Planar Conquest Manual

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 1.2
Contents
Introduction............................................................................................................................................. 8
Main Menu .............................................................................................................................................. 9
Continue .............................................................................................................................................. 9
Single Player ........................................................................................................................................ 9
New Game ....................................................................................................................................... 9
Load ................................................................................................................................................. 9
Quick Start ....................................................................................................................................... 9
Battle Arena ..................................................................................................................................... 9
Tutorial ................................................................................................................................................ 9
Options .................................................................................................................................................. 10
Language ....................................................................................................................................... 10
Music ............................................................................................................................................. 10
SFX ................................................................................................................................................. 10
Autosave ........................................................................................................................................ 10
End of Turn Notifications............................................................................................................... 10
Autofortify ..................................................................................................................................... 10
Autosend ....................................................................................................................................... 10
Animation Speed ........................................................................................................................... 10
Starting Game ........................................................................................................................................ 11
Planes ................................................................................................................................................ 11
Game ................................................................................................................................................. 11
Opponents ..................................................................................................................................... 11
Difficulty ........................................................................................................................................ 11
World Size...................................................................................................................................... 11
Fast Movement ............................................................................................................................. 11
Game Speed .................................................................................................................................. 11
Resources Density ......................................................................................................................... 11
Feature Density ............................................................................................................................. 11
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Planar Conquest Manual by Wastelands Interactive
Neutrals Density ............................................................................................................................ 12
Faction ............................................................................................................................................... 12
Sorcerer Lord ..................................................................................................................................... 12
Premade Lords............................................................................................................................... 12
Customized Lords .......................................................................................................................... 12
Spells.................................................................................................................................................. 13
World Map............................................................................................................................................. 14
World Map GUI.................................................................................................................................. 14
Top Bar .......................................................................................................................................... 14
Selected Army Panel...................................................................................................................... 15
Mini-map Panel ............................................................................................................................. 16
Menus ............................................................................................................................................ 17
Menus .................................................................................................................................................... 18
Diplomacy .......................................................................................................................................... 18
City Management .............................................................................................................................. 19
Cites Screen ................................................................................................................................... 19
Managing City ................................................................................................................................ 19
City Screen ..................................................................................................................................... 20
Production ..................................................................................................................................... 21
Magic ................................................................................................................................................. 21
Alchemy ......................................................................................................................................... 21
Power and Distribution ................................................................................................................. 21
Research ........................................................................................................................................ 22
Right Info Bar ................................................................................................................................. 22
Spellbook ........................................................................................................................................... 23
Spells.............................................................................................................................................. 23
Casting ........................................................................................................................................... 25
Researching ................................................................................................................................... 25
Crafting .............................................................................................................................................. 26
Managing Armies............................................................................................................................... 26
Moving ........................................................................................................................................... 27
Exploring ........................................................................................................................................ 27
Attacking........................................................................................................................................ 29
Gaining Experience ........................................................................................................................ 29
Armies Roster ................................................................................................................................ 29
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Planar Conquest Manual by Wastelands Interactive
Unit Stats ....................................................................................................................................... 30
Heroes ............................................................................................................................................... 31
Hero Classes .................................................................................................................................. 31
Hero Progression ........................................................................................................................... 32
Gaining Heroes .............................................................................................................................. 33
Equipment ..................................................................................................................................... 33
Battle ..................................................................................................................................................... 34
Battlefield .......................................................................................................................................... 34
Battle mechanics ............................................................................................................................... 35
Melee attack .................................................................................................................................. 35
Thrown attack................................................................................................................................ 35
Gaze attack .................................................................................................................................... 35
Backstabbing ................................................................................................................................. 35
Ranged attack ................................................................................................................................ 35
Ranged Magical attack .................................................................................................................. 35
Unit ability / Spell .......................................................................................................................... 35
Retreat ........................................................................................................................................... 36
Stats ................................................................................................................................................... 36
Multi-figure units........................................................................................................................... 36
