
Mind Traits
Each race will have a Mind Trait, giving all units or cities of the race certain bonuses.
Adaptable
- +30% Experience
Arcane Focus
- +15% Magic Attack Damage
Cold Blooded
- -50% Morale Lost
Defensive Tactics
- +1 Defense when standing next to a friendly unit with the same trait (does not stack)
- +1 Resistance when standing next to a friendly unit with the same trait (does not stack)
Elusive
- +6 Defense against Retaliation Attacks and Opportunity Attacks
- +6 Resistance against Retaliation Attacks and Opportunity Attacks
Fast Initiative
- Can move 6 hexes of first Combat Turn
Ferocious
- +40% Retaliation Attack Damage
- +40% Opportunity Attack Damage
Overwhelm Tactics
- +20% Critical Hit Chance when standing next to a friendly unit with the same trait (does not stack)
Sneaky
- +25% Flanking Attack Damage
Tenacious
- -50% Damage penalty from casualties
Arctic Adaptation
- -2 Move Point Cost on Snow and Ice terrain
- Can build Farms on Snow terrain
- Starting regions will have Snow terrain
Desert Adaptation
- -2 Move Point Cost on Sand terrain
- Can build Farms on Sand terrain
- Starting regions will have Sand terrain
Underground Adaptation
- -2 Move Point Cost on Cavern Floor, Mushroom Forest, Fungus Fields and Rocky terrain
- Can build Farms on Cavern Floor terrain
- Starts underground
- Start with the Excavation empire skill
Water Adaptation
- -2 Move Point Cost on Swamp terrain
- Can build Farms on Swamp terrain
- Starting regions will have Swamp terrain
Race Guides:
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