................................................................................63
Ancient Ruin ..............................................................................................................63
Fountain of Life..........................................................................................................63
Great Library..............................................................................................................63
Great Oracle ..............................................................................................................63
Howling Mine ............................................................................................................63
Inn ..............................................................................................................................63
Ivory Tower................................................................................................................63
Lost Tribe ...................................................................................................................63
Node ..........................................................................................................................63
Obelisk .......................................................................................................................63
Rift .............................................................................................................................63
Shrine.........................................................................................................................64
Statue Garden ...........................................................................................................64
Teleportation Stone ..................................................................................................64
Volcanic Ruin .............................................................................................................64
Watchtower...............................................................................................................64
Unit Abilities .............................................................................................................................. 64
Abilities.............................................................................................................................. 64
Perks .................................................................................................................................. 67
Hero Abilities ..................................................................................................................... 69
Heroes ............................................................................................................................... 70
Fighters ......................................................................................................................70
Paladins .....................................................................................................................70
Rangers ......................................................................................................................71
Rogues .......................................................................................................................71
Clerics ........................................................................................................................71
Druids ........................................................................................................................71
Wizards ......................................................................................................................71
Progression Tables ....................................................................................................72
Fighter, Paladin ................................................................................................. 72
Ranger ............................................................................................................... 72
Rogue ................................................................................................................ 73
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Planar Conquest Manual by Wastelands Interactive
Clerics and Druids ............................................................................................. 73
Wizards ............................................................................................................. 74
Cities Progression Tables ........................................................................................................... 75
High Men ........................................................................................................................... 75
Grey Elves .......................................................................................................................... 75
Dark Elves .......................................................................................................................... 76
Unhallowed ....................................................................................................................... 76
Draconians ........................................................................................................................ 77
Dwarves............................................................................................................................. 77
Myrodants ......................................................................................................................... 78
Orcs ................................................................................................................................... 78
Manual Changelog.............................................................................................................................. 79
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Planar Conquest Manual by Wastelands Interactive
PLANAR CONQUEST
Introduction
Our world was called Caldrean. It was a land of both beauty and enchantment. The essence
of magic was its life's blood, the very air you breathed crackled with its energy. The wise and
the powerful used it, shaped it, crafted it and, lifting themselves to the heavens, sought to
become gods. It was their arrogance that destroyed our world, ripped its fabric apart at the
very seams. The war of ascension consumed our home. And so we fled.
Gateways were opened to new worlds, to new lands ripe for conquest. The sorcerer lords of
Caldrean plunged through these portals taking their servants with them. They intended to
wage their eternal wars across the planes themselves. But the magic of these worlds was
different. It was not the open flowing source of our homeland. They had to start again and
learn the ways of these new powers.
With their learning comes power and with power comes conquest. Only victory will end this
war. We will only live in peace when one lord sits upon the throne of heaven. That is why we
serve, that is why we fight. If there can be only one lord, it must be our own!
In Planar Conquest you take on the role of a powerful and immortal sorcerer lord. It is your
goal to completely conquer the universe and raise yourself up amongst the gods. You may do
this with any combination of military, magical, and diplomatic power. When the game opens
you know a very limited number of spells and control a single small city along with an army
of negligible strength. It is your task to lead your fledgling empire to greatness by exploring
the universe, expanding into new territory, exploiting the resources that you find, and
exterminating your enemies.
In order to succeed in your quest for power you will need to make use of all the resources
available to you. A vast number of spells can be researched and discovered. Each race offers
unique units with a variety of special skills and qualities. Heroes will offer their services to
leaders who have proven themselves capable. And powerful artifacts can be created to
enhance the already formidable skills of the champions who serve you. A wise sorcerer lord
will utilize all these assets in order to gain an advantage over their adversaries. If you hope to
carve a path to power you will need to show such wisdom.
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Planar Conquest Manual by Wastelands Interactive
.
Main Menu
Starting a new game in Planar Conquest is very simple. However, there are several game
modes to choose from and each mode has a number of settings that you need to
understand. We’ll take a brief look at each mode to help you get in game as quickly as
possible. More information about the many options you have is available in other sections of
this manual.
The main menu has a number of options:
Continue
This option automatically loads the last saved game.
Single Player
This option enables you to start a new game or load a previously saved one. Within Single
Player you have the following options:
New Game
Starts a new game. This is the default game mode. It allows a player to face a number of AI
opponents in a quest to conquer the universe.
Load
Here you can select and load a previously saved game.
Quick Start
Automatically starts a new game with the following setup: you receive one of the predefined
Sorcerer Lords chosen at random, a random race, average settings and two medium worlds.
This option is provided mainly for first time and lesser experienced players, who do not
necessarily need to tinker with the many game settings of Planar Conquest and want to start
a game right away.
Battle Arena
The Battle Arena enables you to fight a battle against the AI without the strategic layer.
Simply select the roster for both armies and pitch them against each other. The arena is
great for quick-testing both units and spells.
Options
The options menu allows you to change the settings of the game. There are three tabs concerning
different facets of the game.
Audio/Video
This tab allows you to change video and audio settings.
Resolution
Here you can change the game’s resolution.
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Planar Conquest Manual by Wastelands Interactive
Graphics Quality
Here you can change the overall quality of the game’s graphics.
Vsync
Toggle vertical synchronization (Vsync).
Antialiasing
Set the amount of Antialiasing.
VFX
You can toggle Bloom, Glow and SSAO on or off. These effects can be quite tasking, so if you
are experienced slowdowns or low framerates, turn these off first.
Master volume
Change the
Music volume
Change the music volume in the game.
SFX volume
Change the volume of all sound effects in the game.
UI volume
Change the volume of user interface sounds in the game.
Gameplay
This tab contains settings concerning Planar Conquest's gameplay.
Language
You can change the language of the game here.
Show EOT notifications
Turns idle armies, cities and researching notifications that appear over the end of turn
button off or on.
Armies movement
Toggle whether you want to see the movement of visible enemy armies during their turns or
not.
Tooltips delay
Set the delay before tooltips appear on buttons and other parts of the interface.
Animation speed
Toggle the speed of all unit animations.
Input
This tab contains key bindings and other input settings.
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Planar Conquest Manual by Wastelands Interactive
Starting Game
Selecting the New Game option will enable you to define how exactly the campaign will look
like. This setup comes in five or more steps.
Planes
The Game menu allows you to select which planes of existence you want the universe to
consist of. Each plane is a separate world and has unique resources and features, and thus
picking more planes will make the game longer.
Additionally, you can select the plane’s landmass and land coverage. There are four types of
landmasses. Pangea is a single, large continent. Two and Three Continents are smaller lands
divided by bodies of water (or lava), while Islands gives several smaller regions and is the
hardest to navigate.
Game
This menu contains all other options that concern the looks of the game.
Opponents
Sets the number of opposing AI Sorcerer Lords. The number of enemies available is tied to
both the number of planes and their size. Simply put, the more lands in the game, the more
opponents possible.
Difficulty
Sets the game’s difficulty. There are five difficulty levels. The easier ones make the AI more
peaceful and give bonuses to the player. The higher ones make the AI much more aggressive
and give it powerful bonuses.
World Size
Sets the size of maps. Each plane is affected by this setting.
Fast Movement
Toggles Fast Movement on or off. This setting doubles movement points of all units on the
World Map. It will not affect their speed during battles. Recommended if you want a quicker
game.
Game Speed
Sets the game’s pace. The standard setting is 1x. If you prefer the game to be quicker, you
can choose the 2x and 4x settings, where the speed of building, researching and crafting is
respectively doubled and quadrupled. Fast Movement is heavily recommended on higher
speeds. If you would like a more ponderous pace, the 0.5x setting makes the game 50%
slower.
Resources Density
Sets the amount of Resources (tiles that give bonuses to nearby cities) on the World Map.
Feature Density
Sets the amount of World Features (places your armies can explore, fight powerful creatures
and reap great rewards from) on the World Map.
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Planar Conquest Manual by Wastelands Interactive
Neutrals Density
Sets the amount of neutral towns you or the AI can conquer on the World Map.
Faction
On this screen you must select your starting race. This is an important decision, as it helps
shape the early game. However, in most cases you can acquire other races as the game
continues. It is important to note that this is not true of the Unhallowed. The undead will not
coexist with the living races and vice-versa. So, selecting the Unhallowed at this point will
change the entire game from the beginning to end. If this is your first time playing, you may
want to choose one of the other factions in order to first familiarize yourself with the game’s
mechanics.
Sorcerer Lord
Here you select your Sorcerer Lord. First, you must decide whether you prefer one of the
pregenerated Lords or you want to create him or her by yourself. It is highly recommended
for inexperienced players to start with a ready Sorcerer before going with a custom one.
Premade Lords
You can select one of the pregenerated Sorcerer Lords by picking this option. They come
with their disciplines, spell circles and spells already chosen and are perfect for newer
players.
Customized Lords
The Sorcerer Lord can be considered the player’s character in Planar Conquest and is defined
by the Disciplines and Spell Circles he/she understands. Disciplines give a Sorcerer Lord an
inherent ability or weakness that affects the way he/she controls his/her empire. Spell
Circles give a Sorcerer Lord access to certain spells. The fastest way to get in game is to
select one of the pre-made Sorcerer Lords. There are many to choose from, and all of them
are quite unique and fun to play. Once you’re more familiar with the game (or if you’re the
adventurous type) you can create a custom Sorcerer Lord.
Each custom Sorcerer Lord begins with twelve points to spend between disciplines and spell
circles. The simplest “build” is to spend nine points on a single spell circle and spend the
remaining three points to take the Circle Mastery discipline for that circle. (Spend twelve
points to become a Destruction Master, for instance.) Alternatively a player can select a
number of disciplines as well as spell circles. In addition, there are also a number of negative
disciplines that give the player bonus points for taking a specific disadvantage. Advanced
players can even spend all their points on disciplines and start the game with their sorcerer
lords only knowing how to use Arcane spells.
It is very important to note that the twelve Spell Circles can be looked at as two sets of six.
Half the circles are sorted according to effect, the other half according to element.
Each spell in the game is assigned not only according to its two relevant circles, but also by
its tier. The tier represents the power level of the spell. Spells from tier one to eight belong
to two spell circles, one effect and one elemental, whereas tier nine spells (the most
powerful in the game) belong only to a single circle.
Any combination of circles that add up to the correct tier will give you access to spells of
those circles and tiers. For instance, Fireball is a tier three Fire/Destruction spell. Any
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Planar Conquest Manual by Wastelands Interactive
combination of Fire and Destruction that adds up to at least three will give the player access
to Fireball. So, if you have three tiers in Fire, or two in Fire and one in Destruction, or one in
Fire and two in Destruction, or three in Destruction you would potentially have access to
Fireball.
More information on Spells and Spell Circles can be found later in this manual.
Spells
The spells menu allows you to select the starting spells that your sorcerer lord will know at
the start of the game. They are sorted by spell circle and tier. You can pick a number of spells
depending on the number of spell circles your sorcerer lord understands. Here’s a table
showing how many spells you can pick with each circle tier:
tier
1st level
2nd level 3rd level
I
1
II
2
III
3
IV
4
V
5
VI
6
VII
6
1
VIII
6
2
IX
6
3
MASTERY
6
4
1
Each spell can only be selected once, even if the sorcerer lord has access to it from more
than one circle. So, if a sorcerer lord with tiers in both Earth and Destruction selects Acid
Arrow as one of his/her starting Earth spells it will be unselectable in the Destruction spell
list. Acid Arrow could be taken as an Earth or Destruction starting spell, but not both.
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Planar Conquest Manual by Wastelands Interactive
World Map
When the game starts, you will see the World Map of Planar Conquest, with your first city,
army and the surrounding terrain. The World Map is the interface through which you are
going to explore the world, overlook your armies and cities, cast spells, and manage your
empire.
To move the camera, use the arrow keys or hold the X mouse button and move the mouse.
You can zoom in and out using the mouse wheel.
World Map GUI
There are three main interface elements on the World Map:
1. Top Bar
2. Selected Army Panel
3. End Turn / Notification Button
Top Bar
The top bar serves as the main point managing your empire.
1. These three smaller icons allow you to access the minimap panel, use the surveyor
and open the notifications window.
2. This part shows your economical resources: Gold, Food and Mana, as well as their
per turn incomes.
3. These buttons open all the management windows. From left to right: Mirror,
Diplomacy, Spellbook, City Management, Armies Management, Item Management
and Magic Panel. Each of these windows will be fully explained in the following
chapters.
4. This part shows your magical resources: Research income, Power and Spellcraft.
5. Finally, the question mark button opens the hint window and the gear button opens
option, allowing you to save, load or exit the game.
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Planar Conquest Manual by Wastelands Interactive
Selected Army Panel
The Selected Army Panel displays the individual units in the currently selected army.
1. Shows currently selected army. The blue arrows allow you to browse through all your
forces.
2. These are orders available for your whole army.
3. These are orders available for the unit currently selected.
4. This is the unit tab, showing all units in the army.
Units Tab
This large tab shows units that the selected army contains. Just above the units’ icons you
can check out their remaining Movement Points.
Army Orders
There are a number of commands that can be issued to each army each turn. From top to
bottom:

