The SORCERER
Dossier for:
The Hidden Realm of the Sorcerer
“To Know The Unknowable”
Dawn of the 4th Cycle of Alamaze
The Realm of the Sorcerer is a kingdom shrouded in mystery, where the pursuit of magic is the central focus of society. Led by The Enlightened Magus, the realm stands as a beacon of magical knowledge and advancement. In this kingdom, magic permeates every aspect of life. Through their extensive research and mastery of arcane arts, the inhabitants have found ways to utilize magic to meet their daily needs. From the creation of sustenance to the construction of buildings and even leisure activities, magic is harnessed to manifest their desires into reality.
Even the army of the Sorcerer consists primarily of mages, forming the powerful Sorcerer Brigades. To bolster their forces, the sorcerers can summon creatures conjured from pure magic. These mystical beings, birthed from the depths of arcane power, lend their aid in battle, further augmenting the kingdom’s military strength.
Given time, there is nothing that Sorcerer can’t accomplish with magic, and the weave of reality is there’s to manipulate as they see fit. It is only a matter of time before they change reality to one in which they are the dominant people of Alamaze.
TO ARMS!
From Your Primus Magi:
Enlightened Magus of The Hidden Realm of the Unseen Sorcerer, hear my counsel. All of Alamaze is jealous of your insight into things unknown to others, Magus! Clearly, magic will be the crux of our quest for expansion and eventual dominance. Our magical research costs are low. Our military is not our strength, in any sense, although it can be developed in time through summonings of creatures and undead. The recently completed expansion of your citadel shall aid in our early defense. Our traits provide advantages with political actions and covert activities. Our capital is well hidden. Our magi can be helpful in producing both food and gold. We need time, Enlightened Magus, to develop, so I suggest active diplomacy early in the campaign. Yet while we have our vulnerabilities, let no foolish king believe we are weak. Already our magic can do great damage to a reckless foe. Given that time, you can overcome the somewhat difficult circumstances we find ourselves in presently and rise to become the Power you were intended to be. Your faithful servant, Primus Magi.
Specialized Traits For Our Kingdom:
The following traits provide special and unique bonuses for our kingdom. These effects are inherent and do not require specific action to enable unless otherwise specified in the section below.
Type | Name |
---|---|
Cultural | Evil |
Cultural | Oratory |
Magic | Supremacy |
- Evil: Only Evil kingdoms may summon undead if in spell lists. Undead brigades cannot become Elite. Undead brigades have a floor morale of 80 and cannot raise above 120. Damned, Skeletons, and Zombies may be summoned from pop center areas (not in wild only). Only Evil kingdoms may recruit Trolls. Brigade maintenance is -25% for Evil kingdoms. Only Evil kingdoms may have Nazgul, Wraith, or Lich figures. Evil kingdoms gain a pop center’s full production value in food and gold (not reduced by seasonal effects) when conquered. Rule of Law has cost of 0 for Evil kingdoms. Evil kingdoms start Hostile in all regions except for capital and second town regions. When an Evil kingdom first controls a particular region, all non-Evil kingdoms have their regional reactions changed to Hostile. If an Evil kingdom has control in a region with Loyal reactions, non-Evil kingdoms cannot improve their regional reaction there. An Evil kingdom may not enamor a region that is Loyal to any non-Evil kingdom. Agent training is -1,000 gold to a minimum of 1,000. Maximum agent training is +2 levels.
- Oratory: +15% to Maintain Status Quo (#310) and Usurp Control (#330). +1 to starting influence.
Special Rules For The Hidden Realm of the Sorcerer Kingdom:
- Terrain Adeptness: Standard
- Magical Prowess: Supremacy (Tier 1 of 7)
- Spells available earlier than prowess base: Charm Region, Conjure Scandal, Crack The Sky, Dome of Invulnerability, Meteor Strike, Summon Death
- The Sorcerer begins with one additional Adept over the usual allotment for a kingdom with magical Supremacy.
- Wizard capitals start with a significant boost to their defense than normal.
Your first group begins as your most powerful and important group. In addition, should you earn your Early Strategic Objective or qualify for an Appeal to the Gods (Epic Game only) there are possible awards that only go into your first group (see General Rules).
Early Strategic Objectives:
Enter your selections for the Early Strategic Objectives with your orders on turns 1 through 3. Use Order #991 and reference the instructions in the Official Rulebook. If you do not select any objectives, your kingdom will receive the default objectives listed below:
Control a region | worth 2 points |
Have 3+ Dukes (not Demon Princes/Consuls/King/Queen/Regent) | worth 1 point |
We are pursuing a MINOR ESO!
