Clash II is a turn-based strategy game. The title was set in a dark world drawing inspiration from history and is a sequel to the 1998 game Clash. Unlike the first part, for which the company Longsoft Multimedia (Leryx Longsoft) was responsible, "two" was developed by Prime Bit Games studio (this is the debut project of this developer).
Clash II is set on a continent called Karkhan, several years after the storyline of the original game ended. The story campaigns depict the history of the conflict between two factions - the Pure Ones, who have a dominant position and believe in the One God, and the local population, who use magic and oppose the faith imposed on them by force. The developers have prepared two scenarios - in the first one we play the protagonist, who is trying to regain the kingdom from the hands of Willhelm, who has lost the favor of the Pure Ones. The dissenters' campaign, on the other hand, focuses on a woman who receives a mission from her Gods to unite the feuding tribes.
Clash II is a classic turn-based strategy in which the action is mostly observed from an isomeric perspective (you can move the camera). The game involves directing warriors on the battlefield and fighting against enemies - victory is achieved by completing the objectives set by a given mission.
It is worth noting that most of the troops we direct are modeled on real troops known from history books. However, in Clash II you can also meet various mythical and legendary creatures on the battlefield.
In addition to fighting clashes, the player is also responsible for leading his faction within the broad strategic layer of the game. We make decisions that shape, among other things, technological and spiritual development, thanks to which we influence both the course of the game and the situation on the continent.
THE BEGINNING OF THE GAME
Clash is a turn-based strategy game set in fantasy realities developed by the now-defunct Leryx Longsoft company (later known as Longsoft Multimedia or Longsoft Games) and released in October 1997 by Optimus Pascal. The game is modeled on the popular games in the "Heroes of Might & Magic" and "Warlords" series.
The plot of Clash tells the story of the recently discovered land of Karkhan, which became the destination of expeditions by wealth-hungry warriors from all parts of the world, but where the people, who had lived for centuries, did not want new rulers and a new, foreign faith, so that soon a bloody conflict engulfed the entire land.
The game can be played alone, choosing one of two campaigns of 10 missions each, or up to 5 players at a time, choosing from 20 single missions. In the case of a campaign, we are informed of the goal of a given mission at the very beginning, while when it comes to single missions the goal is always the same, namely to destroy all other players or get them to a situation where they surrender themselves.
One of the unique aspects of Clash is the choice of the faith we want to follow, which means we can side with Christians or pagans. Unfortunately, regardless of our choice, however, this has no bearing on the difference in buildings, units or abilities, and the difference basically boils down to a plot issue in the campaign and the holy places we are allowed to visit on the main map. These holy places are religious tabernacles in the form of temples and places of worship whose visit brings us various random consequences, both positive and negative.
In order to achieve victory, one must constantly take care of the development of our kingdom, both by erecting and expanding new castles and fortresses, as well as by conquering territories and capturing buildings belonging to enemies. The only raw material in Clash is gold, which we can obtain in several different ways, including digging up treasures, imposing taxes on peasants, acquiring it in sacred places or seizing it from enemies. Gold is used primarily to expand our castles and fortresses with various types of buildings such as barracks, workshop, forge, hospital and school, each of which gives us some benefit in the form of the ability to produce new units, heal them or train them. In addition, it also serves us to buy licenses for new units and cover their production costs. In addition, in case we decide to marry the queen, with the help of gold we can finance her whims, as well as bribe an enemy commander to our side in a situation where we manage to capture him.
In Clash, we have as many as 31 combat units at our disposal, including various types of infantry, mounted, throwing or flying units, as well as mixed units combining features of the above. Thus, we can find here a typical medieval army and other peculiar units, such as the Common Rush, the Builder, the Light and Heavy Infantry, the Pikinier, the Halberdier, the Highlander, the Archer, the Forester, the Crossbowman, the Musketeer, the Light and Heavy Cavalry, the Knighthood and the Dragoon, several types of war machines, such as the Ram, the Catapult and the Cannon, and even a number of creatures and fantastic characters, viz. Dragonfly, Eagle, Scorpion, Red, Troll, Elephant, Cyclops, Ghost, Pegasus, Skeleton, Winged, Dragon and Mage.
All units in the game have a varying number of action points (PA), which primarily determine the distance they can travel each turn, both on the main map and on the battlefield. In the case of combat, they also allow you to perform several other actions, such as attacking, firing a shot or digging in, each of which also takes a certain number of PA.
If at least most of a unit's available PA is used in a given turn while moving around the main map, its fatigue level will increase in the next turn, so it should be monitored on an ongoing basis and regular rests should be taken if necessary. In a situation where fatigue exceeds a certain value, the unit will have less and less PA at its disposal until it loses the ability to move altogether, or in the case of low morale it will disband, thus losing it irretrievably.
Other important indicators in the game are morale and status. The former determines the level of satisfaction of units, while the latter determines their level of training. Both of these indicators can be raised in several different ways, including winning battles, taking over gold, peasants or buildings belonging to opponents or visiting holy sites, and in the case of status, also training or joining a given unit commander. Depending on the level of morale, the attack, defense and firing parameters of a given unit change, but if it reaches level 0 it may end up disbanding. As with morale, status also affects the aforementioned combat parameters, but in addition to this, a sufficiently high status also allows us to hide in ambushes as well as detect ambushes and traps set by enemies.
