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    ELEMENTAL: WAR of MAGICVERSION 1.1

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    TABLE OF CONTENTSVersion 1.1 .............................................................................. 1

    INTRODUCTION ................................................................... 4

    Our Story So Far ............................................................. 4

    GETTING STARTED ............................................................. 5

    Installing the Game ............................................................ 5

    Updating the game .............................................................. 5

    Starting a New Game ............................................................. 6

    The Campaign ..................................................................... 6

    Single-Player Games ........................................................... 6

    The Kingdoms ................................................................... 10

    The Empires ...................................................................... 10

    Multiplayer Games ........................................................... 11

    The Workshop ....................................................................... 11

    Playing the Game ................................................................. 12

    Your First Move ................................................................ 12

    The World of Elemental .................................................... 12

    The Game Interface .......................................................... 14

    Labor and Resources ......................................................... 15

    Diplomacy .......................................................................... 16

    Dynasties ........................................................................... 17

    Magic ................................................................................. 17

    Quests ................................................................................ 17

    Technology ......................................................................... 17

    Combat............................................................................... 17

    Building a Kingdom (or Empire) .......................................... 19

    Improvements for Settlements ......................................... 19

    Spell Books ........................................................................ 19

    Maximizing your Fun ........................................................... 19

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    Elemental Walkthru ............................................................. 20

    Appendix A: Historical Timeline .......................................... 25

    Technical Support ................................................................. 36

    Common Problem Help ..................................................... 36

    Keyboard Shortcuts .............................................................. 37

    Credits ................................................................................... 38

    License................................................................................... 39

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    INTRODUCTIONElemental is a fantasy strategy game set on a world filled with magic and ancient lore. You will found a fledgling kingdom

    and expand it across the world through a combination of magical power, military might, diplomatic skill, technological

    advancement and bold adventuring. As Sovereign, you begin as the only being in your kingdom still able to channel power

    from the shards of magic, a series of mystical artifacts left over from the great Cataclysm. You must decide how much ofyour power to imbue into your champions as you build new cities, rediscover lost technologies, take on perilous quests,

    explore dark dungeons, perfect spells of ever increasing power and negotiate with friends and foes alike. Victory can be

    yours through conquest, magical supremacy, diplomatic alliances or the completion of a master quest.

    Our Story So FarOnce, legend says, the world of Elemental was filled with magic.All peoples made use of this sorcery; with it, they built

    great kingdoms Malaya in the south, Hallas in the west, fabled Al-Ashteroth in the East raised splendid palaces and

    created magnificent civilizations. Then came the Titans, immortal beings who sought control of Elemental, and the magic

    contained within it. They waged war amongst themselves, and in the process turned men into their vassals - and worse.

    Seeking control of the worlds enchantment, in the end, they all but destroyed it. At the last of the great battles they waged,

    the land itself was broken. Civilizations perished, and the Titans vanished from the world entirely. There were survivors.

    This is their story.

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    GETTING STARTEDTo play Elemental War of Magic your PC will need to meet at least the following minimum requirements:

    Windows 7 / Vista SP2 / XP SP32.4 GHz Processor 1 GB Available System Memory 128 MB 3D Video Card (GeForce 6800 / Radeon x1600 or Better) DirectX 9.0c Broadband Connection for Internet Multiplayer DVD-ROM Drive Keyboard and Mouse

    Installing the GameIf youre running the retail edition, place the DVD into your DVD-ROM drive and the setup program should begin

    automatically. It is not necessary to have the DVD in your drive to play the game after installation is complete.

    Alternatively, you may also download the latest version of Elemental through the Impulse client once youve registered your

    serial number. It is not necessary to run the Impulse client to play the game once installation is complete.

    Updating the gameKeeping your copy of Elemental up-to-date is simple thanks to the inclusion of Impulse, a new platform for PC games. If you

    installed Elemental off a retail DVD, the Impulse client will be available from your Windows Start menu.

    Note: You must be connected to the Internet to obtain updates. Updates are only available via the Impulse client.

    Begin by starting Impulse and creating an account (new accounts are free), or by logging into an existing Impulse orFacebook account. Once logged in, click the Register Product button and enter the serial number that was included in your

    game box. Impulse will automatically fill in the rest for you, so click the Add Registration button. You should now see

    Elemental listed under the My Games tab. If an update is available, it will appear under the Updates tab. To update your

    game, just select Elemental from the list and click the Update button. Impulse will automatically download and install the

    latest version of the game for you.

    You can also use Impulse to keep track of the achievements you earn in Elemental, to find a multiplayer game to play,

    interact with other players, purchase new software and much more.

    TIP - Your Elemental serial number is valuable and can only be registered once. Doing so will permanently tie it to youraccount with us and grant you the ability to re-download Elemental at any time via Impulse, plus grant you technical

    support should you run into problems. Please do not share it with anyone.