No order

Skip turn: This orders the army to wait for their orders until the next turn.

Fortify: This orders the army to fortify its position. Fortified units will not move and
will have the first turn when attacked.

Heal: army will fortify its position until every unit is at full health.

Move: This orders the army to move toward its destination automatically at the end
of each turn.

Split: enables you to split units from the army to a new one.

Autoscout: In this mode the army will explore the map automatically until the whole
world is visible or the order is cancelled.
Unit Orders
Some units have special abilities they can use on the World Map. If you select a unit, all
possible abilities will be highlighted. These are:
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Planar Conquest Manual by Wastelands Interactive

Build city: creates a new city on the current tile. The unit must be at least 4 tiles from
the nearest city to use this ability.

Build road: builds a road on the current tile. Roads reduce cost of moving through a
tile by 50%.

Build siphon: builds a siphon on an unguarded Node. Siphons bring you additional
Power. More on this in the Magic chapter.

Purify: purifies a corrupted tile. Corrupted tiles bring no bonuses to the living races.

Corrupt: corrupts a tile. Non-corrupted tiles bring no bonuses to the Unhallowed.

Embark/Disembark: orders the whole army to embark (or disembark from) a ship.
Can only be used near water tiles (or land tiles in case of disembark)
Menus
Menus allow you to control every layer of your empire.
1. Mirror – shows your Sorcerer Lord, his magic circles, disciplines and Fame.
2. Diplomacy – here you can trade or declare war on other Sorcerer Lords.
3. Spellbook / Research Book – here you can select spells for casting and researching.
4. Cities Management – here you can manage all your cities.
5. Armies Management – here you can manage all your armies and units.
6. Items Management – here you can craft items, as well as equip your heroes with
them.
7. Magic Panel – here you can manage your power and enchantments.
Resources
There are six resources shown on the upper bar. Seven living races grow and spend Food in
their empires. The Unhallowed need not Food, they use Negative Energy instead.
Gold
Gold is used for a wide variety of actions. Most normal units cost a small amount to upkeep
on a per turn basis, as do buildings in towns. It is also possible to instantly finish current
production in a town by spending a large amount of gold. Additionally, you can use it to hire
heroes and mercenaries or buy artifacts in inns. The main source of Gold is tax paid by
citizens of your cities, but you can also gain large sums as rewards from various guarded
locations in the world. Gold is stockpiled normally and without any restrictions (unless you
have the Ascetic discipline).
Food
Food is used almost singularly to maintain units on a per turn basis. It can be only produced
by farmers in your towns. However, normally all surplus food is wasted and does not
stockpile, so you need to keep a watchful eye on food balance to make sure all your troops
are fed and will not desert between turns. Each Granary building makes you able to preserve
5 Food.
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Planar Conquest Manual by Wastelands Interactive
Negative Energy
Negative Energy is the currency of the Unhallowed. The undead do not need food to upkeep
their troops or gold to maintain their buildings. Both armies and cities require only Negative
Energy, generated by Gatherers (who replace farmers) in Unhallowed towns. Negative
Energy is stockpiled normally and without any restrictions.
Mana
Mana is the magical resource of Planar Conquest and can be used in many ways. All spells
cost mana to cast and magical items cost mana to forge. Enchantments and summoned
creatures also require some mana to upkeep on a per turn basis. The main source of Mana
comes from Power distribution (which you can adjust in the Magic panel), but you can also
gain large sums as rewards from various guarded locations in the world. Mana is stockpiled
normally and without any restrictions.
Power
Power is the basic magical resource. You start with base 15 Power, and can gain more from
resources, magically inclined population (such as elves), and nodes. Harvested power is
redistributed into three spheres: Mana, Spellcraft, and Research.
Spellcraft
Spellcraft is the Sorcerer Lord’s skill as a mage. Spellcraft level limits the amount of mana he
can use in one turn on casting strategic spells, using battle spells and crafting items. For
example, a Lord with Spellcraft level 30 can spend (if he has the required mana, of course)
30 mana on casting, 30 mana on crafting, and additional 30 mana in battle.
Research
Research enables you to gain new spells. By investing Power, you gain Research Points spent
automatically on your currently researched spell. Your Research can be further amplified by
city buildings.
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Menus
Diplomacy
Diplomacy allows you to trade, sign treaties and declare wars on other Sorcerer Lords vying
for power. You need to actually meet another Lord (by encountering one of his units or
towns) to establish relations with him.
A number of diplomatic states can exist between Sorcerer Lords:

Eternal War - War without the possibility of a truce or peace agreement. This is the
permanent state between a Sorcerer Lord controlling the Unhallowed and any other
Lord.

War – Active war between Sorcerer Lords.

Truce - Peace lasting a definite amount of turns, when broken or ended the state
again returns to War.

Peace - A neutral state.

Non-Aggression – A slightly improved neutral state where each Sorcerer Lord agrees
not to attack the other.

Defensive Alliance – This is an agreement to work together for common defense. If
either of the Sorcerer Lords in the agreement are attacked the other will be asked to
declare war on the attacking Sorcerer Lord.

Alliance – This is a more active version of a Defensive Alliance. If either Sorcerer Lord
in the agreement is attacked both automatically declare war on the attacker.
Additionally, both Sorcerer Lords see each others’ field of view.
In addition to signing treaties, you can engage in trade. You are able barter with your Gold
and Mana reserves, units, spells and items. You can, of course, combine these two elements:
for example, ask for a truce in exchange for some gold and spells.
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1. Sorcerer Lord you are engaged in diplomacy with.
2. Selecting one of these relations will add them to the bartering table.
3. Your merchandise. You can add any of them to the bartering table.
4. Merchandise of the other Sorcerer Lord. You can add any of them to the bartering
table.
5. Known Sorcerer Lords. Click on a portrait to select that Lord for trade.
6. Bartering table. Shows what is currently being dealt on both sides. You can confirm
the proposition by clicking on the Confirm button.
City Management
Cities are the true foundation of your empire. They house and produce citizens who, in turn,
generate several types of production and pay taxes (with the exception of the Unhallowed).
They train the units that will fill your armies and provide the gold and food (or negative
energy in the case of the Unhallowed) to support them. Certain buildings also generate
power or give the units you train in the city certain benefits. The more cities you have the
more you can produce and support. Adding cities to your empire is the very core of
increasing your strength.
Managing City
A well managed city is one of the keys to a Sorcerer Lord’s success. A town’s output is based
on the concept of Population. A newly build town starts with 1000 citizens, while the capital
with 6000 people. Towns’ population is growing steadily throughout the game – the bigger
the disparity between the current Population and the maximum one (which is based on the
terrain surrounding it), the bigger the growth. You can check the maximum population of a
town using the Surveyor.
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Each 1000 Population translates into 1 Citizen. A citizen pays taxes according to the empire’s
tax rate, consumes 1 Food per turn and can fulfill one of four roles:

A Farmer contributes 2 Food and 0.5 Production. There always needs to be a
minimum amount of Farmers in a town to feed all citizens. If for some reason (such
as high Unrest) there are not enough Farmers to have a positive Food income, the
city will start to lose Population.

A Craftsman contributes 2 Production (3 in case of Dwarves and Myrodants).

A Sage contributes 2 Research.