Another unconventional idea in Clash is the possibility of marrying the queen, who every few turns asks us to fulfill various expensive whims. A reward for the persistent is the birth of a commander, a special unit that eliminates fatigue and increases the battle skills of the troop having it in its ranks.
One of the more important aspects in any game is to gain higher technology levels, so we can produce better units. Each player starts the game at level 1 in technology, while a maximum of level 3 can be achieved. The same is true of walls, or defensive fortifications, whose task is to make it difficult for enemy units to lay siege. Depending on the technological level, we can have a wall in 3 types - the higher the technological level, the harder the wall we can build, which makes the opponent have to toil longer to destroy it.
In every castle there are peasants on whom we can impose taxes and thus make a profit. However, one must be careful, because if the tax is too high then the number of peasants will begin to decrease and we will earn little. On the other hand, if the tax is too low then the peasants will begin to increase, which will consequently lead to overpopulation and the outbreak of a plague among them, resulting in a temporary decrease in their numbers in each successive turn and a lack of tax revenue until the plague stops altogether.
The game also allows you to set traps, for which Builders are used, and to hide in ambushes, which all units in the game are capable of after reaching at least silver status. In the event that an opponent walks into a trap, all units in his squad lose a considerable amount of their energy, often becoming virtually useless in battle. On the other hand, falling into an ambush automatically ends with the start of a battle during which the unit in the ambush has 2 rounds of movement in a row.
As for the times in which Clash was created, it stands out from other Polish games of that period for its excellent audio-visual design, which would not be the pride of many Western productions from the second half of the 1990s. Slightly weaker point, however, are the animations, which are characterized by low quality and displayed in a small window. Admittedly, the game did not bring to the genre of turn-based strategies any revolutionary solutions that would later be copied by competitors in the industry, but a few original ideas I mentioned above and the overall level of its performance certainly contributed to its considerable success in Poland.
Reich'arad has risen from the chaos of the Mage Wars united by faith in the One. The Holy One heads the Community, sitting in Sera, the former capital of the Pagan Empire. The continent's rulers unanimously look to him for spiritual guidance and advice. The Pure Ones, following the example of the One, have rejected magic, relying instead on technology and excellent organization. Several decades ago, the ships of the Reich'arad came to the shores of Karkhan for the first time since the fall of the Seranum Empire, this time carrying a new faith. Situated on the sidelines, the western continent has taken a step toward creating a new empire with no place for glyphs.
From Karkahn originated humanity. And magic. Long before the empires of the West, advanced civilizations built on the power of glyphs existed here. The most devastating clashes of the Mage Wars took place here, leaving a lasting mark on the continent. Descendants of the former Five Clans have risen from the ruins, building a new culture characterized by a love of freedom and closeness to Nature. Whisperers are plotting glyphs in harmony with her, and the old magicians, distorting reality according to their whims, are mentioned in legends with fear and disgust. Karkhan took a breath. Until the Reich'aradians appeared on its shores, recognizing the cradle of humanity as the Holy Continent, which by the will of the One they must reclaim.
Skills are the legendary powers that define heroes - earth-shaking blows, waves of flame and terrifying spells that send pulses of power across the battlefield, smashing groups of minor demons and inflicting terrible suffering on the most dangerous commanders of the infernal legions.
Each class has unique abilities, specially selected to support its special talents. For example, a barbarian can use the Tornado skill to spin around its axis and attack all surrounding enemies at once with a spin - an excellent technique to charge at an entire group of monsters and smear them into a bloody pulp.
Some skills are defensive in nature, others are rather utilitarian. However, the vast majority of them are used to attack and quickly kill certain types of enemies or large groups of them.
When asked why they find themselves in army units, they unanimously say: "A swordsman forgets their training when there are a lot of peasants.” And there is some truth to this. But as the history of Karkhan shows, regular troops rarely fight alone. A Militia often lacks training and decent equipment. Usually armed with pitchforks, they will fight to the death to defend their homes. Unless they run away of course....
It is thanks to them, among others, that technological progress was made. Their proficiency in masonry, metallurgy, and carpentry, translated into the efficient network of roads and bridges that exist today. Thanks to their work, a wooden settlement can be transformed into a well-fortified fortress. Consequently, it is hard to imagine modern battlefields without war machines, improving the conduct of sieges. And who else would build or repair them when the need arises?
They are squads of footmen armed with long pikes. Not lances, knives or spears! No javelins, spikes, poles or rakes. Pikes! They work quite well against mounted troops or as a protection squad for archers. Since it is easy enough to point the sharp end of their weapons at the enemy, training these units does not take very long. As a result, Pikemen can easily and quickly fill the ranks of a depleted army.
These troops consist mostly of veterans from several previous battles. They are battle-scarred warriors who have learned the art of war. They value their craft and training. They willingly join the service whenever the army signals for battle. For they have made warfare their profession. Armed with swords and light shields, they are good at fighting in difficult terrain and harassing enemy troops.
These light troops are armed with long bows that allow them to cut through enemy troops before the battle begins in earnest. They complement the infantry, covering them and harassing the enemy with a barrage of arrows. Their abilities aptly illustrate that the best defense is attack. However, in a direct confrontation, armed only with a long dagger, archers do not pose much of a threat, prefering to retreat to safer and more suitable firing positions. They are excellent during long sieges.
