Btw. The manual was rewritten for 1.1 and is included with the update.
Yeah thats right. But i have to say, there are some thing that are not correct. Some examples...
Attributes: Each being in the game has their own set of attributes. These attributes are:
o Strength. Affects the amount of damage a weapon hit deals
o Dexterity. Affects how well you can avoid blows.
o Intelligence. Determines how powerful tactical spells the player can cast.
o Wisdom. Affects how powerful the strategic spells the player can cast.
o Charisma. Affects the cost of recruiting non-player characters.
o Constitution. Determines how many hit points your character has.
Wisdom? And charisma only for recruiting?
Spellbook: At the beginning of your sovereign’s journey you can give them access to several starter spell books:
o Terraforming. This includes basic spells for altering the environment.
o Enchantment. This includes basic spells for enhancing your units as well as your settlements.
o Evasion. This includes spells for moving about the map effectively as well as protecting your units from offensive damage.
o Combat. This includes basic spells for warfare.
Its not Evasion. The spellbook is called "mobility" ingame.
Profession: Did your character have a profession before the Cataclysm?
o Miner. Player starts with a metal mine spawned near them.
o Warrior. Player starts out with sword and plate male armor.
o Bard. Player starts out generating 1 diplomatic point per turn.
o Thief. Player receives gildar in addition to normal loot after a battle.
o Royalty. Player is able to build a Throne Room in their capital city.
o Warlord. Player starts out with two scouts.
o Merchant. Player gets a 25% discount from the store.
o Assassin. Sovereign always gets to attack first in battle.
o Adventurer. Sovereign gets an extra move.
o Dungeon Master. Sovereign does double damage to creatures.
o Administrator. Capital city has no maintenance costs.
o Enforcer. Does double damage to champions and other sovereigns.
o Lore Master. Arcane Labs only require half as many people to staff.
There are some profession i never read ingame. And the explanations are different compared to the explanations ingame.
Talents: Is your sovereign particularly clever? Here you can spend ability points to give your avatar special bonuses.
o Brilliant. Generates 1 tech knowledge per turn.
o Green Thumb. Produces 2 food per turn.
o Intimidating. Enemy Morale decreases 2 points per turn in combat.
o Hardy. Sovereign receives additional 10 hit points.
o Naturalist. Old Growth Forest is spawned near starting location.
o Daring. 5% chance that mundane attacks will ignore enemy armor.
o Wealthy. Generates 1 gildar per turn.
o Diplomatic. Trade items are valued at 10% more than they would normally be.
o Natural Leader. 2 points added to friendly morale each turn.
o Tracker. Sovereign gains an extra turn.
o Meditative. 1 arcane knowledge generated per turn.
o Mighty. All damage done by unit is increased by 10%.
o Prodigy. Odds of a technology becoming available increased by 25%.
o Inspiring. All cities gain +1 prestige.
o Mystical. Imbuing champions has no mana upkeep cost.
o Cunning. No combat penalty for fighting in foreign territory.
Same here. some talents i have never seen ingame...
Must be a little bit confusing for new players. Or did i miss something?