On turns 10 through 15, if our kingdom has achieved the above requirements to total 3 achievement points, we may claim awards worth 3 points!
Victory Conditions:
This campaign has NORMAL victory conditions.
Therefore a kingdom may win via Rex (control 5+ regions) or by Lion’s Share (most status points at end of the game).
Skeletons In The Closet:
The following skeletons, if revealed, will have detrimental impact on your influence and on regional reaction in some regions.
Type | Code | |
---|---|---|
MAJOR | 5083 | The King Was Illegitimate And So He Is Not The True King. |
MINOR | 2695 | The King Had Knowledge Of The Assassination Of His Father. |
MINOR | 7714 | The King Has A Bad Heart Which Acts Up In Periods Of Crisis. |
Magical Prowess:
Proficiency: Supremacy (Tier 1 of 7)
Maximum assured Power level attainable: 9
(Spellcasters may attempt to research beyond the assured level, but may fail about 50% of the time, and the gold cost is still consumed)
Gold cost per research level: 7,000
(Plateau levels have additional cost. At 3rd level, +10,000 gold. At 5th level, +30,000 gold. At 7th level, +60,000 gold. For example, to increase a pwr-2 wizard to pwr-3, the cost is the gold-cost-per-research-level x level + plateau cost, or 31,000 gold. To reach 5th level, the cost is 65,000 gold. To reach 7th level, the cost is 109,000 gold.)
Spell List
Level 0: Rite Of The Magi, Self Invisible, Wizard Assist Encounter
Level 1: Bridge Of Mist, Create Food, Create Gold, Diplomacy, Light Of The Evening Star, Lightning Attack, Magic Research, Protect Heroes and Wizards, Raven Familiar, Reveal King’s Influence, Shield, Speed, Stun Leader, Ward
Level 2: Bridge Of Mist (Intrinsic), Dispel Magic, Dispel Storm at Sea, Fear, Fertile Fields, Firestrike, Guarded Attack, Invisible Patrol, Kill Leader/Wizard, Lesser Masking, Light Of The Evening Star (Intrinsic), Ship of Mist, Sleep, Teleport Self
Level 3: Command Tornado, Conceal Emissary, Dispel Dome of Invulnerability, Dispel Regional Effect, Flash Flood, Greater Masking, Hidden Ore, Instant Self Teleport, Invisible Brigade, Mirror Image, Presence (Intrinsic), Protection from Regional Effect, Raise Population Center Census, Raise Zombies, Storm at Sea, Strengthen Walls, Teleport Patrol, True Seeing, Ward Population Center, Wind Storm
Level 4: Chaos, Cold Darkness (Regional Effect), Curse, Destroy Undead, Earthquake, Imp Familiar, Instant Summon Phantoms, Invisible Division, Meteor Strike, Project Image Of Group, Summon Skeletons, Teleport Brigade, Wall of Flame
Level 5: Charm Region, Conjure Prestige, Conjure Scandal, Create Magical Item, Ice Torrent, Infuriate Populace, Invisible Army, Plague (Regional Effect), Raise Regional Census (Regional Effect), Sacrifice, Storm at Sea, Summon Death, Summon Ghouls, Summon Kraken, Summon Rock Golems, Teleport Division, True Seeing (Intrinsic), Unveil Group Locations, Unveil Population Centers
Level 6: Augment Title, Chain Lightning, Demonic Visions (Regional Effect), Dome of Invulnerability, Enhance King’s Aura, Famine (Regional Effect), Revelation, Simulacrum, Summon Specters, Summon Wights, Teleport Army, Transform to Nazgul, Wraith Form
Level 7: Crack The Sky, Power Word Stun, Prismatic Rays, Summon Demon, Summon Leviathan, Summon Mummies, Teleport Army Group, Transform to Lich
Level 8: Incendiary Cloud, Summon High Demon, Summon Iron Golem
Level 9: Arcane Disjunction, Disintegrate
The Hidden Realm of the Sorcerer Military Dossier
Kingdom Brigade Description:
Sorcerer brigades are about 80% light and medium infantry, with a handful of medium cavalry and slingers and short bows for some missile fire. We shouldn’t expect much from our own troops. Augment them with Summoned troops and Companions when able.
Kingdom Brigade Ratings:
LR Missile | SR Missile | Charge | 1st Melee | 2nd Melee | Combined | Storm (PC) | Defense |
---|---|---|---|---|---|---|---|
Below Average | Average | Very Poor | Average | Average | Below Average | Below Average | Below Average |
Recruit Troops (Order #560), Recruit Companions (Order #565), or magically summoned brigades fight at their respective values for all kingdoms. They move according to the kingdom’s movement table. They consume food and gold at their respective rates. Groups at sea fight according to the fleet quantity and quality in the given sea.