These troops are largely made up of Arganian horsemen. Rumor has it that these riders were trained from infancy in the art of riding agile mares. In the less enlightened regions of the Reich'arad, they are likened to legendary horse-humans, as their scent alone makes it difficult to tell the difference between a stallion and a scout. The eyes of spectators are often bewildered due to their incredible mobility and speed of attack. They are often used for reconnaissance, scouting or diversionary attacks on an enemy rearguard.
Halabardians that came from the Serai Prince's Academy, have gained new life with the rise of Serai's political and military power. The patronage bestowed upon the academy by generous but secretive patrons has allowed for the improvement of training and equipment, as well as the creation of a nearly elite unit of guardsmen.
"Lighten my mind, so I may not stray from Your path.
Set my mouth in motion, that I may praise Your name.
Strengthen my shield, so that a sudden death is avoided.
Guide my arm that wields weapons, so I may smite Your enemies. Oh sacred One!" - an excerpt from the battle song of the Paladins.
Perfectly trained and equipped, zealous followers of The One. Ready to spread His faith at any cost. The Paladins, as they are called, are the pride and the main force of the infantry fighting in the lands of Karkhan.
The debate about the superiority of crossbows over classical bows is constantly debated by the sharp minds of tacticians, strategists and craftsmen. For outsiders it is just another argument like: what came first - the chicken or the egg? And for crossbowmen? Both tasty but both different. The sharpshooters of Garda know the value and the advantages of the weapon with which they set off into battle. They know best how to deal with them, and with the right training and skill, even the harshest conditions of the Garda mountains cause no threat.
The Reich'arad’s knighthood has blossomed over the past few decades, sporting triumph after triumph. This is all thanks to the separation of cavalrymen into a separate social class of the empire. Nowadays, only noblemen may be knighted by their sovereign for outstanding achievements in battle. The fame that comes with the title, as well as the conferment and privileges, make the rulers reluctant to reach for the ceremonial sword. This creates additional sifting of the wheat from the chaff, so to speak, and makes for a more and more elitist formation.
The full name of the order is "The Order of the Infinite Mercy of The One." However, because of the widespread practice of self-flagellation among its members, they are usually called the Martyrs. The congregation was founded shortly after the downfall of the Brotherhood of the Wanderers, disbanded due to accusations of genocide after one of the first Karkhanian expeditions. The two orders share a surprising number of principles, masters, and members themselves. A few unfortunate accidents, however, have kept theories about the connections between the two orders from being heard again. Including the historians and magnates who preached them as well.
The times when monks lived a hermit-esque lifestyle are very distant. Nowadays they can be found in abbeys, of which there are many in Reich'arada itself, but also in Karkhanian monasteries, which can be found more and more often on the continent due to expanding missionary activities. Monks are considered messengers of the words of The One. In addition to praying and passing on divine teachings to the savage tribes, they also run the monastery's hospitals and infirmaries.
The Inquisitors should be spoken well of or not at all! But I was careful... I don't expect them here. So... This institution was established by the Holy One Ubaldo de Glamour to combat the growing power of the Clans and their sorcerers... the Mages. Over the centuries it has stood guard over the Community of The One, gaining more and more influence, importance and... authority. If the Martyrs are controversial, then in comparison to the Inquisition they are merely a laughable gossip. For how could such a fearsome colossus, wherever it sets foot, remain as pure as tears? For example, how did they resist the inhuman powers? Could it be that the old legends about the War of the Mages are just fairy tales? Or perhaps... Or perhaps they themselves benefit from these tales.
The lands of Karkhan, though fertile, require much work. It is no wonder that they have produced people suitable for both the plough and the scythe. Even a war scythe. Scythemen are the first line of defense for each settlement, and their fierceness is made even stronger by the awareness that they are defending their own homes. They are called to fight only rarely and only in the case of dire necessity. Poorly armed, and inexperienced, they do not stand much of a chance in a clash with a regular army.
Although Karkhan is hardly known as the cradle of technical thought, it is here where the greatest breakthroughs were made, and the builders played no small part in this. It is through their knowledge and ingenuity that monuments such as Merzar, Kaldes'wer and Kaar'Mor were constructed - ageless dwellings where the first humans found refuge from the dangers of the wilds of Karkhan. The builders still play an important role today, and more military matters have been added to their responsibilities of late.
"What do you call a rider who has met a spearman on his way? A dead Rider." This short joke circulating among the soldiers of this formation may not be very brilliant, but it is very true. It is safe to say that in the lands of Karkhan the spear has become a mythical object linked to many of the Deities living there. No wonder then that it is so eagerly used in battle. Simple in construction, easy to use and even simpler to master.
Troops that were established by the governors to give archers shelter behind a wall of shields. However, the boiling blood of the Karkhanian squads has often caused them to fail in their role, abandoning their positions to rush at the enemy with a battle cry and a sword in their hand. It wasn't until Raylin turned this shameful arbitrariness to his advantage, replacing heavy shields with more manageable ones, that the protective formations were transformed into highly mobile auxiliary and assault troops.
Archers in the lands of Karkhan are often referred to as Snipes, because in order to fully earn a place in the unit, each candidate must hunt a rare bird, which lives in the wetlands of Bokumia, known as 'the Sickle-bird'. This is by no means an easy task. When threatened, the Sickle-bird flies in a zigzag pattern, forcing the aspiring Snipes to demonstrate great accuracy and composure. No wonder they are often seen on the battlefield. A cavalry soldier is a much easier target.