A Rebel does not contribute anything, cannot be reassigned and does not pay any
taxes (he still eats, however). Rebels appear based on the town’s Unrest.
You must strive for a proper balance between roles. You need enough food to feed your
armies, but also faster production for new units and better buildings. Higher taxes mean
more gold, but they create rebels, who reduce a town’s productivity.
City Screen
Here is how the city screen looks like:
1. Cities List. Shows all your towns, their population and population growth, race, and
the plane they are located on. A red label notifies you should take a closer look at a
town. IDLE means the city is not producing anything. RIOTS means that Unrest there
reached critical levels.
2. Tax rate. Here you can change how much gold citizens pay you every turn. Global
unrest shows the basic Unrest in every town you control.
3. Production. Shows the production output of the selected city.
4. Shows the amount of town militia.
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5. Citizens. Here you can distribute the town’s citizens into proper roles. The lower part
shows Rebels and current Unrest. 10% equals to 1 Rebel in a town with 10 Citizens.
6. City tabs. They allow you to train units, construct buildings, and inspect stationed
units
7. Shows the city’s full income: Gold, Power, Food, Negative Energy, and Research.
8. Shows events that currently affect the town.
9. Shows all resources in the town’s radius.
10. Shows all enchantments affecting the town.
11. Production queue. You can change its order by moving items around or buy instantly
using the BUY button.
Production
A city can only build one item at a time – either a unit, or a building. Both units and buildings
cost a specific amount of Production, generated by your citizens in towns. An item in the
queue is created once the city generates enough Production Points.
You can speed up production by buying items outright. It costs a lot of Gold (or – in case of
Unhallowed – Population), but the Production Point quota is immediately filled and the unit
or the building will be ready the following turn.
There are also two toggles in the Building Production. First is Housing, which increases
Population Growth based on the amount of Craftsmen active. The second is Trade Goods,
which simply converts Production into Gold.
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Magic
Magic is the bread and butter of the game. Spells not only help you in growth, expansion and
warfare alike, but can also actually win the game.
This panel helps you govern your magical powers, from Power to summoning.
1. Alchemy allows you to convert gold into mana and vice versa.
2. Shows current Power, its distribution, and Spellcraft level.
3. Shows what you are crafting, casting and researching.
4. Shows all enchantments currently active in the game.
Alchemy
This panel allows you to convert Gold to Mana and the other way around. Normally, the
conversion ratio is 2:1, which means you only gain 1 Mana for every 2 Gold spent, but with
the Alchemy discipline, the ratio changes to 1:1.
Click on the mana/gold icon to enter the desired value and click the Transmute button to
finalize the process. Clicking on the arrows button reverses the transmutation’s direction.
Power and Distribution
Power
Power is the basic magical resource. You start with base 15 Power, and can gain more from
resources, magically inclined population (such as elves), and nodes. Harvested power is
redistributed into three spheres: Mana, Spellcraft, and Research.
Mana
Mana works as currency in a similar way Gold does, only for magical purposes. All spells
costs mana to cast, enchantments and summons also require an upkeep in mana. It is also
used to craft magical items.
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Spellcraft
Spellcraft is the Sorcerer Lord’s skill as a mage. Spellcraft level limits the amount of mana he
can use in one turn on casting strategic spells, using battle spells and crafting items. For
example, a Lord with Spellcraft level 30 can spend (if he has the required mana, of course)
30 mana on casting, 30 mana on crafting, and additional 30 mana in battle. To increase
Spellcraft, a Sorcerer Lord must spend Power equal double his current level. So, if his level is
30, he needs to invest 60 Power.
Research
Research enables you to gain new spells. By investing Power, you gain Research Points spent
automatically on your currently researched spell. Your Research can be further amplified by
city buildings.
Lock
The ratio of each of the power spheres can be locked in place by clicking on the icon above
the sphere. This allows the player to change two without changing the third.
Info Bar
Researching
Displays the spell the player is currently researching as well as its estimated time to
completion. It will also open the Research Spellbook.
Crafting
Displays the artifact (if any) the player is current crafting as well as its estimated time to
completion.
Casting
Displays any spell the player is currently casting as well as its progress and estimated time to
completion.
Summoning To
Shows the current location of the player's summoning circle.
Active Enchantments
This window shows all the enchantments cast by all Sorcerer Lords. They appear here even if
you haven’t met a Lord yet – they will show the caster as “unknown”. You can sort
enchantments by Sorcerer Lord using the tabs on the left.
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Spellbook
This is where you research and cast spells.
1. Here you can find all available spells.
2. This shows the selected spell, its effect, cost and properties.
3. These tabs on both sides of the spellbook enable you to sort spells by Circle.
4. The buttons enable you to toggle between the Casting and Research Spellbook.
5. Here you find your favourite and your stored spells.
6. Here you can sort spells by Tier and by mana needed to cast, as well as toggle to
show only Strategic or Tactical spells.
Spells
Spells can be cast both on the World Map and on the Battleboard. Most spells can only be
cast either on the World Map or the Battleboard, although there are several spells that have
both strategic and tactical versions (researching such a spell gives access to both versions).
Spells can be divided into groups based on target:
Unit Enchantments
Cast on a single unit. They can be both tactical and strategic spells. They work for an
indefinite amount of time and require mana upkeep on the World Map. They work for the
duration of the battle or for a limited amount of turns on the battleboard.
City Enchantments
Cast on a single city. They are always strategic spells. They work for an indefinite amount of
time and require mana upkeep.
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Combat Enchantments
Cast on the battlefield without a predefined target. They last a limited amount of turns or for
the duration of the battle.
Planar Enchantments
Cast on a single plane. They are always strategic spells. They work for an indefinite amount
of time and require mana upkeep.
Global Enchantments
Cast on the world map without a predefined target or on another Sorcerer Lord. They work
for an indefinite amount of time and require mana upkeep.
Instants
Can have a variety of targets (cities, units, armies, tiles, etc.). They can be both tactical and
strategic spells. Their effects are applied instantaneously and they do not require upkeep.
Summons
Cast without a predefined target. These spells create new units. Strategic summons almost
always appear in the Summoning Circle, while tactical summons on a selected tile on the
caster’s half of the battlefield). They can be both tactical and strategic spells. While the spells
themselves apply their effects instantaneously, the summoned creatures may require
upkeep.
Terraforming
Cast on a world map tile. These spells change terrain type of the target tile(s). They are
always strategic spells. Their effects are applied instantaneously and they do not require
upkeep.
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Spell
A spell entry in your spellbook looks like this:
1. Shows the name and icon of the spell. The two smaller icons on the left show the spell’s
circles. You can add this spell to your favourites by clicking on the purple star in the
corner.
2. Describes the effects of the spell.
3. These are the spell’s properties. From left to right, top to bottom:
a) Cast Cost. Mana the caster must spend to cast the spell.
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b) Casting time. The amount of turns it will take to cast the spell (provided you have
enough mana).
c) Allows Spell Resistance. Whether the spell can be thwarted by Spell Resistance or
not.
d) Maintenance cost. How much mana the spell costs per turn to upkeep. Note that
summoning spells themselves do not have maintenance costs, but the creatures
summoned do. Their upkeep is shown in the Effects area.
e) Saving Throw. Icon shows which saving throw applies (if any), and text – how a
passed saving throw will influence the spell.
f) Duration. The amount of turns the spell works.
g) Target. What you can cast the spell on.
h) Area of Effect. Shows whether the spell works on a single target or on an area.
4. Infusion. This allows you to spend additional mana to boost the effects of the spell, for
example, damage it causes or its duration.
Casting
Casting a spell on the World Map costs Mana, and often lots of Mana. Most spells will take
several turns to cast. Maximum amount of Mana you can spend on casting a spell per turn is
limited by your Spellcraft level.
Once you manage to spend all the mana required to cast a spell, you will be prompted by a
Casting pop-up window. It will give you the option to either cast the spell immediately or
preserve it for future use. You can have up to eight spells stored.
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Global enchantments and summons are targeted automatically.
To cast a spell on a unit, simply select the army where your target is from the list in the
window, click the Proceed button, choose your desired unit and confirm by using the Cast
button.
To cast a spell on a city, select the target from the list of available cities that appears in the
casting window and confirm by using the Cast button..
To cast a spell on another Sorcerer Lord, select his portrait from the list in the casting
window and confirm by using the Cast button.
To cast a spell on another spell (yes, it’s possible in Planar Conquest), select the target spell
from the list in the casting window and confirm by using the Cast button.
To cast a spell on a Node, toggle between known Nodes by using blue arrow buttons and
select your target and confirm by using the Cast button.
If there are no possible targets for the spell you’ve just cast (for example, you haven’t met
any other Lords yet), your only option is to deposit the spell using the Store button.
Stored spells
To unleash a spell you have already cast and preserved, open your Spellbook and go to the
Storage tab. Select the stored spell, click cast, and proceed with casting as normal.
Researching
To research a new spell, enter the Research Book. You always (unless there no more spells to
study) have eight random spells to choose from for research. The more spells you research,
the more advanced (of a higher tier) new spells will appear in the Research Book.
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You can only research spells you have the appropriate tiers in Circles in.
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Item Management
You can use the forge to create custom magical artifacts you can use to equip your heroes.
Adventurers using only their starting kits might feel underpowered, but properly equipped
they can become true machines of destruction.
1. Forge allows you to create new items. Use the panel on the left to select the item’s
properties, which will then appear in the right panel.
2. Item queue, shows all items currently crafted.
3. Heroes. Shows all heroes you currently employ.
4. Item vault. Shows all items you possess in your vault.
5. Hero equipment. Shows items equipped by the currently selected hero.
Crafting
Similarly to casting, crafting uses Mana, and the maximum amount of Mana you can spend
on crafting per turn is limited by your Spellcraft level.
To create an item, first choose its type. This will determine which of a hero’s slots the artifact
will occupy.

One-handed, two-handed and ranged are weapons and increase damage caused by
the hero

Armors and shields increase Armor Class of the hero

Helmets, cloaks and rings do not have any basic properties, but can have multitude of
useful enchantments
In case of weapons and armor, the next step is choosing the item’s subtype. This will
influence basic stats of an item, as well as which heroes will be able to use it (refer to the
heroes section for more information).
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Again, weapons and armor have Bonuses. These are standard bonuses to Hit Chance and
Damage (for weapons) or to Armor Class (for armors and shields).
Finally, all items can have up to five enchantments. They can grant a wide variety of
bonuses, ranging from additional damage to flying. Most of these enchantments require the
Sorcerer Lord to possess some tiers in a specific spell circle. For example, adding Fire
resistance to armor needs 2 tiers in either Fire or Protection circles.
There are lots of possibilities here, and all of them are described in the Appendix.
Mana cost of items grows exponentially with the amount of enchantments, so be wary that
some items can be prohibitively expensive to craft.
Heroes Inventory
This panel allows you to browse through all the items you possess and equip your heroes
with them. By selecting a hero you can see his inventory. Drag and drop an item into its
correct slot to equip the character with it. Items marked with red borders are unusable by
that hero.
Managing Armies
While cities form one cornerstone of your empire, support and provide you with resources,
armies are your second backbone. You will use them to uncover the worlds, explore ruins
and other features for treasure, defend your cities, and, finally, attack and defeat your
opponents.
A single army may consist of up to 16 units.
Moving
You can select an army by left-clicking on it. To deselect it, click on it again or right-click on
the world map.
While selected, you can order the army to move to a specific tile by left-clicking on the
desired location. Army’s speed is constrained by Movement Points value of the units it
contains: it cannot move farther than its slowest unit. Terrain types have different
movement costs:
Terrain type
Movement cost
Plains, Hills, Desert, Tundra
1
Swamp, Forest
2
Mountain, Quicksand
3
Ocean, Lava, Air
1*
* units need water walking to cross Ocean and flying to move through Lava and Air
Exploring
The primary function of your armies, especially at the start of the game, is exploring the
world. Units have a vision range of two (most normal units) or three (cavalry and flyers) tiles.
There are many objects sewn over the planes. They can be divided into three groups.
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Resources
These objects are static and armies cannot interact with them in any way. Resources grant
various bonuses to towns if they are located within their zone of control. They vary from
fertile soil to rare adamantium ores.
Chests
Chests are common sites that contain small amounts of treasure. An army moving onto a tile
with a treasure chest automatically picks up the rewards. There are five possible contents of
these chests:

Gold – a small quantity of gold.

Mana – a small quantity of mana.

Research Points – a small quantity of Research Points added to your currently
researched spell.

Experience Points – some Experience Points added to all units in the army.