Hitting and damaging .................................................................................................................... 36
Damage Resistances and Vulnerabilities ....................................................................................... 36
Saving Throws................................................................................................................................ 36
Important issues .................................................................................................................................... 37
Unrest ................................................................................................................................................ 37
Settling cities ..................................................................................................................................... 37
Capturing Nodes ................................................................................................................................ 37
Corruption & Purification .................................................................................................................. 38
Titans ................................................................................................................................................. 38
Banishment........................................................................................................................................ 38
Victory & Defeat ................................................................................................................................ 39
Exterminate, Exterminate ............................................................................................................. 39
The Spell of Domination ................................................................................................................ 39
Appendix................................................................................................................................................ 40
Positive Disciplines ............................................................................................................................ 40
Negative Disciplines........................................................................................................................... 41
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Planar Conquest Manual by Wastelands Interactive
Spell Circles........................................................................................................................................ 41
Life ................................................................................................................................................. 41
Death ............................................................................................................................................. 41
Air .................................................................................................................................................. 41
Earth .............................................................................................................................................. 42
Fire ................................................................................................................................................. 42
Water ............................................................................................................................................. 42
Augmentation ................................................................................................................................ 42
Biomancy ....................................................................................................................................... 42
Destruction .................................................................................................................................... 42
Mentalism...................................................................................................................................... 42
Protection ...................................................................................................................................... 43
Summoning.................................................................................................................................... 43
Artifact Powers .................................................................................................................................. 44
Attack Bonus.................................................................................................................................. 44
Defense Bonus ............................................................................................................................... 44
Enchantments................................................................................................................................ 44
Factions ............................................................................................................................................. 48
Races Comparison ......................................................................................................................... 48
Interracial Unrest........................................................................................................................... 48
Resources .......................................................................................................................................... 49
Resources with unit bonuses......................................................................................................... 49
Features ............................................................................................................................................. 49
Features with unique rewards ...................................................................................................... 49
Unit Abilities ...................................................................................................................................... 50
Abilities .......................................................................................................................................... 50
Perks .............................................................................................................................................. 53
Hero Abilities ................................................................................................................................. 55
Heroes ........................................................................................................................................... 56
Cities Progression Tables ................................................................................................................... 61
High Men ....................................................................................................................................... 61
Grey Elves ...................................................................................................................................... 62
Dark Elves ...................................................................................................................................... 62
Unhallowed ................................................................................................................................... 63
Draconians ..................................................................................................................................... 63
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Planar Conquest Manual by Wastelands Interactive
Dwarves ......................................................................................................................................... 64
Myrodants ..................................................................................................................................... 64
Orcs................................................................................................................................................ 65
Manual Changelog................................................................................................................................. 66
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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.
Tutorial
This option opens the tutorial. Tutorial is automatically started the very first time you open Planar
Conquest, but you can revisit it any time.
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Planar Conquest Manual by Wastelands Interactive
Options
The options menu allows you to change the settings of the game.
Language
You are able to switch the language of Planar Conquest here. (currently only English is available)
Music
Turns music on or off.
SFX
Turns all sound effects on or off.
Autosave
Toggles automatic saving of the game at the end of every turn on or off. There are two alternate
autosave slots.
End of Turn Notifications
Enables and disables messages about idle armies, cities and research that appear over the End Turn
button.
Autofortify
Turns automatic fortification of newly trained units on or off.
Autosend
Turns automatic sending of turns in multiplayer games on or off.
Animation Speed
Changes the speed of all animations. The quickest setting will make the animations look rather
unnatural, but also speed battles up considerably.
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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, by tapping on the gear icon on each plane’s plaque you will be able to 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 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.
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Planar Conquest Manual by Wastelands Interactive
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, tap and move the screen. You can zoom in and out with your pinching the
screen.
World Map GUI
There are five main elements on the world map:
1.
2.
3.
4.
Top Bar
Selected Army Panel
Mini-Map Panel
Menus
Top Bar
The top bar displays current amount and, in parentheses, income of three main resources of the
game: gold, food (or negative energy for the unhallowed) and mana.
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Planar Conquest Manual by Wastelands Interactive
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.
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.
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.
Selected Army Panel
The Selected Army Panel displays the individual units in the currently selected army.
1. Units tab
2. Orders
3. Abilities
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Planar Conquest Manual by Wastelands Interactive
Units Tab
This large tab shows units that the selected army contains. By default, you can only see four units,
but you can expand the tab by tapping the plus icon below it (and revert by tapping the minus
button). The number on the right of the tab shows the amount of units in this army.
Just right of the units’ icons you can check out their remaining Movement Points.
Orders
There are a number of commands that can be issued to each army each turn. From top to bottom:






No order
Skip army: pushes this army to the end of the army queue
Fortify: army will fortify its position and move first if attacked
Heal: army will fortify its position until every unit is at full health
Move: army will move to the selected position
Split: enables you to split units from the army to a new one
Abilities
Some units have special abilities they can use on the World Map. If you tap on such a unit, they will
be shown here. These are:






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)
Mini-map Panel
This panel contains several important functionalities.
1. Opens the Notifications window. Inside you will receive information about units trained,
buildings constructed, events, magic, and diplomacy.
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Planar Conquest Manual by Wastelands Interactive
2. Unit Switcher. Tapping this button cycles between your armies.
3. Opens and closes the minimap.
4. Plane Switcher. You can move through different planes by tapping on their respective icons.
Planes you haven’t found yet are greyed out.
Menus
Menus allow you to control every layer of your empire.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
Diplomacy Tab – here you can trade or declare war on other Sorcerer Lords.
Cities Management – here you can manage all your cities.