These mercenary cavalry, descended from the nomadic tribes that once lived on the steppes of Taimur, are a common sight on the Karkhanian battlefield. Over the centuries their equipment has changed constantly, except for two indispensable elements - which later also infiltrated the infantry formations. These are the long sabre and the rectangular light shield with notches on both sides for better visibility. The great mobility of the horsemen makes them excellent scouts, and on the battlefield, they are of great use.
Also known as the Forest Sentinels, they act as a team of selected soldiers who specialize in fighting cavalry units. They are also used in the assault and defense of strongholds and castles. The origins of these formations date back to the times when their main duty was to ensure the safety of adepts serving in the groves of the Ancient Gods from the many beasts who called the groves home.
Praised by the folk bards as great swordsmen and role models, Fencers do not flee from the battlefield. Fencers consider retreat to be shameful act beneath the honor of a soldier. These warriors, are richly clad in plate armor, armed with their indispensable Fangs - swords modeled on the teeth of the Zmey - and carry a shield, which in their hands is used not only for defense but as a second weapon. Fencers are the foundation of the Old Believer’s armies.
"It's a sign of the times I tell you. That a common lout could use a crossbow or... ...this or that... ...or be knighted. Nothing but the corruption of customs and the end of culture, I tell you!"
The crossbow was accepted in Karkhan for the precise reason that it is much easier to use and requires less training for the shooters wielding it. However, you will be hard pressed to find any common lout in a cohort of crossbowmen. Though if you do, it's better not to mention it to their face. Unless you like having a bolt sticking out of your head.
The Cuirassier, or the Unmovable, are the elite of Karkhanian warriors, who fearlessly fight even against a numerically superior army. From childhood, future candidates are trained in horsemanship, the use of the slaarda, and the ability to ignore pain and discomfort. Their trademark - apart from the exquisitely made armor - is a visor, adorned with a plume of the first self-hunted animal. However, the last thing their opponents see are the visor’s cover forged into the shape of an impassive face.
"Among the whispers, one can hear that they were raised by bears.
Someone mentions a wolf pack through cascading tears.
But none of the living will think that they endured hardship,
It was the whisperers who changed their nature through their guardianship.
But remember, my unruly kin,
Let it get under your skin
A breeze might be considered as the norm
Until it turns into a storm."
A folk lullaby
The embodiment of all that is beautiful and good in Karkhan. Each daughter of this land, upon entering her twentieth year, must serve for three springs in the temple of the Ancient Gods. This gives them a basic knowledge of glyphs and healing skills, useful in times of both peace and war. Few of the girls choose to continue their studies, as binding their lives to the glyphs is neither easy nor pleasant. Hence the misconception that female novices use their learned magic to stop the aging process. Simply put, most of them, at the right age, return to their ordinary, simple lives.
Nature is like a girl. She is mysterious, beautiful and changeable. She gives life, but she can also take it away. Clad in the scent of flowers, in a delicate dress of leaves and grasses, she hides an interior as steadfast as a rock. She gives shelter. She gives respite. In return, it demands only respect. No wonder that the Old Believers, who are closely connected to nature, hold Whisperers in such high esteem, who in their tiny bodies combine the divine will with the strength of the earth. They advise the Old Believers in their toughest moments, like children looking for their mother's support. And like any mother, they are ready to do anything for their children.
They are the backbone of any society. It is thanks to them that the land does not lie fallow. The fruits of their labor reach the tables of both commoners and nobles. If they are sent to fight, they don't pose much of a threat, considering that taxes are their main enemy. However, when they are backed into a corner, they are able to gather together to form units of common people. Being occupied with farming and breeding, they know very well that in unity there is strength.
Hunters, chasseurs or foresters. Like nicknames, they have many abilities. This is hardly surprising. The forests of Karkhan are full of dangers, and this is where they can be found most often. Hunters are excellent in moving through thickets. They know how to find paths through the woods. They are skilled chasers and scouts. No enemy, animal or trap escapes their notice. In combat they use short, one-handed swords and a hunting bow. They are proficient in the use of both.
The sons of sheep shepherds who did not take over the inheritance from their fathers, looking for a more fulfilling life as a robber. Like their own bottomless purses, they know the mountain slopes, hidden passages, and surrounding tracts where they conduct their business. One thing that distinguishes them from common bandits is the code they try to follow. It is not written down, of course. The character of most brigands, combined with their rough and defiant approach to life, makes them love fighting in any form. And the sight of a muscular highlander with an axe in his hands can frighten many. As befits brigands, they do not disdain extra gold, which is why they can often be found as mercenaries.
A cart is a cart. The wheels are in working order, the spokes are not broken. The sides are intact. Low mileage. You can transport anything! Do you have any gold and other valuables that need moving? Get a cart. Prisoners of war are no problem either! You just need to attach a cage. And if you don't want to tire yourself out, you just have to attach a horse to it. At least one. Unless you like to pretend to be a horse yourself. You can do that too, but why would you?
Griffins are mysterious creatures mentioned in many legends and stories. They are said to be tougher than mountains, faster than wind and wilder than the oldest forests of Karkhan. Legends dating back to ancient times speak of their bravery, fierceness and pride. These creatures have been mentioned in Reich'arad since the Clan Wars. However, no one takes these stories seriously, as no one has seen these creatures with their eyes for a long time. They fulfill a symbolic function instead, often being used on emblems and knights' coats of arms.