Negative Energy – a small quantity of Negative Energy. Only appears on the Shadow
Plane.
Features
Features are the most interesting points on the map. They vary from bandit camps to
magical nodes and dragon lairs. Features are almost always guarded, but the treasures they
contain are much bigger and worthwhile than those you can find in chests.
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Guardians
The upper bar shows enemies that protect the location from strangers. Each feature has its
own list of possible guardians. For example, an Air Node will always have some Air summons
as guardians. If this bar is empty, the feature is not guarded at all.
Rewards
The lower bar shows possible rewards that could be found after defeating the guardians.
These could be:

Gold – large quantities of gold.

Mana – large quantities of mana.

Experience Points – additional Experience Points added to all units in the army

Research Points – additional Research Points added to your currently researched
spell

Item – a magical item for your heroes to use.

Prisoners – a unit, or possibly even a hero, that joins your cause.

Spell – a spell from one of your Circles.
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
Spell Circle – a new Spell Circle or a higher tier of one you know already.
 Unique – some features offer unique rewards. More on them in the Appendix.
Interacting
To explore a feature, move your army onto its tile, and click the Interact button when the
feature window appears. Alternatively, you can always call the window up by pressing and
holding on the feature. Your units need to have at least 1 Movement Point to be able to
interact. Threat level shown above the guardians bar indicates how difficult it will be for your
current forces to defeat the guardians of this feature.
Attacking
Finally the time will come when you decide to attack, either a world feature, a neutral town,
or an opposing Sorcerer Lord. Attacking is easy – simply move your units onto a tile occupied
by enemy forces, or interact with a guarded feature. This screen will appear then:
1. This side shows the attacker’s units, and the Sorcerer Lord’s portrait if these are his
forces.
2. The other side show the defender’s units, and the Sorcerer Lord’s portrait if these are
his forces.
3. The upper tab shows difficulty level of the battle for your forces, from Very Low to
Very High. Below it displays the distance penalty to your spellcasting in battle, and
whether the battle is taking place on a Node.
4. These are action buttons. FLEE allows you to retreat from a battle, if you are the
attacker (defender cannot flee outside of combat proper). FIGHT will take you to the
Battleboard for a manual tactical battle. AUTO FIGHT will make the AI simulate the
battle in a simplified form.
5. These are toggles for autobattles. DON’T USE MANA prevents the AI from spending
mana from your mana pool, and DON’T RUN prevents your forces from retreating.
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Gaining Experience
Defeating foes in battle will, in addition to any spoils, grant Experience Points to all units that
participated in battle. Units will accumulate gained experience and gain higher levels.
Units can start on different levels – basic soldiers such as Spearmen or Archers start at level
1, while Paladins at level 6, and Great Drakes at level 11. Every unit can gain up to 5 more
levels. Amount of Experience Points needed to reach a higher level equals this level * 1000.
So, to reach level 5 a unit must gather 5000 Experience Points.
Reaching a new level grants the unit more Hit Points, a better chance to hit, and better
saving throws.
Armies Management
Armies Management window allows you to manage all your armies.
1. Armies Bar – shows all armies in your disposal.
2. Units List – shows all units in the selected army.
3. Unit Stats – shows the profile of the selected unit
4. Unit Skills, Unit Attack & Defense, Inventory – three tabs that show more information
about the selected unit. Inventory is only available for hero units.
Unit Stats
Every unit is characterized by a set of stats. They describe how the unit may fare in battles.
Hit Points
The upper, green bar shows the unit’s Hit Points. Hit Points (HP) are a measure of a unit’s
health. If HP reaches 0, the unit dies. Many units consist of several soldiers, each with their
own HP. If the HP bar is divided into smaller pools, it means this is a multi-figure unit. Hit
Points grow with levels.
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Mana
The second bar shows the unit’s Mana. Mana is used by units to cast spells in battle, and also
for Ranged Magical attacks. It is always fully replenished at the end of combat. Most units do
not have any mana points.
Experience Points and Level
The third bar shows the unit’s current level and the progress Experience Points.
Upkeep
Shows the amount of Gold, Mana, Food and/or Negative Energy you have to pay per turn to
maintain this unit.
Movement Points
Shows current and maximum Movement Points of the unit. This value represents how far
the unit can travel in a single turn, both on the World Map and on the Battleboard. If Fast
Movement is toggled on, Movement Points will be doubled, but only for the World Map.
Armor Class
Armor Class represents how hard is to successfully strike and harm the unit. The bigger the
value, the better the unit’s defense. You can find out the details of the combat system in the
Battle section of this manual.
Melee / Ranged / Ranged Magical Attack
Shows average damage the unit inflicts using its Melee, Ranged and Ranged Magical attacks
(if available). You can find out the details of the combat system in the Battle section of this
manual.
Fortitude / Reflex / Will Saving Throws
Shows the unit’s resistance to various spells and effects. Fortitude is used against most
debuffs. Reflex works against projectile and other damaging spells. Will can protect against
effects affecting the mind.
Heroes
Heroes are a specific type of unit. They are unique – there is only a single copy of each hero
prefab and if he dies, he won’t appear again (unless resurrected by his or her owner). They
are much more customizable than normal units. They can gain new abilities and spell on
level ups and their weapons and armor can be changed by their Sorcerer Lord.
Hero Classes
There are several hero classes in the game. Each class has its own:
 Abilities and Perks that can be chosen on level ups or randomized by the Random
Ability skill

Number of Hit Points gained on level ups

Attack Bonus progression on level ups
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
Saving Throws progression on level ups

Weapon and armor restrictions
You can find the ability list and progression tables in the Appendix.
Fighter
Base Hit Points: 10.
Hit Points per level: 5.
Saving Throws per level: Fortitude - fast; Reflex & Will - slow.
Base Attack Bonus: Fast
Can use all armor and weapons except wands
Paladin
Base Hit Points: 10.
Hit Points per level: 5.
Saving Throws per level: Fortitude - fast; Reflex & Will - slow.
Base Attack Bonus: Fast
Can use all armor and weapons except wands
Ranger
Base Hit Points: 8
Hit points per level: 6
Saving Throws per level: Fortitude & Reflex - fast; Will - slow.
Base Attack Bonus: Fast
Can use all armor except Banded and Plate, and all weapons except wands
Rogue
Base Hit Points: 6.
Hit Points per level: 3.
Saving Throws per level: Reflex - fast; Fortitude & Will - slow.
Base Attack Bonus: Average
Can use daggers, short swords, morning stars, hand axes, hammers, bows and crossbows, small
shields, and wear light armor up to chain shirt
Cleric
Base Hit Points: 8.
Hit Points per level: 4.
Saving Throws per level: Fortitude & Will - fast; Reflex - slow.
Base Attack Bonus: Average
Can only use hammers, morning stars, quarterstaffs, wands and any shields, and wear any armor
Druid
Base Hit Points: 8.
Hit Points per level: 4.
Saving Throws per level: Fortitude & Will - fast; Reflex - slow.
Base Attack Bonus: Average
Can only use hammers, morning stars, quarterstaffs, wands and any shields, and wear any armor
Wizard
Base Hit Points: 4.
Hit Points per level: 2.
Saving Throws per level: Will - Fast; Fortitude & Reflex - Slow.
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Base Attack Bonus: Average
Can only use quarterstaffs, wands and wear padded armor
Hero Progression
Unlike normal units, heroes can gain up to 10 levels. Every second level up, starting from the
first, they receive a new skill or spell (in case of heroes with Caster ability), which you may
choose from a list. The contents of the list depend on the hero’s class or, in case of spells, on
the magic Circle the spellcasting hero knows.
Gaining Heroes
Heroes can be gained in the following ways:
 They can be bought at an inn. There is a 10% chance a hero appears in one of the two
slots. Hiring a hero costs 100 + 10*Fame Required.

They can appear in an event. Fame increases the chance of that happening, while
possessing heroes already reduces it. Cost of hiring a hero equals 100 + 10*Fame
Required.

They can be summoned with a spell. Summon Hero summons a random hero,
Summon Champion summons a random champion. Summoned heroes have no hiring
costs.

They can be freed from a World Feature. Freed heroes have no hiring costs.
Equipment
Heroes have the following equipment slots:
 Two hands. They can wield a one-handed weapon and a shield, two one-handed
weapons, one two-handed weapon, a ranged weapon and a one-handed weapon, or
a ranged weapon and a shield.

Chest. They can wear armor.

Head. They can wear helmets.

Cloak. They can wear cloaks.