Army Roster – here you can manage all your armies and units.
Spellbook / Research Book – here you can select spells for casting and researching.
Forge – here you can craft items, as well as equip your heroes with them.
Magic Panel – here you can manage your power and enchantments.
End Turn – tap and hold to end your current turn. If you have idle armies, cities or research,
notifications will appear here instead of the hourglass.
Toggle resource icons and city plaques on/off
Mirror – shows your Sorcerer Lord.
Surveyor Options – here you can save, load, and return to main menu.
Help – opens the help window.
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Planar Conquest Manual by Wastelands Interactive
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.
1. Sorcerer Lord you are engaged in diplomacy with. You can change the partner by using the
arrows button. Current state of relations is shown beneath his portrait.
2. Selecting one of these relations will add them to the bartering table.
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Planar Conquest Manual by Wastelands Interactive
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. Bartering table. Shows what is currently being dealt on both sides. You can confirm the
proposition by tapping 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.
Cites Screen
This screen shows all cities in your empire. Each city plaque contains its name, population, the plane
it is on, the race of its inhabitants. You can enter any city to manage it by tapping on the plaque.
Tax Rate is shown on the lower bar. It allows you to set the tax of your empire. The higher the taxes,
the more gold each citizen pays to your coffers. However, taxes also generate Unrest.
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.
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:
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Planar Conquest Manual by Wastelands Interactive




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.
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.
2.
3.
4.
5.
6.
7.
8.
Citizens. Here you can distribute the town’s citizens into proper roles.
Unrest. Shows the city’s unrest. 10% equals to 1 Rebel in a town with 10 Citizens.
Shows the city’s full income: Gold, Research, Power, Negative Energy, Production and Food.
Shows events that currently affect the town.
Shows all resources in the town’s radius.
Shows all enchantments affecting the town.
Shows units currently stationed in the town, as well as the town’s militia.
Opens (from top to bottom) Unit Production, Building Production, and a list of buildings
already constructed.
9. Production queue. You can change its order by moving items around.
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Planar Conquest Manual by Wastelands Interactive
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.
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.
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.
Tap on the mana/gold icon to enter the desired value and tap the Transmute to finalize the process.
Tapping the arrows button reverses the transmutation 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.
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Planar Conquest Manual by Wastelands Interactive
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.
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.
Right 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.
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Spellbook
This is where you research and cast spells.
1.
2.
3.
4.
5.
6.
Here you can find available spells.
This shows the selected spell.
These tabs enable you to sort spells by Circle.
The buttons enable you to toggle between the Casting and Research Spellbook.
Here you find your favourite and your stored spells.
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.
Combat Enchantments
Cast on the battlefield without a predefined target. They last a limited amount of turns or for the
duration of the battle.
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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.
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 tapping on the purple star in the corner.
2. Describes the effects of the spell.
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3. These are the spell’s properties. From top to bottom, left to right:
a) Cast Cost. Mana the caster must spend to cast the spell.
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.
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 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 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.
Global enchantments and summons are targeted automatically. In case of enchantments targeted at
another Sorcerer Lord, a pop-up window with all known wizards will appear (if you haven’t met
anyone, the spell will be automatically preserved). To cast a spell on a unit, simply select the army
your target is in, and a window containing all the units within it will appear. Then you can select the
proper unit and cast the spell. To cast a spell on a city, simply tap on the target town.
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.
You can only research spells you have the appropriate tiers in Circles in.
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Crafting
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.
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).
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. There are lots of possibilities here, and all of
them are described in the Appendix.
Be wary that items with multiple enchantments can be prohibitively expensive to craft.
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.
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Moving
You can select an army by tapping on it. While selected, you can order the army to move to a specific
tile by tapping 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.
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 features 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.
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, then tap the Interact button. 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.
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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:
The left side of the screen shows the attacker’s units. The right shows the opposing units. Threat
level indicates how difficult the battle looks for you.
The bar on the rightmost side shows possible actions. If you are attacking, you can run away using
the uppermost button. If you want to play the battle manually on the Battleboard, use the second
button. You can also autoresolve the battle – the game will simulate a simplified battle – by using the
third button. The two smaller buttons underneath are toggle options for the autoresolution. The
upper turns off mana expenditure during battle. The lower one prevents your units from retreating.
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 Roster
Armies Roster allows you to manage all your armies.
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1.
2.
3.
4.
Armies Bar – shows all armies in your disposal.
Units List – shows all units in the selected army.
Unit Stats – shows the profile of the selected unit
Unit Abilities, 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.
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.
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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 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
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
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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 and 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.
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.
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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 or pivot using the touch
screen.