Countless books can be filled about what we know of dragons. In the lands of Karkhan however, from where the oldest legends originate, it is difficult to find a coherent record. Some stories tell of ancient reptiles with membranous wings and a deadly beak and their bodies covered in black scales. Others described them as neither reptiles nor birds, circling above the advancing armies of mages, charging their glyphs with powers beyond this world. However, all records agree on one aspect. Dragons can cause immeasurable harm with their fire.
"...What you hear in the forest; the rustling of the leaves, even when the wind is not blowing, the whispers when all the animals are asleep. It is not your senses that play tricks on you, my daughters. Oh no, no. It is Borovoi's servants, called the Treants, who keep watch over you..."
The Treants are the original guardians of the forests and everything that dwells there. When these creatures are at rest, they are indistinguishable from the trees growing around them. Therefore, few believe in their existence. In general, they are gentle creatures that help find a path through the bushes, give shelter when someone is in need. However, if they believe someone has harmed a creature of the forest, the wilderness they find themselves in becomes their grave.
Have you ever had the feeling, perhaps while travelling on a mountain trail, that someone is watching you? Or seen a peak from afar that disappeared when you got closer? Perhaps you saw nothing more than a Golem... The legends about these creatures usually state that they were mythical beings created by sorcerers to serve them. But what's the point of servants if you have everything at your beck and call? No. That's too simple of an explanation. Something else is hiding under that pile of stones.
The Ice Golem
No one in their right mind would want to find themselves high in the mountains during a blizzard. But those who have had the good fortune to survive it, concordantly agree that the worst part is not the freezing wind and cutting snow, nor the chill seeping into your body. It's the feeling of an ominous presence surrounding you, which takes the form of ice golems.
The Magma Golem
The elements of fire and earth fascinated the wizards as much as they terrified the common people. No wonder they eventually decided to combine them into a single form. Separately, the two elements carried both positive and negative connotations, but together they became the embodiment of a terrible, unpredictable destructive power. But the search for refuge in the presence of magma golems was in vain, even for their creators. Therefore, they were eventually exiled to the deepest depths of the unexplored Karkhanian lands.
The inhabitants of Karkhan see them as malevolent entities that appeared on the earth before the creation of man. Purians, on the other hand, who have encountered these creatures claim that they are fallen messengers of The One. However, everyone better informed is aware that Strays, or as Old Believers call them, Bies, are the remains of failed experiments from the time of the Clan Wars. Well, because how could nature create such bestial and vicious creatures, whose only joy seems to be murdering and wallowing in the blood of their victims?
-You see, innkeeper... I lost my eye fighting in the war! My beer should be free!
- It's not free.
- Lost it in Kharkan of all places! Fighting a cyclops!
- Well now you both have a lot in common....
It is said that these one-eyed beasts can be found near the Orror Massif. But who in their right mind would want to face such a monstrosity? It is said that there are only a few cyclopes left, but every now and then some daredevil curses all the Gods for having seen one, and only just manages to escape with his life to testify that they are alive and well.
“Oh Gods, he is enormous"- were the last words of the peasant girl who fell into the web of the Spider.
A spider. A underestimated creature, arousing fear and disgust. And yet, as it turned out, priceless. After the Clan mages changed the spiders, developed them and gave them a mind of their own, they were able to store knowledge. And they were able to store it permanently, as the collective memory of the entire Spawn. The youngest, newly hatched spider is a greater sage than the greatest of human thinkers.
Goblins were among the first creatures to emerge from the hands of sorcerers. Not yet proficient in the art of manipulating the flesh of living creatures, they did not attempt to implement great ideas without first trying on a smaller scale. They created beings, which were to replace the troublesome slaves, and which were to be the ground for further experiments, not a weapon in themselves. In the end, it worked out well, as the rebellious and mischievous goblins - supposedly thanks to the remnants of their humanity - rebelled against the wizards, wreaking havoc on their way to freedom.
Legend has it that Varg Sker'ille, known for his drunkenness and debauchery, kidnapped his neighbor's virtuous daughter and threatened her. The maiden escaped from a locked chamber through a window, while the wicked man, with his hounds off the leash, pursued her like an animal on the prowl. The companions of the drunkard riding after him were unanimous in saying that they had seen Varg getting bitten by a terrible wolf after finding the girl, who had fallen dead from exhaustion. And from that moment a curse fell on his family.
Indeed, dark were the days when the feet of necromancers tread the lands of Karkhan. These dark sorcerers spared no glyphs to fill the continent with their spawn for reasons only they knew. According to a legend, that no one wishes to remember, the mage Lahim was at the forefront of this cruelty. It was he who created the fiercest of beasts, the Fallen Knights, whose bloodlust could not be sated, even after their own deaths. However, the noble knight Paa'ter Skryba put an end to these activities by rallying his humble unit with his famous words, "We have a battle! Right before our eyes. Now all that is left to do is to let them eat dirt!"
It is a huge creature found in the swamps of Bokumia, the bogs of Billdel – situated in west-central Karkhan - and the backwaters of the Bhag River. They feel at home underground and spend most of their time there. They rarely crawl out to seek food, but when that is the case, they cause extraordinary damage to the animals they encounter and they do not disdain human beings either. In the past they were used as living weapons, although nowadays that is hard to believe, because of their unusual irritability.