Fingers. They can wear two rings.
You can change his heroes’ equipment at any time on the World Map, but the inventory is
locked during combat.
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Battle
It’s only a matter of time before your scouts run into either armies of roaming creatures or
enemy cities. In both cases you should access the enemy’s strength before you decide to
attack. In order to look at the units in an army or in a city simply left click the army or the
city. To attack an army or city select the army with which you want to attack and then, much
like attacking a world feature, left click the target army or city.
Your scouts may also encounter the forces or cities of enemy sorcerer lords. As you
encounter enemy lords, they will be added to the diplomacy and reports panel on the main
GUI. This will allow you to assess their strength and engage in diplomatic relations.
It is important to know when to face the enemy and when to fall back. Weakening roaming
armies before they can reach your cities is a good idea, but so is saving your army’s strength
until an attack is imminent. It is one of the delicate points of balance in Planar Conquest and
it’s a skill that takes time to perfect.
Battlefield
The camera on the battleboard is fully controllable. You can zoom in or out using the mouse
wheel or move around by holding right mouse button and moving your mouse.
You select and order units in the same way as on the World Map, by left-clicking. Highlighted
tiles show movement range for the selected unit. Battleboard interface includes:
1. Attack bar. This shows both your selected unit (on the left) and the enemy you have
chosen (on the right). In the middle you can check out how effective will your unit’s
attack be.
2. Your current and maximum mana for this battle.
3. This buttons are, from the left:
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a. Cast a spell. You can cast one of your own spell from here. You are limited to
one spell per turn.
b. Use unit ability. Some units can have active skills or can cast spells.
c. Order unit to retreat. It needs to be on border of the battleboard to attempt
to retreat.
d. Toggles through your active units.
e. Opens hint window.
f. Opens menu window.
4. Battle Log. You can find precise rolls for every action on the battlefield here. Below
the battle log are active combat enchantments.
5. End turn. Ends current turn.
Battle mechanics
Units can move the amount of tiles equal to the movement rate, similarly to the World Map.
Each unit can make a number of actions, depending on its abilities and skills. These actions
are:
Melee attack
Can be used only on adjacent enemies. Attacking costs half the unit’s movement points (it
can attack twice if it didn’t move). Both the attacker and defender strike at the same time
(unless a specific ability, like First Strike, is present), and losses are calculated after all
attacks.
Thrown attack
Can be used only on adjacent enemies. Thrown is automatically used in addition to any
melee attack, but only when the unit is actually attacking, not defending. It is calculated
before the melee phase, so any lost figures will not fight during it.
Gaze attack
Can be used only on adjacent enemies. Gaze is automatically used in addition to any melee
attack, but only when the unit is actually attacking, not defending. Unlike all other attacks, it
does not deal damage directly. Instead, it forces a Saving Throw (Will) for each figure in the
attacked unit. Any figures that fail the save are killed automatically. It is calculated before
the melee phase, so any lost figures will not fight during it.
Backstabbing
A form of melee attack. A unit applies it automatically when an opponent disengages from
contact (moves into a tile not adjacent to the unit) or uses a ranged attack or casts a spell
when adjacent. A unit can only make a single backstabbing each turn.
Ranged attack
Can be used on any enemy on the battlefield. Attacking costs all the unit’s movement points.
The further the target, the lesser the chance to hit. Ammunition restricts the number of
ranged attacks a unit can make in a single battle. Provokes backstabbing.
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Ranged Magical attack
Almost identical to Ranged attack. However, it does not have any ranged penalties and uses
3 mana per attack, rather than any ammunition. Provokes backstabbing.
Unit ability / Spell
Some units can cast spells, similarly to a Sorcerer Lord, or use their own activated abilities.
Units draw mana from their own mana pools, rather than the Lord’s. Casting spells costs all
the unit’s movement points, while using abilities is free. Casting provokes backstabbing.
Retreat
Unit attempts to flee from the battle. Usable only on the back tiles of the battlefield.
Escaping uses all the unit’s movement points and has 50% chance of success.
Stats
Multi-figure units
Most normal (recruitable) units consist of not one, but several soldiers. Each soldier (figure)
has his own attack(s) and health pool. For simplicity’s sake, when such a unit is hit, damage is
applied to a single figure first. When its HPs are depleted, the figure dies and the unit loses
his attacks.
Hitting and damaging
Each attack (both melee and ranged) is applied the same way. First, it must hit, which means
that a roll of d20 (20-sided die) with any added bonuses must be higher or equal than the
defender’s Armor Class (AC).
When the attack hits, damage is calculated based on the unit’s damage output.
Damage Resistances and Vulnerabilities
Some units have innate resistance or susceptibility to specific damage types. For example,
Skeletal Archers are Resistant to Piercing damage, but Vulnerable to Bludgeoning.
Resistance is an integer that is reduced from the damage dealt by the attacker. For example,
a unit would be normally dealt 15 damage, but thanks to its resistance 5, it only receives 10
damage instead.
Vulnerability is percentage-based, which means the damage received is multiplied. For
example, a unit would be normally dealt 10 damage, but due to its vulnerability 50%, it
receives 15 damage instead.
Immunity means the unit will not receive any damage from the specified source at all.
Saving Throws
Most spells targeted at enemies can be fully resisted or at least have their effects reduced by
making a successful saving throw. The formula for saving throws looks like this: d20 roll plus
the unit’s Saving Throw needs to be equal or higher the spell’s Difficulty Class (DC).
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Important issues
Unrest
Unrest is a measure of discontent populace in your cities. It is the percentage amount of
citizens of your towns turned to Rebels. Rebels do not work (cannot be assigned as Farmers
or Craftsmen) and do not pay any taxes.
There are three main causes of unrest:

Taxes. Bigger tax rate can potentially bring more money to your coffers, but it will
always increase unrest. Exact values are shown in the Appendix.

Races. Having multiple races within your empire may expand your capabilities and
make your forces, but almost certainly will have some effect on population’s
happiness. The amount of unrest generated is based on your capital’s race. Exact
values are shown in the Appendix.

Events and Spells. Some events and spells (mostly negative ones) can increase unrest
of a single town or within a whole empire.
You can also counter unrest in several ways:

Buildings. Every race has buildings, such as Shrine, which reduce Unrest.

Garrison. Every two units stationed in a town reduce Unrest by 10%.