Special Note: Flyers may be available for your kingdom through the Recruit Companions (Order #565) or as a Wizard Summoning Spell. All flying groups, either as natural flyers like Dragons or groups enhanced with special brigades/artifacts that bestow flying capabilities, are considered flying at all times. When specifying the group’s movement, all terrain costs are calculated as normally in your movement order (including when flying over water areas). However, flying groups whether they are all-natural flyers (e.g., all brigades of Griffons) or non-natural flyers (ground-based troops that gain flying by acquiring an artifact or by recruiting Giant Eagles) are checked throughout the turn if their situation changes. Flying status may be lost if the group no longer meets certain criteria such as losing division-sized status required by certain artifacts due to transferring troops between groups, combining groups together, or gaining additional troops through battle as what may occur with special troops like Zombies that eat the dead and grow in number. Or Lycanthrope that spreads among the injured on the battlefield and the group acquires new Lycan brigades. Another possibility to consider is if the group will receive any troop reinforcements, which occurs at certain intervals throughout the game. So, even though a ground-based, non-natural flying group may start the turn as a flyer, its status may change throughout the course of the game. A flying group that flys over or lands upon a water area may be issued any movement order (e.g., 720 and not required a sea movement order like 710).
Natural flyers are: Black/Red Dragons, Great Bats, Phoenixes, Specters, and Wyverns, as well as the new troop types of Air Elementals, Beholders, Chimeras, Cockatrices, Fairy Folk, Gargoyles, Giant Eagles, Griffons, Manticores, Mephits, Pixies, Rocs, and Sprites. Giant Eagles and Rocs are the only natural flyers capable of bestowing flight to ground-based troops. Artifacts that are capable of bestowing flight to others are: Great Red Bats of the Lost Caves, Green Dragon Mates, and the Last Herd of Winged Stallions. If a group consists of only natural-flyers or ground-based troops that become capable of flying, the following flight bonuses apply: +20% attack bonus vs pop centers, immune to Earthquake, Flash Flood, and Wall of Flame spells, patrol-sized groups have 32 (rather than 20) movement points (only for patrols of the Black Dragon, Red Dragon, and Fairy Folk kingdoms), may fly over water without a naval fleet being involved (may finish movement upon a water area), automatically performs a reconnaissance of the group’s location as a level 1 agent, and the flying group may not be flanked in battle (a special attack maneuver that certain kingdoms may perform).
Kingdom and Recruitable Troop Types (Food/Gold Amount Is Cost To Recruit):
Type | ID | Food | Gold | Max Per Group | Notes |
---|---|---|---|---|---|
Sorcerer | SO | N/A | N/A | Unlimited | Kingdom brigade, not recruitable but receive as reinforcements |
Knights of Styx | KS | 8,000 | 10,000 | Unlimited | Recruit at pop center within Darkover (2), Krynn (4), Triumvia (5), Nyvaria (7), or Pellinor (9) and requires General and 1 Veteran brigade [Only permitted for evil kingdoms] |
Mythians | MY | 6,000 | 8,000 | Unlimited | Recruit at pop center within Zanthia (6), The Sword Coast (8), Zamora (10), Mythgar (11), or The Untamed Lands (12) and requires General and 1 Veteran brigade |
Northmen | NM | 4,000 | 6,000 | Unlimited | Recruit at pop center within The Crown Islands (1), Darkover (2), The Diamond Coast (3), Triumvia (5), or Stormgate (13) and requires Captain |
Nyvarians | NY | 4,000 | 6,000 | Unlimited | Recruit at pop center within The Diamond Coast (3), Nyvaria (7), Pellinor (9), The Untamed Lands (12), or Stormgate (13) |
Stormgate Guard | ST | 10,000 | 10,000 | Unlimited | Recruit at pop center within Stormgate (13) and requires General |