Strong, but ponderous creations of ancient sorcerers. They bear a striking resemblance to humans in both appearance and behavior. Although they do not shy away from violence and can take the life of an inattentive wanderer at any time, they spend most of their days in their caves, creating amazingly beautiful and valuable objects. Their habitat has become a target for plunderers. And these creatures, called Gruin'del, seem to like the taste of human flesh.
A giant arthropod - reaching the length of up to two adult men - that, unlike the Mammoth Dragonfly, survived the sudden climate change by adapting to the new conditions. The scorpion's weapon is a deadly venomous stinger located at the end of its tail, as well as a pair of powerful claws. But one characteristic actually suggests how deadly these creatures are: namely the intricate patterns on their chitinous carapaces, which resemble carefully drawn glyphs. A feature like this cannot be nature’s work.
"- There are creatures on earth that you would not even dream of sir, I tell you. They are, if you ask me, dog treats, bones...
- Do you mean skeletons?
- Yes, that's right. How can these monsters walk around without a body? It's witchcraft, sir, it's sorcery beyond this world, that's what it is. And the thing is wandering around, harassing the living, instead of resting in the graveyard. I tell you, noble sir, it must be your companions. A farmhand like me wouldn't get up for work after death.
- Well, noble farmhand, you probably couldn't influence that anymore...
- But how the hell... How can you live like that? No drink, nor young lass to catch??"
The Snow Wolf is a rarity in the lands of Karkhan, and not found anywhere else. Once upon a time, they were seen quite frequently around the White Mountains. Supposedly, they choose places that exude wild energy as their habitat, and thus it is widely believed that they may be the original embodiment of the destructive forces of nature. The image of a wolf with shining blue eyes, drawn in many legends and warnings, certainly reinforces this belief.
"That is supernatural! Supernatural! it sleeps with its head down! If you hang a horse upside down like that, it won't sleep. And even if it falls asleep, it will die."
Among travelers in the countless caves of Karkhan, there is often a warning that if you come across a vampire and manage to hit him, strike again as quickly as possible. And if he stabs you first... Well, it's better if he doesn't.
The Purians associate eagles with the messengers of The One. Only an eagle can soar so high into the heavens. It is often said that these birds of prey are The One's eyes, because even from a distance they can see even the slightest movement. Members of the Community associate them with power, authority and dignity. In Reich'arad itself no one dares to hunt them, as it may result in death or becoming cursed.
Ravens, for the Old Believers, are symbols of knowledge, their ancestors, and death - all inherent elements of life. They are the link between everyday life and the afterlife. They are attributed with magical powers. Their feathers are used in the manufacture of arrows, and those projectiles are believed to be able to annihilate what is already 'dead'. They are also seen as harbingers of both good fortune and disaster. According to the Old Believers, one goes hand in hand with the other.
For many people throughout the known world, wolves are considered bloodthirsty and cruel animals. In reality, these pack creatures avoid fighting as much as possible. In moments of danger they will try to scare off their opponents first. But if, despite their obvious warnings, someone decides to stand in their way, the wolf pack will fight, often to death. Therefore, the wolf's courage, loyalty and strength are sung about in many folk tales, both in Reich'arad and in the lands of Karkhan.
Even the elders do not remember or do not wish to mention the creature's true name, calling it honeyeater or bruin. Since the dawn of time, bears have been associated with primal strength, brutality, ferocity and stubbornness. No one would like to face this brave and unbreakable creature, even as a group. For once enraged or wounded, it will pursue its prey until it has dealt with it. No wonder that its skin, claws and fangs are used as totems.
Wild boars are considered to be one of the most dangerous forest dwellers, both on the old and the new continent. Armed with powerful tusks and teeth, they will not back down from any threat. To the people of Karkhan, wild boars embody wildness and aggression as well as joy and freedom. The views of the Reich'aradians do not differ much. Therefore, it is quite common for their meat to be served to warriors that go into battle, or to lovers, right after the wedding ceremony.
The Siege Tower
As the otherwise renowned Raaf'aur and heir to the title of the 'Ideal Strategist', says in his treatise "Battles according to the norms of the modern art of war", these devices [the Siege Tower - scribe's note] while causing terror among the enemy’s soldiers, panic and chaos especially among the feeble ones, serve only one purpose for an army. And only the more powerful armies will allow such tactical excess. This monstrosity, left without proper care, falls into ruin and glorious loot for woodworms.
It is difficult to assess who came up with the idea for a machine that launched heavy boulders. Few wonder who was the first to set fire to a compressed bale of hay and hurl it at the huts of a besieged town. No one will admit who was the first to bag the beheaded heads of their enemies and send them back towards the besieged fortress. But it does happen. And it is all thanks to a novel invention - the catapult.
The battering ram
When an unknown commander, after being ordered to tear down the gate of the besieged village, heard. "How should it be done?" He never imagined that his ill-considered and angry reply - "use your heads, dammit" - would bring such lamentable results. According to the legend, the settlement could not be conquered at that time, and the commander himself was taken captive. This story contributed to the invention of the battering ram, which can do what the hapless warriors failed to do. It is because of this legend that the battering ram is quite often referred to as the Ram's Head.
