Units: Scout, Peasant Pikeman, Archer, Bannerman, Defender, Knight Rat Men: First introduced in the series, the Ratkin form, which has the Quick Reflexes and Overwhelm Tactics (grants bonus crit chance when next to a fellow Ratkin) traits by default.Our Orcs Are Different: The Orcoid form, which has the Strong (increases physical damage, naturally) and Ferocious (increases damage when retaliating or making attacks of opportunity) traits by default. Mole Men: First introduced in the series, the Molekin form, which has the Bulwark (increases the bonus defense and resistance gained from entering defensive mode) and Underground Adaptation traits by default.Our Humans Are Different: The Human form has Fast Recuperation and Adaptable (increases XP gain) traits by default.Hobbits: The Halfling form, which has the Quick Reflexes (increases evasion against ranged attacks) and Elusive (reduces damage taken from retaliations and attacks of opportunity) traits by default.Our Goblins Are Different: The Goblinoid form, which has the Fast Recuperation (increases healing on the strategic world map) and Sneaky (increases damage dealt when flanking an enemy) traits by default.Frog Men: First introduced in the series, the Toadkin form, which has the Resilient (reducing the chance of getting afflicted by status effects) and Water Adaptation traits by default.Our Elves Are Different: The Elfkin form, which has the Keen-Sighted (increases ranged accuracy) and Arcane Focus (increases magical damage) traits by default.The cultural aspects of dwarfdom (greedy smiths and miners) are moved to the Industrious culture. Our Dwarves Are All the Same: The Dwarfkin form, which has the Tough (increasing base defense) and Defensive Tactics (gaining a bit more defense and resistance when next to a fellow Dwarf) traits by default.Cat Folk: The Feline form, recognizable from previous games as the Tigrans, which in this game, have the Resolute (which makes status effects applied to them last shorter) and Desert Adaptation traits by default.Each Race is divided into three aspects: The Form of the people in question, which applies a "mind" and "body" trait to all units and cities of the Race as well as governing their physical appearance, the Culture of the people in question which determines their actual unit roster, their empire-wide effects and advantages and what affinity they may begin with a preference for, and Society Traits of the people in question which determines how their race interact with the world and other people. The peoples of the worlds of the Astral Sea are as varied and diverse as the tides of the Astral Sea itself.
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