You select and order units in the same way as on the World Map, by tapping. 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. This buttons are, from the top:
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a. Order unit to retreat. It needs to be on border of the battleboard to attempt to
retreat.
b. Use unit ability. Some units can have active skills or can cast spells.
c. Cast a spell. You can cast one of your own spell from here. You are limited to one
spell per turn.
d. Next units. Toggles through your active units.
e. End turn.
3. Expand Battle Log. In the log you can find precise rolls for every action on the battlefield.
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.
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.
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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.
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, tap the settler unit, and
tap 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.
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.
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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 tap on the
build siphon button that appear below the selected army panel.
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!
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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.
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
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.
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.
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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 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.
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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 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
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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 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, Destruction Tier 1
Applicable Items: Weapons
An acidic weapon does an additional 1D6 acid damage.
Acid Resistance
Bonus Equivalent: +2
Prerequisite: Earth, 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, Protection Tier 3
Applicable Items: Shields, Armor, Misc
Acid Immunity makes the wearer completely immune to acid.
Cold Resistance
Bonus Equivalent: +2
Prerequisite: Water, 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, 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, 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, Protection Tier 3
Applicable Items: Shields, Armor, Misc
Electrical Immunity makes the wearer completely immune to electricity.
Ethereal
Bonus Equivalent: +5
Prerequisite: Air, 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.
Fire Resistance
Bonus Equivalent: +2
Prerequisite: Fire, 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, Protection Tier 3
Applicable Items: Shields, Armor, Misc
Fire Immunity makes the wearer completely immune to fire.
Flaming
Bonus Equivalent: +1
Prerequisite: Fire, Destruction Tier 1
Applicable Items: Weapons
A flaming weapon does an additional 1D6 fire damage.
Flight
Bonus Equivalent: +5
Prerequisite: Air, Augmentation Tier 5
Applicable Items: Armor, Misc
Flight gives the bearer the ability to fly.
Fortification
Bonus Equivalent: +5
Prerequisite: Earth, Protection Tier 5
Applicable Items: Armor
Armor of Fortification makes the wearer completely immune to critical hits.
Freezing
Bonus Equivalent: +1
Prerequisite: Water, Destruction Tier 1
Applicable Items: Weapons
A freezing weapon does an additional 1D6 cold damage.
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Ghost Touch
Bonus Equivalent: +4
Prerequisite: Air, Augmentation Tier 4
Applicable Items: Weapons
A weapon of ghost touch ignores armor.
Invisibility
Bonus Equivalent: +3
Prerequisite: Air, Mentalism Tier 3
Applicable Items: Misc
Invisibility gives the wearer the invisibility unit ability.
Invulnerability
Bonus Equivalent: +5
Prerequisite: Earth, Protection Tier 5
Applicable Items: Armor
Invulnerability gives the wearer Mundane Resistance 10.
Keen
Bonus Equivalent: +1
Prerequisite: Earth , 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, Biomancy Tier 4
Applicable Items: Weapons
A life drain weapon does extra damage to living units. The extra damage done heals the attacking
unit.
Poisonous
Bonus Equivalent: +1
Prerequisite: Earth, 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, 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.
Shocking
Bonus Equivalent: +1
Prerequisite: Air, Destruction Tier 1
Applicable Items: Weapons
A shocking weapon does an additional 1D6 electrical damage.
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Speed
Bonus Equivalent: +3
Prerequisite: Fire, 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, 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, Mentalism Tier 3
Applicable Items: Misc
An item of true seeing makes the wearer immune to invisibility and illusions.
Unholy
Bonus Equivalent: +2
Prerequisite: Death, Biomancy Tier 2
Applicable Items: Weapons
An unholy weapon does an additional 2D6 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
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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.
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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
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Planar Conquest Manual by Wastelands Interactive
Point Blank Shot
N
Poison Immunity
N
Rage
N
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
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Planar Conquest Manual by Wastelands Interactive
Kelithengol
Paladins
Izzir the Damned
Crombie
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
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Planar Conquest Manual by Wastelands Interactive
Pale Master
Ancient Master
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
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Planar Conquest Manual by Wastelands Interactive
10th
10
7
7
3
11th
11
7
7
3
12th
12
8
8
4
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
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Planar Conquest Manual by Wastelands Interactive
2nd
1
3
0
3
3rd
2
3
1
3
4th
3
4
1
4
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
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Planar Conquest Manual by Wastelands Interactive
17th
12
5
5
10
18th
13
6
6
11
19th
14
6
6
11
20th
15
6
6
12
Cities Progression Tables
High Men
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Planar Conquest Manual by Wastelands Interactive
Grey Elves
Dark Elves
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Planar Conquest Manual by Wastelands Interactive
Unhallowed
Draconians
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Planar Conquest Manual by Wastelands Interactive
Dwarves
Myrodants
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Planar Conquest Manual by Wastelands Interactive
Orcs
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Planar Conquest Manual by Wastelands Interactive
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
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Planar Conquest Manual by Wastelands Interactive
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