Spells. There are several beneficial spells that help deal with Unrest. Some positive
events also help, but they are random.
Settling cities
Founding new cities is one of the cornerstones of expanding your empire. The first thing you
must do is find a suitable site for a new city. You do this by exploring and then using the
surveyor tool to determine how suitable a location is for a new city of your chosen faction.
New city cannot be closer than 5 tiles from another town and cannot be built on mountains.
Once you’ve selected a location you must train a settler unit that is capable of founding a
new city. The settler unit for each race has a different name, but they are all essentially the
same. It is important to note that training a settler unit removes a thousand citizens from
the city that built it. Continuing to build settlers from the same city will continue to reduce it
citizens and therefore its ability to train new units quickly.
After you have trained your settler unit you must send it to the world tile where you want to
found a new city. It is often (if not always) a good idea to send an army to escort the settler
unit. Losing them is always costly. Once your settler is in position simply select the army it is
in, pick the settler unit, and click the found city button that will appear below its icon.
After the city has been founded it works like any other city. It starts with a thousand
population and no buildings. It is a very good idea to start off by using Housing to quickly
increase the town’s Population and to leave an army in place until the city has grown enough
to have an automatic garrison.
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Surveyor
Surveyor helps you find the right spots for new towns. The surveyor draws the zone of
control as if the town was built on the tile you hover your cursor above and shows values for
Maximum Population, Food and Production bonus for the selected race. You can change the
race by clicking on the blue arrows.
Capturing Nodes
Nodes are a special type of world feature. They are points where one plane of existence
touches another. Power flows through these points and those with the skill can even use
them to travel from one plane to another. Capturing a node to make use of its power is a
simple matter conceptually; however, in practice it can be more difficult.
The first step in capturing a node is to overcome its guardians. The more powerful a node is,
the more powerful the creatures that guard it.
When attacking a node it is crucial to keep in mind that the node may cancel out any spells
from any circle of magic outside the node’s power. For instance any non-fire spells are likely
to fail if cast on the battlefield with a fire node. An added difficulty is that the guardians of a
node are likely to be resistant to the power of that node. So, fire nodes are often guarded by
hell hounds that are resistant to fire damage. However, it is possible for a sorcerer lord’s
spellcraft skill can overcome the power of a node if it is high enough.
Once the node is captured a siphon must be constructed in order to harvest the node’s
power. Each race has at least one spellcasting unit capable of building a siphon. In order to
build a siphon simply move an army containing a capable unit onto the node, select the
spellcasting unit, and click on the build siphon button that appear below the selected army
panel.
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Power gained from a siphoned node can be used to generate mana, perform research, or
increase your spellcraft skill. It is an essential resource and wise sorcerer lords will seek out
every possible source and make it their own.
Corruption & Purification
There is an eternal conflict between the living races and the undead. One of the
manifestations of this conflict is corruption and purification.
Corruption is the process of filling an area with negative energy until the normal life forces
within are so twisted that they begin generate negative energy. The Unhallowed can harvest
and feed off this energy to prolong their unnatural existence. At the beginning of a new
game the entire Shadow Plane is corrupted, along with any world tiles within the area of
influence of any Unhallowed city. No other tiles are corrupted, however. New Unhallowed
cities can only be founded on corrupted world tiles and the living races can make no use of
corrupted tiles whatsoever. Unhallowed units with the Corrupt unit ability can be used to
corrupt world tiles.
Purification is the process of filling an area with positive energy until the normal life forces
within are restored. Only corrupted world tiles can be purified. Once purified, only the living
races can make use of them. Any unit with the Purify ability can purify world tiles.
Titans
Titans are beings of legends, mythical creatures of unparalleled power. Their might and skill
vastly exceed that of even the mightiest heroes or creatures. Similarly to heroes, they are
unique. However, unlike them, once defeated, they are not vanquished forever, only return
to their Altar.
Titans can, very rarely, awaken and wreak havoc on the world without having any allegiance.
However, they can also be summoned and controlled by a Sorcerer Lord. For this, you must
first defeat the powerful guardians of an Altar of the Titans and then offer a mighty bounty
to the Titan bound in this altar.
Banishment
The town containing a Sorcerer Lord’s tower is his capital, the most valuable, indispensable
site. When a capital is conquered, the wizard is banished from the world. Though it does not
mean immediate defeat, it does hamper his progress a lot. A banished Sorcerer Lord does
not generate any Power and cannot cast any standard spells, be it on the World Map or
during battle. However, he automatically starts casting the Spell of Return, which, upon
completion, restores his tower in one of his remaining towns. The spell costs a lofty 1000
mana. Be wary, as you instantly lose the game if you have no mana when banished!
Victory & Defeat
There are two basic ways to win (or lose) a game in Planar Conquest.
Exterminate, Exterminate
The most straightforward and absolute way to achieve victory is to banish all your
opponents to the abyss and capture or destroy all their cities. If you are the only sorcerer
lord left standing you are clearly the victor.
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The Spell of Domination
You can defeat your enemies like a true sorcerer lord and overcome them with magic. The
Spell of Domination will bend all other sorcerer lords to your will. The first sorcerer lord to
research and cast the spell wins the game. Be wary, as any Sorcerer Lord who starts to cast
this spell will be automatically attacked by all of his rivals!
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Appendix
Useful information
If you encounter a bug, you can send us the save file containing it, so that we can fix it. To do
this, name a save file sendSaves, and then all saves will be uploaded. Of course, you need to
have an internet connection. We would appreciate if you marked the bugged save state with
a name that explains what went wrong, or send us an email to [email protected] explaining the bug.
For support, information, hints and tips you can head to:
http://planarconquest.com/ - official game site
http://forum.wastelands-interactive.com/forumdisplay.php?423-Planar-Conquest – game
forum
https://www.facebook.com/planarconquest - facebook page
Positive Disciplines
Positive disciplines cost points during sorcerer lord creation. They have a definite positive
effect.
Alchemist - An Alchemist can freely turn mana crystals into gold, and vice versa.
Archmage – An Archmage starts with a Spellcraft of 30 (rather than 20) and gets a 50% to all
power spent on casting skill.
Artificer - The Artificer crafts magical items using 25% less mana.
Battlecaster - A Battlecaster receives a reduced distance penalty during combat.
Cartographer - A Cartographer begins the game with a map of the starting plane.
Channeler - A Channeler receives a small reduction in the casting cost of all spells.
Circle Mastery - Circle Mastery gives a Sorcerer Lord complete mastery over a single spell
circle.
Enchanter - An Enchanter casts and researches unit, city, and global enchantment spells 20%
cheaper.
Enlightened - The units of an Enlightened Sorcerer Lord get 25% more experience per battle.
Expansionist - An Expansionist can produce settlers 50% cheaper.
Gate Master - A Gate Master can use elemental nodes as gateways into the node's parent
plane.
Geologist - A Geologist receives a higher production bonus from mineral ores than other
Sorcerer Lords.
Healer - The units of a Healer receive a 20% bonus to their natural healing each turn.
Lucky - A Sorcerer Lord who is Lucky is more often aided than hindered by random events.
Mystic - A Mystic generates Power with population per turn.
Mentor - A Mentor begins the game with a hero.
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Merchant - A Merchant receives a gold bonus based on his/her empire's current population.
Necromancer - A lord with the Necromancer discipline may raise units killed in combat as
zombies after the battle.
Omniscient - An Omniscient Sorcerer Lord can see all planes of existence at all times.
Pillager - A Pillager receives double the gold from razing cities.
Pious - Pious Sorcerer Lords receive 100% more Power from religious buildings.
Planar Cartographer - A Planar Cartographer begins the game with a map of the entire
universe.
Sage - A Sorcerer Lord with the Sage trait gains more research for Power spent toward
researching new spells.
Summoner - A Summoner researches and casts summoning spells 20% cheaper.
Warlord - The units of a Warlord can attain a higher level than those of other Sorcerer Lords.
Negative Disciplines
Negative disciplines grant additional points during sorcerer creation. They have a definite
negative effect.
Ascetic - An Ascetic Sorcerer Lord can only stockpile a very small amount of resources.
Butcher - A Butcher has 100% more population loss from conquered cities.
Heretic - A Heretic receives less Power from shrines, temples, etc.
Opulent - An Opulent Sorcerer Lord receives a penalty to food, production, gold, and
negative energy.
Prude – All cities of Prude Sorcerer Lord receive 50% penalty to population growth.
Tyrant - A Tyrant suffers increases unrest in all cities with the exception of his capital.
Spell Circles
Spell circles represent the various types, or schools, of magic. The circles are broken into two
primary categories: those containing spells that related to a single mystical element and
those containing spells with similar magical effects. All spells tier one through eight are
sorted into one elemental and one effect circle. All tier nine spells are associated with only
one circle.
The more a player invests in a particular circle, the larger the pool of potential spells from
that circle becomes. Additionally, sorcerer lords gain a larger number of spells to research,
access to more powerful spells, and a reduced casting cost for spells that fall into that circle.
The spell circles are distinct but not completely independent. Having knowledge of
elemental and effect circles combine so that knowledge of Fire and knowledge of
Destruction can be used together to access more powerful spells that are both Fire and
Destruction. Thus, each Sorcerer Lord must balance the strengths of focusing on a single
circle of magic against the unique advantages of diversity.
Life
Spells in the Life Circle draw on the power of positive energy. They allow the caster to
commune with holy creatures and summon the powers of light to drive back the servants of
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darkness. To the living, the spells of life offer healing, protection and succor. To the
creatures of Death, they offer final peace. Some spells offer visions of truth; others allow the
caster to draw on the powers of creation. The most powerful spells in the circle can even
restore life to those who have died.
Death
Spells in the Death Circle draw on the power of negative energy. They are the manifestation
of the powers of darkness. Sorcerer Lords versed in the circle of death can summon unholy
beings and force them to their will. Spells of death may consume the living energies of
others or cause them to decay. The can deceive, inspire fear, or induce madness. They can
also destroy living beings and bring them back from the grave in a state of eternal undeath.
Many spells that draw on the power of negative energy have the power to heal the undead
as well as slay the living.
Air
Spells in the Air Circle draw on the elemental energies of Air. Their powers offer freedom of
movement and the breaking of bonds. They can increase the speed and agility of their
targets or even grant them the gift of flight. Those with knowledge of this circle can cause
devastation with the forces of wind and lighting and call on the aid of beings of pure
elemental energy.
Earth
Spells in the Earth Circle draw on the elemental energies of Earth. They can grant the ability
to resist damage or the ability to simply endure it. Sorcerer Lords who command Earth's
power can increase the physical strength of their followers and lash out at their enemies
with powerful earthquakes. They can also change the face of the landscape, shaping it to
their will, raising hills, lowering mountains, or turning iron into gold.
Fire
Spells in the Fire Circle draw on the elemental energies of Fire. The power of chaos gives
birth to explosive flames that consume the body or uncontrolled thoughts that confuse the
mind. Burning passion can fill targets will an unquenchable rage. Spells in the Fire Circle
often consume and destroy leaving only ash and dust in their wake. However, they can also
call upon powerful allies. Many masters of Fire are served by living flames or terrible
demons.
Water
Spells in the Water Circle draw on the elemental energies of Water. They offer those that
wield them the powers of adaptation and movement. They can allow targets to pass through
difficult terrain quickly or change them to excel in various situations. Spells in the Water
Circle can also present enemies with seemingly real visions or lash out at them with
devastating cold. Some versed in these powers can also gain glimpses into the ever changing
future.
Augmentation