Technological levels - conditions and effect of increase
VILLAGE (LEVEL 1)
Population limit 200
What the Village gives us:
- construction of the Town Hall
- setting taxes
SETTLEMENT (LEVEL 2)
Condition per Settlement:
- at least 150 population
- wybudowany Ratusz
- gold + 4 turns of construction + builder
What the Settlement gives us:
- population limit 300
- building a barracks, workshop and forge
- you can build a palisade
- rekrutacja: pikinierów, łuczników(po wybudowaniu kuźni + warsztatu), budowniczego(po wybudowaniu warsztatu)
FORT (LEVEL 3)
- at least 250 population
- wybudowane koszary, warsztat, kuźnia i mur z palisad
- Cost = gold + 6 rounds of construction + builder
What the Fort gives us:
- 500 population limit
- construction of the rest of the buildings
- unlocking research(including research to unlock Taran,
- rekrutacja podstaw jednostek: lekka piechota, lekka jazda (po wybudowaniu stajni), mnich (po wybudowaniu katedra), orzeł (jak wybudujesz szkołę)
CASTLE (LEVEL 4)
Condition for the Castle:
- at least 450 population
- min. having two Forts on the map
- cost = gold + 10 turns of construction + builder
- construction of all buildings in the Fort we want to improve
What the Castle gives us:
- upgrade from palisade to walls
- ability to build turrets on the wall
- population limit of 750
- recruitment of heavy infantry, crossbowman, halberdier(default), fanatic, catapult, siege tower(default)
- unlocking more research (research on the Golem and Ent in the Temple)
FORTRESS (LEVEL 5)
Condition for the Fortress:
- At least 800 population.
- Min. having two Castles on the map,
- cost = gold + 12 turns of construction + builder
- The castle being upgraded must have a tower on the walls
What the Fortress gives us:
- population limit 1000
- recruitment: heavy cavalry, inquisitor
- unlocking the rest of the research (including a Dragon and Griffin)
THE BENEFITS OF ACHIEVING HIGHER LEVELS OF TECHNOLOGY
Visual modernization of buildings (changing wall textures, changing roof thatch → shingles → tiles + additional elements, e.g. porch, extension).
Unlocking new technologies (research within buildings).
Unlocking better units
FUNCTIONS AND SPECIFICS OF BUILDINGS AND STRUCTURES
- generates gold every turn
- allows you to recruit a forester
- gives a bonus to the speed of producing ranged units
- generates gold every turn
- allows the recruitment of a highlander
- gives a bonus to the production speed of "heavy" units
- generates gold every turn
- generates random units every x turns
- allows you to build ships (you need to provide enough gold in advance)
Temple of the Purgatory
- provides a one-time acquisition bonus:
- healing of the units and the elimination of fatigue in the visiting troop
- a certain number of gold pieces (50-400)
- advancement of units to a higher level
- complimentary troop (from the fortress)
- increased morale of the troop
- hero development point
Castle / fortress
- quick preview of units inside the castle (possibility to move out, special markings next to units in case of training or treatment)
- quick removal of gold and peasants
- preview of population and satisfaction level
- the interior can be manned with one or two units (two units only at technique level 4 and 5, this is related to the mechanism of two-stage siege
- The Clash II game will include 2 story campaigns - the campaign of the Pure Ones and the Old Ones, so that the player can take on both sides of the conflict.
- Each campaign will consist of a certain number of missions (~10), with varying objectives (defeat all enemy troops, hold the castle a certain number of turns, etc.).
- In addition to the campaign, the player will have at his disposal a set of maps on which to play skirmishes - the condition for winning will be to take over/destroy all enemy buildings and defeat all enemy troops.
- The game is to allow skirmishes with a computer opponent (AI) and other players, both in hot seat mode and over the network (server architecture required).
ITEMS AND EQUIPMENT
When the commander, whose name is unknown, after being ordered to break down the gate of the besieged hamlet, was heard. "And supposedly how?" He never imagined that his ill-considered and angry reply - "use your heads, damn it" - would bring such lamentable consequences. As legend has it, the settlement was not conquered at the time, and the commander himself was taken captive. This story contributed to the invention of the battering ram, which can accomplish what the hapless warriors failed to do. It is because of this legend that the battering ram is quite often referred to as the Ram's Head.
It might seem like a simple small fragment of split rock yet it is radiating a strange power. The Urrd glyph is engraved on it. When you hold it in your hand, you feel your powers grow.
Glyph stone Etrya
The Etrya glyph is carved into a pebble smoothed by a river. As you clench your hand around it, you feel both anger and resentment at the same time.
Glyph stone Baern
A symbol cast fin silver on an engraving carved into a piece of raw emerald. You feel that you are spreading its protective aura to nearby companions.
Glyph stone Voe
A piece of granite with a golden vein forming the Voe rune. An uncontrollable rage overwhelms you and all instincts of self-preservation disappear.
Glyph stone Pnoa
A roughly worked piece of anthracite with a carved Pnoa glyph. While gazing at the symbol you feel your will to take action rise.
Glyph stone Reghn
A volcanic rock with a glyph that glows with red light. You have no idea what material the glyph is made of, but you feel invincible holding it in your hand.
Glyph stone Mahaza
Smooth, polished obsidian with a glyph of pure silver. Ancient knowledge says that Mahaza increases the physical strength of the person who holds the glyph.
Glyph stone Yargr
A regularly shaped piece of soft sandstone fits comfortably in the hand, and the Yargr glyph has a strange effect on your weapon. The blade blurs, and both you and your opponent become vulnerable to magic.