Vikings | VI | 6,000 | 9,000 | Unlimited | Recruit at pop center within The Crown Islands (1), Darkover (2), or The Diamond Coast (3) and requires General and 1 Veteran brigade |
Westmen | WE | 4,000 | 6,000 | Unlimited | Recruit at pop center within Krynn (4), Triumvia (5), Zanthia (6), The Sword Coast (8), or Stormgate (13) and requires Captain |
Zamorans | ZA | 4,000 | 6,000 | Unlimited | Recruit at pop center within The Sword Coast (8), Pellinor (9), Zamora (10), Mythgar (11), The Untamed Lands (12), or Stormgate (13) and requires Captain |
Companions (Order #565): | |||||
Goblins | GO | 2,000 | 2,000 | 20 | Recruit in wild (no pop center) in Plains, Forest, Mountains, Marsh terrain and requires Captain and 1 brigades |
Hill Giants | HI | 10,000 | 12,000 | 3 | Recruit in wild (no pop center) in Mountains terrain and requires Marshal and 1 Elite brigade |
Orcs | OR | 4,000 | 4,000 | 15 | Recruit in wild (no pop center) in Plains, Forest, Mountains, Marsh terrain and requires Captain and 1 brigades |
Saurus | SU | 4,000 | 8,000 | 5 | Recruit in wild (no pop center) in Marsh terrain and requires General and 3 brigades |
Trolls | TR | 10,000 | 12,000 | 5 | Recruit in wild (no pop center) in Forest, Mountains terrain and requires Marshal and 1 Veteran brigade |
Uak Hai | UR | 6,000 | 6,000 | 5 | Recruit in wild (no pop center) in Plains, Mountains, Marsh, Desert terrain and 1 Veteran brigade |
Wildlings | WL | 4,000 | 6,000 | 10 | Recruit in wild (no pop center) in Plains, Forest, Mountains terrain and requires Captain and 3 brigades |
Warg Riders | WR | 4,000 | 4,000 | 5 | Recruit in wild (no pop center) in Plains terrain and requires General and 3 brigades |
Summoned (By Spell): | |||||
Ghouls | GH | N/A | N/A | 5 | Summon in wild (no pop center) in Forest, Marsh terrain |
Iron Golem | IG | N/A | N/A | 1 | Summon in wild (no pop center) in Mountains terrain |
Mummies | MU | N/A | N/A | 5 | Summon in wild (no pop center) in Desert terrain |
Phantoms (Flyer) | PT | N/A | N/A | 5 | Summon in any terrain |
Rock Golems | RG | N/A | N/A | 5 | Summon in wild (no pop center) in Mountains terrain |
Skeletons | SK | N/A | N/A | 20 | Summon in any terrain (including pop centers) |
Specters (Flyer) | SP | N/A | N/A | 7 | Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain |
Wights | WT | N/A | N/A | 7 | Summon in wild (no pop center) in Mountains terrain |
Zombies | ZO | N/A | N/A | 20 | Summon in any terrain |
Resource Consumption per Brigade (Each Turn) [Being Evil Has -25% Incorporated]:
Type | Food | Gold |
---|---|---|
Sorcerer | 1,050 | 1,050 |
Knights of Styx | 2,025 | 2,025 |
Mythians | 1,275 | 1,575 |
Northmen | 1,500 | 1,500 |
Nyvarians | 1,500 | 1,500 |
Stormgate Guard | 2,250 | 2,250 |
Vikings | 1,350 | 1,650 |
Westmen | 1,500 | 1,500 |
Zamorans | 1,200 | 1,200 |
Companions (Order #565): | ||
Goblins | 450 | 375 |
Hill Giants | 2,025 | 2,025 |
Orcs | 1,125 | 900 |
Saurus | 1,650 | 1,125 |
Trolls | 2,100 | 1,875 |
Uak Hai | 1,350 | 1,125 |
Wildlings | 1,275 | 975 |
Warg Riders | 1,350 | 1,200 |
Summoned (By Spell): | ||
Ghouls | 375 | 525 |
Iron Golem | 2,250 | 2,250 |
Mummies | 750 | 1,500 |
Phantoms | 0 | 0 |
Rock Golems | 375 | 1,125 |
Skeletons | 0 | 225 |
Specters | 375 | 750 |
Wights | 375 | 750 |
Zombies | 375 | 225 |
Reinforcement Schedule (Receive As Kingdom Brigades):
Turn 5: | 1 |
Turn 10: | 2 |
Turn 15: | 1 |
Turn 20: | 2 |
Turn 25: | 1 |
Turn 30: | 1 |
Turn 35: | 1 |
Turn 40: | 1 |
Terrain Combat Adjustment:
Terrain Type | Movement Point Cost | Movement (Ice Age) | Sorcerer | Trait |
---|---|---|---|---|
Plains | 5.0 | 6.25 | 0% | |
Forest | 7.0 | 8.75 | 0% | |
Mountains | 8.0 | 10.00 | 0% | |
Desert | 7.0 | 8.75 | 0% | |
Marsh | 7.0 | 8.75 | 0% | |
Sea | 5.0 | 6.25 | 0% | |
vs PC’s | * | * | 0% |
Intercept Radius:
Your intercept radius is 3 areas (for Order #732).
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