Spells in the Augmentation Circle grant its targets new powers or enhance those they
already possess. The effects can range from hardening the target's skin to granting them the
gift of flight. Spells in this circle can increase speed, combat ability, or even raw intelligence
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or charisma. They have the power to improve almost any aspect of the individual, both
physical and mental.
Biomancy
Biomancy draws on the power of both Positive and Negative energies to affect things in the
physical world. Spells in the circle can both heal the living and bring the dead back from the
grave as mindless servants. They can use negative energy to destroy creatures of life or
bolster the creatures of death and they can use positive energy to the opposite effect.
Although this power over both positive and negative energies gives the circle a great range
of effects it does have its limitations. Biomancy can't bring the dead back to life in their
normal state, nor can it summon up the spirits of the dead to fight on the battle field.
Although Biomancy is unquestionably powerful, it is not “all powerful.”
Destruction
The powers of destruction: consuming flames, blazing lighting, the earth torn asunder, and
shards of flying ice. All these are at the command of those who have knowledge of the
Destruction Circle. Spells in this circle have a narrow goal, but offer a wide range of effects.
Destroy the bodies of your enemies with waves of acid or arrows of pure energy. Lash out
against cities tearing their walls apart and leveling their buildings. Attack the earth itself and
leave only dust and ash in your wake. The Destruction Circle places all these powers within a
sorcerer lord’s reach.
Mentalism
Dominate the mind of your adversaries. Make them believe that you are their truest friend
and ally. Force their armies to engage legions of illusionary soldiers. Drive them mad with
terror or so confuse their minds that they lash out at friend and foe alike. The Mentalism
Circle puts all these powers at your command. Their effects are not limited to your enemies,
however. Give your people peace of mind, fill your soldiers with such confidence that they
can almost perform the impossible, or protect them from others that would seek to control
them. It has been said that “Perception is reality”. Lords of Mentalism shape perception, and
therefore reality, to their will.
Protection
Assaults come in an almost limitless number of forms. The body can be attacked both
physically and magically. The mind can succumb to terror or madness. The servants of a
Sorcerer Lord face damage, dismemberment, and destruction from fire, ice, poison, disease,
illusion, demons, giants, and much, much more. Fortunately, the spells of the Protection
Circle allow a Sorcerer Lord to lessen or even completely remove these threats. Make your
warriors resistant to fire, shield their minds from fear or control, or even stave off the effects
of death itself. Spells of protection can shield your cities from detrimental magic or even
prevent unfortunate future events. It has often been said that “A good offense is the best
defense.” However, masters of the Protection Circle prove that the men left standing at the
end of a battle are the victors.
Summoning
Call upon allies from the forces of nature, enslave demons and devils, pull elementals from
the planes of existence, and gather champions from paradise to serve your cause. Masters of
the Summoning Circle can do all these things. They swell their ranks both with units trained
within their empire and with those called into service by powerful spells. These creatures
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can be forced to serve for a single battle or for eternity depending on the will and power of
their master.
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Artifact Powers
Every Sorcerer Lord can craft powerful magical items. The list of powers that can be
bestowed on those items is determined by the disciplines and Spell Circles chosen during the
character creation process (or acquired by the discovery of certain items in world features
such as Keeps and Nodes). These powers range from granting a simple bonus to armor class
to giving the hero using the item the gift of flight.
Each item has a cost determined by the number and strengths of the enchantments cast on
it. This cost is paid in mana over a number of turns determined by crafter’s spellcraft skill.
Attack Bonus
Weapons can give the wielder a +1 to +5 attack bonus. This makes the wielder’s attacks
more likely to succeed.
Defense Bonus
Weapons can give the wielder a +1 to +5 armor class bonus. This makes the wielder more
difficult to hit.
Enchantments
Acidic
Bonus Equivalent: +1
Prerequisite: Earth or Destruction Tier 1
Applicable Items: Weapons
An acidic weapon does an additional 1D6 acid damage.
Acid Resistance
Bonus Equivalent: +2
Prerequisite: Earth or Protection Tier 2
Applicable Items: Shields, Armor, Misc
Acid Resistance absorbs the first 10 points of acid damage the wearer takes from each attack.
Acid Immunity
Bonus Equivalent: +3
Prerequisite: Earth or Protection Tier 3
Applicable Items: Shields, Armor, Misc
Acid Immunity makes the wearer completely immune to acid.
Cold Resistance
Bonus Equivalent: +2
Prerequisite: Water or Protection Tier 2
Applicable Items: Shields, Armor, Misc
Cold Resistance absorbs the first 10 points of cold damage the wearer takes from each attack.
Cold Immunity
Bonus Equivalent: +3
Prerequisite: Water or Protection Tier 3
Applicable Items: Shields, Armor, Misc
Cold Immunity makes the wearer completely immune to cold.
Electrical Resistance
Bonus Equivalent: +2
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Prerequisite: Air or Protection Tier 2
Applicable Items: Shields, Armor, Misc
Electrical Resistance absorbs the first 10 points of electrical damage the wearer takes from each
attack.
Electrical Immunity
Bonus Equivalent: +3
Prerequisite: Earth or Protection Tier 3
Applicable Items: Shields, Armor, Misc
Electrical Immunity makes the wearer completely immune to electricity.
Enchanter
Bonus Equivalent: +2
Prerequisite: None
Applicable Items: Wands, Misc
Enchanter increases the Difficulty Class of all the hero’s spells by 1, making them harder to resist.
Ethereal
Bonus Equivalent: +5
Prerequisite: Air or Augmentation Tier 5
Applicable Items: Armor, Misc
An Ethereal item gives the wearers the ethereal unit ability. This makes them difficult to hit
with normal weapons and makes whatever weapons they wield ignore armor.
Evoker
Bonus Equivalent: +3
Prerequisite: None
Applicable Items: Misc
Evoker grants its wielder the Evoker ability, which increases the damage he deals with his spells by
10%.
Extra Mana
Bonus Equivalent: +2
Prerequisite: None
Applicable Items: Wands, Misc
Extra Mana provides additional 20 mana to the hero.
Fire Resistance
Bonus Equivalent: +2
Prerequisite: Fire or Protection Tier 2
Applicable Items: Shields, Armor, Misc
Fire Resistance absorbs the first 10 points of fire damage the wearer takes from each attack.
Fire Immunity
Bonus Equivalent: +3
Prerequisite: Fire or Protection Tier 3
Applicable Items: Shields, Armor, Misc
Fire Immunity makes the wearer completely immune to fire.
Flaming
Bonus Equivalent: +1
Prerequisite: Fire or Destruction Tier 1
Applicable Items: Weapons
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A flaming weapon does an additional 1D6 fire damage.
Flight
Bonus Equivalent: +5
Prerequisite: Air or Augmentation Tier 5
Applicable Items: Armor, Misc
Flight gives the bearer the ability to fly.
Fortification
Bonus Equivalent: +5
Prerequisite: Earth or Protection Tier 5
Applicable Items: Armor
Armor of Fortification makes the wearer completely immune to critical hits.
Freezing
Bonus Equivalent: +1
Prerequisite: Water or Destruction Tier 1
Applicable Items: Weapons
A freezing weapon does an additional 1D6 cold damage.
Ghost Touch
Bonus Equivalent: +4
Prerequisite: Air or Augmentation Tier 4
Applicable Items: Weapons
A weapon of ghost touch ignores armor.
Invisibility
Bonus Equivalent: +5
Prerequisite: Air or Mentalism Tier 5
Applicable Items: Misc
Invisibility gives the wearer the invisibility unit ability.
Invulnerability
Bonus Equivalent: +5
Prerequisite: Earth or Protection Tier 5
Applicable Items: Armor
Invulnerability gives the wearer Mundane Resistance 10.
Keen
Bonus Equivalent: +1
Prerequisite: Earth or Destruction Tier 1
Applicable Items: Weapons
A Keen weapon has a magically razor sharp edge. As a result the weapon's critical threat range is
doubled.
Life Drain
Bonus Equivalent: +4
Prerequisite: Death or Biomancy Tier 4
Applicable Items: Weapons
A life drain weapon does extra damage to living units. The extra damage done heals the attacking
unit.
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Missile Immunity
Bonus Equivalent: +3
Prerequisite: Air Tier 5
Applicable Items: Armor, Misc
Missile Immunity makes the hero immune to all normal missiles.
Poisonous
Bonus Equivalent: +1
Prerequisite: Earth or Biomancy Tier 1
Applicable Items: Weapons
A poisonous weapon does an additional 2D6 poison damage spread over two turns (1D6 per turn)
after a successful attack is made.
Regeneration
Bonus Equivalent: +5
Prerequisite: Earth or Biomancy Tier 5
Applicable Items: Misc
An item of regeneration causes the wearer to regain 10% of his hit points each round. It also heals
the unit completely after each battle.
Saving Throws
Bonus Equivalent: +1
Prerequisite: None
Applicable Items: Armor, Misc
Saving Throws enchantment increases all the hero’s saving throws by 2.
Shocking
Bonus Equivalent: +1
Prerequisite: Air or Destruction Tier 1
Applicable Items: Weapons
A shocking weapon does an additional 1D6 electrical damage.
Speed
Bonus Equivalent: +3
Prerequisite: Fire or Augmentation Tier 3
Applicable Items: Weapons
A weapon of speed gives a unit more movement points allowing it to move farther or make
additional attacks.
Spell Resistance
Bonus Equivalent: +5
Prerequisite: Earth or Protection Tier 5
Applicable Items: Armor, Misc
Spell Resistance gives the wearer the supernatural ability to resist spells.
True Sight
Bonus Equivalent: +3
Prerequisite: Life or Mentalism Tier 3
Applicable Items: Misc
An item of true seeing makes the wearer immune to invisibility and illusions.
Unholy
Bonus Equivalent: +2
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Prerequisite: Death or Biomancy Tier 2
Applicable Items: Weapons
An unholy weapon does an additional 1D6 negative energy damage.
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Factions
There are a number of different factions (or races) to choose from in Planar Conquest. Each
of these factions feels distinct and flavorful. They all have unique military units and their
own selection of city buildings. Each also has unique bonuses and abilities ranging from basic
increases in production or research to more extreme examples like the Unhallowed who
don't produce food or pay taxes and have no morale. All of this gives each race has a unique
style of play.
Races Comparison
Interracial Unrest
Tiles
Each tile within a city’s border grants this city specific bonuses (in addition to any resources
that it may contain). Also, races have their preferred terrain and yield more from such tiles.
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Plains
Food bonus: 4% (High Men: 5%)
Production bonus: 0%
Negative Energy bonus: 4%
Max Population bonus: 1.5 (High Men: 2%)
Hills
Food bonus: 2%
Production bonus: 2.5%
Negative Energy bonus: 2%
Max Population bonus: 0.5
Forests
Food bonus: 1.5% (Grey Elves: 4%)
Production bonus: 3.5%
Negative Energy bonus: 1.5%
Max Population bonus: 0.5 (Grey Elves: 1)
Mountains
Food bonus: 0% (Dwarves: 1%) (Draconians: 2%)
Production bonus: 5% (Dwarves: 6%)
Negative Energy bonus: 0%
Max Population bonus: 0 (Dwarves: 1) (Draconians: 1)
Deserts
Food bonus: 0% (Myrodants: 1.5%)
Production bonus: 0% (Myrodants: 2.5%)
Negative Energy bonus: 2.5%
Max Population bonus: 0 (Myrodants: 1)
Swamps
Food bonus: 1% (Dark Elves: 2.5%)
Production bonus: 0% (Dark Elves: 1.5%)
Negative Energy bonus: 5%
Max Population bonus: 0.5 (Dark Elves: 1)
Tundras
Food bonus: 0%
Production bonus: 0%
Negative Energy bonus: 1%
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Max Population bonus: 0.5
Shores
Food bonus: 2% (Orcs: 5%)
Production bonus: 0%
Negative Energy bonus: 0%
Max Population bonus: 0.5 (Orcs: 1.5)
Ocean
Food bonus: 2.5%
Production bonus: 0%
Negative Energy bonus: 0%
Max Population bonus: 0
Air & Lava
No bonuses
Quicksand
Food bonus: 0%
Production bonus: 2%
Negative Energy bonus: 0%
Max Population bonus: 0
Resources
Resources with unit bonuses
Some world resources not only grant bonuses to nearby towns, but also to units produced
there. However, an Alchemists’ Guild must first be built in the town to reap these benefits.
Resources affecting units are:
Adamantine
Units produced with Adamantine receive + 1 to Armor Class.
Boneyard
Units produced with Boneyard receive +1 To Hit with Ranged Magical Weapons.
Darkwood
Units produced with Darkwood receive +1 To Hit with Ranged Weapons.
Mithril
Units produced with Mithril receive +1 to Damage.
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Features
Features with unique rewards
Altar of the Titans
Allows the recruitment of a powerful Titan.
Ancient Mine
Allows passing between this and another Mine on the same plane.
Ancient Ruin
Allows building a city on the tile. Such a city will have increased starting population and a
few existing buildings.
Fountain of Life
Allows resurrecting a single dead hero.
Great Library
A captured Great Library adds 15 Research Points per turn.
Great Oracle
Automatically reveals a part of the World Map.
Howling Mine
Increases the nearest town’s gold income by 4, but also increases Unrest there by 5%.
Inn
Undefended. Allows to recruit heroes and mercenaries and buy items.
Ivory Tower
After capturing, every unit stationed there will count as 2 Research Points.
Lost Tribe
Undefended. Adds 500 Population to the nearest city. If you have yet to settle a town on its
plane, it rewards you with a settler unit instead. The Unhallowed harvest Negative Energy
rather than increase Population.
Node
Allows to build a siphon and harvest magical Power.
Obelisk
Will grant a one-time boon or a curse to a single hero.
Rift
Allows one-way passage onto another Plane.