Glyph stone Derta
The glyph stone Derta is sometimes called the hospital glyph. It puts the body into a state of senility and clumsiness, while regenerating strength and healing wounds.
Glyph stone Zthra
The glyph stone's extreme weight makes each blow more powerful. Executing them however, requires more strength than usual.
Glyph stone Fraar
Delicate streaks of energy flow from the glyph and wrap around the hand. The projectile seems harder to launch, but it flies with deadly precision.
Glyph stone Eress
The Eress glyph resembles a sprig of thorns, and that is its effect - it wounds anyone who attacks its owner.
Glyph stone Thorgu
Thorgu is sometimes referred to as the "quick-hand glyph". A person under its influence shoots quickly and strongly, but only hits nearby targets.
Glyph stone Anoxim
The magic of this porphyry materializes an extra arrow in the archer's hand, sacrificing his shooting skills.
The complex weave of willow twigs fits snugly around your finger. On one of the strands there is a carved glyph. Looking at it you feel motivated.
A root with an unusual shape. When held in the hand it gently wraps around it, creating a magical glove.
Bow made of yew
Glyphically reinforced yew wood allows you to bend it in half without the risk of breaking it. The glyphs carved into the wood emanate a soft glow.
Decayed deer skull
An ancient skull with antlers. The bones scatter in your hands awakening a sense of uncertainty and determination at the same time.
A lustrous, long feather once belonging to a glyphic beast called a griffin. When you hold it in your hand you feel light, almost like the feather itself.
The glossy, golden-red scales of a glyphic lizard. It is said that the insides of these creatures were pure fire.
Banner of the Forest
A green banner with silver clan symbols and glyphs. When you march with it in your hand, you feel the power of the ancient forests fill you with ease, and everything seems simpler.
Aegis of the Forest
A mystical buckler made of thorns as hard as meteorites. While it provides temporary invulnerability, it is painful when you tighten your grip on the handle.
Forktail's venom fang
Although these glyphic beasts have long since passed into oblivion, you can sometimes find their fangs still fresh with venom. However, the venom has an indirect effect on you as well.
Seed from the world's tree
By clasping your hands around it, you distance yourself from the real world, exposing yourself to attacks. Your being wanders, simultaneously healing your body.
Resin formed by nature into the shape of an eye. The glyph carved into the pupil sharpens your gaze and allows it to reach further than before.
A roughly hewn stone with an opening and a rope threaded through it. It is worn by people who wish to purify themselves in the eyes of the gods.
A greenish fire burns in a tiny stone bowl. Its flames wrap around your hand and weapon, and though you feel only a pleasant warmth, the flame mercilessly consumes the enemies it strikes.
Twig from the Tree of Life
A seemingly ordinary twig, yet it radiates a warm glow. It mobilizes all those around it while bringing gentleness to their minds.
A surrounded wolf does not lose its fighting spirit. On the contrary, its determination and aggression grows, and the advantage of several over one proves to be insufficient.
Broken symbol of The One
You show the people the destroyed symbol of the enemy, the symbol of your victory. Their battle fervor grows.
An ancient bronze artifact in the shape of a snake. Its glyphic magic increases the battle skills of the warriors around you.
A ring of meteoric iron, delicately decorated with glyphic motives. It is cracked in half, as if struck by a heavy tool.
The first archers in the service of The One wore braided, coriaceous armguards blessed by the Holy One himself. It is said that they allowed them to shoot great distances.
Although it is metal, the blessing of The One has made it as soft and flexible as the finest silk strings.
Belt of the Heretic
Although the belt inexplicably increases your combat prowess, its history has no positive effect on the morale of your surrounding comrades.
Amulet of lightness
These amulets were given to messengers wandering between the bastions of The One. You feel fatigue fade away from your body.
A casting in the shape of a flame made of precious metal. The blessing of The One has made this metallic symbol act like a real flame.
Banner of The One
As you hold the banner in your hand, you feel the grace of The One fall upon you. His Presence fills your mind and all your activities seem easier.
A seemingly ordinary shield with golden edges. Yet the grace of The One can cancel out the impact of any blow you receive. This gift requires sacrifice however, and you feel a bit of life drain from your body each time.
Just a light scratch with a thorn on an enemy pours toxins into their flesh and poisons their very being. However, this works both ways and indirectly poisons the possessor as well.
Medallion of inspiration
The presence of The One grows in your mind, cutting you off from the world around you. Although absent in spirit, you feel vitality returning to your body.
The Golden Eye is the symbol of The One. The amulet with this symbol sharpens your eyesight and allows you to see further than normal.
This book has been lost and then found repeatedly for centuries, but no one knows its contents. Its edges are sewn up and secured with the seal of the Holy One. It is said that only he has the right to open it.
Spearhead of Eternal Flame
Legend has it that the hero Redebar, the first defender of the faith of The One, wielded a spear created from the pure fire of His wrath. Today, all that remains of Redebar are stories and the tip of his spear.
Cord of penance
Pilgrims are able, by the grace of The One, to let go of their murderous instincts and spend a portion of their lives steadfastly striving forward, step by step.
A golden crown made of countless sharp, narrow spikes. Seeing it on your head, your unit ceases to fear the enemy.
Heretical symbols trigger layers of anger in your comrades, and their blows fall on their enemies with redoubled vigor.
Signet of the Only One
An intricately crafted signet ring radiates holy power, increasing the combat prowess of your companions.
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