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Shrine
Statue Garden
Decreases Unrest in the nearest city by -10%.
Teleportation Stone
Allows passing between this and another Teleportation Stone on the same plane.
Volcanic Ruin
Allows building a city on the tile. Such a city will have increased starting population and a
few existing buildings.
Watchtower
Doubles vision range of all units stationed on the tile.
Unit Abilities
Each unit in Planar Conquest may have a number of unit abilities. Effects can range from
increasing the unit's movement speed across certain terrain types to allowing them to strike
first in combat.
Tiered abilities are hero-only. Each tier of an ability gives additional base bonus. For
example, Blademaster gives +2 To Hit, while Blademaster III gives +6 To Hit.
Units in Planar Conquest can have two types of skills:
Abilities
These are skills that require activation or passively affect other units.
Acrobat – unit avoids backstabbing if it passes a reflex saving throw. Available only for
heroes.
Ammo Resupply – unit will resupply its ammunition during battle.
Armsmaster – unit will grant 50 Experience Point to every other unit in its army. Available
only for heroes. Tiered.
Assassin – unit has its critical hit damage multiplier increased by 1. Available only for heroes.
Tiered.
Augmentation Circle – unit can cast and learn spells from the Augmentation Circle. Available
only for heroes.
Auramancer – unit adds 1d6 Lightning damage to all ranged magical attacks. Available only
for heroes. Tiered.
Aura of Courage – unit adds +1 To Hit to all friendly units in battle.
Aura of Heroism – unit adds +1 To Hit, Armor Class and all saving throws to all friendly units
in battle.
Aura of Resistance – unit adds 5 Spell Resistance to all friendly units in battle.
Aura of Resolve – unit adds +1 to all saving throws to all friendly units in battle.
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Biomancy Circle - unit can cast and learn spells from the Biomancy Circle. Available only for
heroes.
Blademaster – unit adds +2 To Hit to all its melee attacks. Available only for heroes. Tiered.
Bleeding Attack – unit’s attacks cause bleeding, which deals additional 50% of inflicted
damage over two turns.
Build Road – unit is able to build roads on the World Map.
Build Siphon – unit is able to build siphons on the World Map.
Caster – unit is able to cast spells in battle.
Charge – unit strikes first when attacking in melee and deals +2 damage.
Corrupt – unit can corrupt tiles on the World Map.
Create Undead – every unit killed by this unit will be raised as an undead under its control.
Cryomancer – unit adds 1d6 Cold damage to all ranged magical attacks. Available only for
heroes. Tiered.
Cursing Touch – unit inflicts a Cursed status with every attack, lowering To Hit and Damage
of the target by 2.
Death Circle – unit can cast and learn spells from the Death Circle. Available only for heroes.
Destruction Circle – unit can cast and learn spells from the Destruction Circle. Available only
for heroes.
Drain Life – unit heals itself by 50% of damage dealt.
Dual Wielding – unit has its penalties from using two weapons reduced to -2/-2. Available
only for heroes.
Earth Circle – unit can cast and learn spells from the Earth Circle. Available only for heroes.
Enchanter – unit adds +1 to Difficulty Class of all cast spells. Available only for heroes.
Tiered.
Ethereal – unit ignores bonus to Armor Class from armor when attacking.
Evasion – unit’s successful Reflex saving throw that would normally prevent half damage
prevents all damage instead.
Evoker – unit adds +10% to all damage dealt from spells. Available only for heroes. Tiered.
Fear – unit cannot be attacked by enemies unless they pass a Will save (with DC equal 10 +
half the unit’s level).
Fire Circle – unit can cast and learn spells from the Fire Circle. Available only for heroes.
Fire Type – unit receives bonuses from specific Fire spells.
First Strike – unit always attacks first in melee.
Flying – unit is able to fly. It can move through any tile at a cost of 1 Movement Point on the
World Map. It cannot be normally attacked by non-flying enemies in melee on the
Battleboard.
Focuser – unit gains additional 10 Mana. Available only for heroes. Tiered.
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Forester – unit can move normally through forests.
Found City – unit is able to found new cities on the World Map.
Frenzy – unit can use this active ability to gain immunity to mind effects, but lose control and
always attack the closest enemy.
Geomancer – unit adds 1d6 Acid damage to all ranged magical attacks. Available only for
heroes. Tiered.
Healer – unit increases healing rate of the army it’s in by 25%. Available only for heroes.
Improved Criticals – unit has its critical range increased by 1. Available only for heroes.
Tiered.
Improved Evasion – unit’s successful Reflex saving throw that would normally prevent half
damage prevents all damage instead, while a failed throw prevents half damage.
Legendary – unit adds +5 to its Sorcerer Lord’s Fame. Available only for heroes. Tiered.
Levitation – unit can move through any land tile at a cost of 1 Movement Point on the
Strategic Map.
Life Circle – unit can cast and learn spells from the Life Circle. Available only for heroes.
Long Reach – unit can attack flying enemies in melee normally.
Mana Drain – unit can drain mana from enemies with its attacks.
Mana Resupply – unit can replenish its mana reserves during battle.
Mauler – unit adds +3 to damage, but receives -1 to hit for all melee attacks. Available only
for heroes. Tiered.
Mentalism Circle – unit can cast and learn spells from the Mentalism Circle. Available only
for heroes.
Merging – unit can move to any tile on the battleboard instantly.
Mountaineer – unit can move normally through forests.
Negate First Strike – unit negates opponent’s First Strike ability.
Noble – unit requires no upkeep and provides 10 gold per turn. Available only for heroes.
Pathfinding – unit and its army can move through any land tile at a cost of 1 Movement
Point on the Strategic Map.
Planar Travel – unit can move between the same tiles on different planes at will.
Protection Circle – unit can cast and learn spells from the Mentalism Circle. Available only
for heroes.
Purify – unit is able to purify corrupted tiles on the World Map.
Pyromancer – unit adds 1d6 Fire damage to all ranged magical attacks. Available only for
heroes. Tiered.
Rage – unit can use this active ability to apply a +2 bonus to hit and damage, at a -2 to Armor
Class penalty.
Raiding – unit increases the money gained from conquering or razing a town.
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Random Ability – unit receives a random ability based on its class. Available only for heroes.
Only in XML.
Reach Weapons – unit can attack flying units, at a -2 penalty to hit and damage.
Regeneration – unit regains 10% of a single figure’s Hit Points per turn.
Sage – unit contributes 5 Research Points every turn. Available only for heroes. Tiered.
Sharpshooter – unit receives +2 to hit and damage when using normal ranged attacks.
Available only for heroes. Tiered.
Shielding Aura – unit adds +1 Armor Class to all friendly units in battle.
Siege Engine – unit can attack and damage city walls with ranged attacks.
Sneak – unit can use this active ability to turn invisible until it attacks.
Sneak Attack – unit’s attacks are automatically critical hits if the unit is invisible.
Sniper – unit receives +2 to hit and doubled critical chance when using normal ranged
attacks.
Stoning Gaze – unit has a Gaze attack in addition to any melee attack. Every figure in
attacked unit is turned to stone (killed) unless it passes a Will save.
Stoning Touch – unit turns enemies to stone with every hit unless they pass a Will save.
Summoning Circle – unit can cast and learn spells from the Summoning Circle. Available only
for heroes.
Swampdweller – unit can move normally through swamps.
Teleporting – unit can move to any tile on the battleboard instantly.
Thrown Weapons – unit has additional melee attack before the normal melee phase takes
place. Additionally, it can attack flying enemies normally.
Wall Crusher – unit can attack and damage city walls with its melee attacks.
Wall Scaling – unit can use this active ability to pass through city walls.
Warlock – unit’s ranged magical attacks ignore AC bonus from armor.
Water Circle – unit can cast and learn spells from the Summoning Circle. Available only for
heroes.
Wind Walking – unit and its army can fly on the World Map.
Perks
Clear Mind – unit is immune to mind-affecting spells.
Construct – unit is immune to Mind-affecting and Death effects, poison, critical hits and
Gaze attacks. Neither Positive nor Negative energy damage has any effect on them. They
cannot be reanimated or raised from dead.
Death Ward – unit is immune to all Death effects.
Divine Grace – unit applies its Charisma bonus to all saving throws.
Elemental – unit is immune to Mind-affecting effects, Critical hits, poison and sneak attacks.
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Far Shot – unit has 50% increased range increments when firing a missile weapon.
Great Fortitude – unit receives +3 to Fortitude saves. Tiered for heroes.
Great Toughness – unit receives additional +1 Hit Points per level. Available only for heroes.
Illusion Immunity – unit can see invisible and sneaking units and defends normally against
illusionary attacks.
Iron Will – unit receives +3 to Will saves. Tiered for heroes.
Lightning Reflex – unit receives +3 to Reflex saves. Tiered for heroes.
Living – unit is healed by Positive Energy and damaged by Negative Energy.
Missile Immunity – unit is immune to all normal ranged attacks.
Point Blank Shot – unit receives a +1 bonus to hit and damage to ranged attacks if the target
is within 5 tiles.
Poison Immunity – unit is immune to poison.
Spell Penetration – unit receives +3 to all rolls when trying to pierce Spell Resistance.
Stoning Immunity – unit is immune to Stoning effects.
Summoned – unit is a summoned creature and is subject to all spells that affect summons.
Undead – unit is immune to Mind-affecting and Death effects, Critical hits, poison and sneak
attacks. In addition, it is damaged by Positive Energy and healed by Negative Energy.
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Hero Abilities
This shows which classes can choose which abilities:
tiers FIGHTER PALADIN RANGER ROGUE DRUID CLERIC WIZARD
Armsmaster
Y
Assassin
Y
Aura of Courage
N
Aura of Resolve
N
Shielding Aura
N
Blademaster
Y
Bleeding Attack
N
Charge
N
Clear Mind
N
Death Ward
N
Divine Grace
N
Dual Wielding
N
Enchanter
Y
Evasion
N
Evoker
Y
Fortification
N
Frenzy
N
Great Fortitude
Y
Great Toughness N
Healer
N
Improved
Criticals
N
Iron Will
Y
Legendary
Y
Lightning Reflex
Y
Mauler
Y
Noble
N
Point Blank Shot
N
Poison Immunity N
Rage
N
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Rapid Shot
N
Sage
Y
Sharpshooter
Y
Spell Penetration Y
Summoner
Y
Focuser
Y
Pyromancer
Y
Auramancer
Y
Geomancer
Y
Cryomancer
Y
Far Shot
N
Sniper
N
Warlock
N
Acrobat
N
Heroes
Fighters
Sir Verne Stargrove
Klickwyk
Sir Kaylen
Guldor Zeugme
Bonebasher
Kjorgi
Ven’dral
Darren Burnett
Ben Rubensson
Aelys the Broken
Keen Master
Lady Lavinia
Kelithengol
Paladins
Izzir the Damned
Crombie
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Krull Darkheart
Justicar Calin Radoi
Rangers
Drax
Autumn Leaf
Adalas
Rogues
Kathentira Dire
Monica Bloodblade
Ixi
Dohar
Long Tongue
Clerics
Pilarica
Sigfrida Blackwing
Gontar
Druids
Draylik
Amberclaw
Wizards
Dran
Aquestrielle
Cirrym the Learned
Tulvan Dreamchaser
Simbey the Sorcerer
Amu-hah Shekela
Aledar Malar
Nehanash
Tainted Master
Fuligin Master
Pale Master
Ancient Master
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Progression Tables
Fighter, Paladin
Attack
Level Bonus
1st
1
Fort
Save
2
Ref
Save
0
Will
Save
0
2nd
2
3
0
0
3rd
3
3
1
1
4th
4
4
1
1
5th
5
4
1
1
6th
6
5
2
2
7th
7
5
2
2
8th
8
6
2
2
9th
9
6
3
3
10th
10
7
3
3
11th
11
7
3
3
12th
12
8
4
4
13th
13
8
4
4
14th
14
9
4
4
15th
15
9
5
5
16th
16
10
5
5
17th
17
10
5
5
18th
18
11
6
6
19th
19
11
6
6
20th
20
12
6
6
Fort
Save
2
Ref
Save
2
Will
Save
0
Ranger
Level
1st
Attack
Bonus
1
2nd
2
3
3
0
3rd
3
3
3
1
4th
4
4
4
1
5th
5
4
4
1
6th
6
5
5
2
7th
7
5
5
2
8th
8
6
6
2
9th
9
6
6
3
10th
10
7
7
3
11th
11
7
7
3
12th
12
8
8
4
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13th
13
8
8
4
14th
14
9
9
4
15th
15
9
9
5
16th
16
10
10
5
17th
17
10
10
5
18th
18
11
11
6
19th
19
11
11
6
20th
20
12
12
6
Fort
Save
0
Ref
Save
2
Will
Save
0
Rogue
Level
1st
Attack
Bonus
1
2nd
2
0
3
0
3rd
3
1
3
1
4th
4
1
4
1
5th
5
1
4
1
6th
6
2
5
2
7th
7
2
5
2
8th
8
2
6
2
9th
9
3
6
3
10th
10
3
7
3
11th
11
3
7
3
12th
12
4
8
4
13th
13
4
8
4
14th
14
4
9
4
15th
15
5
9
5
16th
16
5
10
5
17th
17
5
10
5
18th
18
6
11
6
19th
19
6
11
6
20th
20
6
12
6
Fort
Save
2
Ref
Save
0
Will
Save
2
Clerics and Druids
Level
1st
Attack
Bonus
0
2nd
1
3
0
3
3rd
2
3
1
3
4th
3
4
1
4
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5th
3
4
1
4
6th
4
5
2
5
7th
5
5
2
5
8th
6
6
2
6
9th
6
6
3
6
10th
7
7
3
7
11th
8
7
3
7
12th
9
8
4
8
13th
9
8
4
8
14th
10
9
4
9
15th
11
9
5
9
16th
12
10
5
10
17th
12
10
5
10
18th
13
11
6
11
19th
14
11
6
11
20th
15
12
6
12
Fort
Save
0
Ref
Save
0
Will
Save
2
Wizards
Level
1st
Attack
Bonus
0
2nd
1
0
0
3
3rd
2
1
1
3
4th
3
1
1
4
5th
3
1
1
4
6th
4
2
2
5
7th
5
2
2
5
8th
6
2
2
6
9th
6
3
3
6
10th
7
3
3
7
11th
8
3
3
7
12th
9
4
4
8
13th
9
4
4
8
14th
10
4
4
9
15th
11
5
5
9
16th
12
5
5
10
17th
12
5
5
10
18th
13
6
6
11
19th
14
6
6
11
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20th
15
6
6
12
Cities Progression Tables
High Men
Grey Elves
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Dark Elves
Unhallowed
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Draconians
Dwarves
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Myrodants
Orcs
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Manual Changelog
1.2
- added features with unique rewards
- fixed starting spell selection table
- added experience section in the armies chapter
- added progression tables for hero classes
- added armies roster section
- added city progression tables
1.3
- small fixes
- added terrain bonuses to appendix
1.4
- updated selecting armies
- fixed ranger armor selection
- added surveyor
- added ‘useful information’ to appendix
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