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    STARTING A NEW GAMEThere are three gameplay types in Elemental from which to choose: Campaign, Single-Player sandbox and Multiplayer. We

    encourage new players to start with the Campaign mode, which will introduce you to the world of Elemental, the dynamics of

    the game, and take you on an epic adventure to restore the world.

    The CampaignChoosing Campaign will open the Library of Elemental screen. This screen displays the various books of Elemental that

    enables players to play through some of the greatest moments of history.

    Elemental: War of Magic comes with Book 1: ReliasIn Book 1, the player takes on the role of Lord Relias, the greatest adventurer of his age. Relias is the founder of the

    Kingdom of Altar. This is the story of how the Kingdoms united to thwart the rising ambitions of the Empires of the East.

    The Campaign plays very differently from the stand alone game but serves as a basic introduction to the game world.

    Single-Player Gam esThis is a sandbox mode of your own design, where you can determine the victory conditions, map size, opponents and more.

    Each map is randomly generated based on the selections you make during setup, creating a unique experience each time you

    play.

    Create Your WorldHere you can determine the scope of your adventure and the conditions for victory.

    World Size: This sets up the overall size of the map, ranging from Tiny to Huge.o Tiny: 3 x 2. Can be completed in a single setting.o Small: 4 x 3. Can be completed in a couple of settings.o Medium: 6 x 4. Will likely take a couple of days to complete.o Large: 10 x 6. Will likely many days to complete.

    World Difficulty: This sets up how challenging the world is to play against.o Easy. There are few monsters, resources are plentiful, NPCs are inexpensive.o Medium. There are numerous monsters, resources are common, NPCs are priced normally.o Hard. There are lots of monsters, resources are scarce, NPCs are expensive.o Insane. Monsters are trying to destroy your faction regularly, resources are rare, NPCs are very expensive.

    AI players will tend to work against you collectively.

    Victory Conditions: There are four ways to win a game of Elemental and you can enable one or all of them.Conditions include:

    o Conquest (capture or destroy all the other players cities)o Diplomacy (become the one true ruler of the land through peaceful means)

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    o Master Quest (complete a long, multi-tiered quest full of adventure and danger), ando Spell of Making (discover the power to reshape the world itself).

    World Options: These are options that enable the player to adjust the way the game is played:o Minor Factions. This setting determines whether minor factions will be spawned in the world. Minor

    factions are 1-city players that dont expand beyond their original city.

    o Monster Spawning. This setting determines whether monsters will be spawned (and overrides the worlddifficulty level).

    o Game Pacing. This determines how quickly technology is acquired.Deciding who you are

    Elemental includes the ten great Channelers of the third age:

    Procipineeo Royaltyo Meditative

    Carroduso Warlordo Intimidating

    Iraneo Thiefo Daring

    Markinno Minero Naturalist

    Ceresao Warrioro Inspiring

    Karavoxo Administratoro Cunning

    Magnaro Royaltyo Prodigy

    Vergao Enforcero Mighty

    Kul-al-Kulano Lore Mastero Mystical

    Reliaso Adventurero Hardy

    In addition, you can design your own character to play as. Heres an overview of the many options that await you:

    Race: There are five different playable races in the world of Elemental. These include:

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    o Men. The Kingdoms of the West are exclusively of this race. There are different sub-races amongst the menof the west (Amarian and Ironeer for example).

    o Trogs. This is one of the races referred collectively as Fallen. They are strong, brutis and lethal.o Urxen. Another Fallen race, they are smaller than Trogs, less effective in battle but more productive.o Quendar. Considered to be another Fallen race by the races of Men. Some say the Quendar were actually

    servants of the Titans given their physical differences from other Fallen races.

    o Wraiths. A race of the Fallen most often found in Resoln. They are the physically weakest but most given tomagic.

    Gender: Women can be just as strong as men in the world of Elemental. 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 dealso 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.

    Spellbook: At the beginning of your sovereigns 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. 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.

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    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.

    Talents: Is your sovereign particularly clever? Here you can spend ability points to give your avatar specialbonuses.

    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.

    Weaknesses: If you want to add a counter-balance to your hero for additional ability points, you can give yoursovereign a weakness. The penalty may be worth the extra points youll be able to spend elsewhere.

    Appearance: You can customize your sovereign in appearance as well as abilities. There are a wide variety of bodytypes, faces, and clothes to choose from. You may also spend points to equip your hero as you start off into the

    world.

    Backstory: Give your sovereign his or her own unique history by typing it in here. This information can later beshared with friends online.

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    Choose Your FactionAs there are ten great Channelers in the world of Elemental, so too are there ten great Factions from which to

    choose. The factions are evenly split between those of the Kingdoms of Men and the Empires of the Fallen.

    The Kingdoms Altar.

    o Resourceful. Starts out with 25 wood and 25 metal.o Disorganized. Each city level requires additional 10% of people to level up.

    New Pariden.o Civilized. Zone of Influence increased by +1 tile.o Distrusted. -1 relations penalty.

    Capitar.o Educated. Special Improvement: Library.o Snobbish. No NPCs spawn near player.

    Gilden.o Master Smiths. Can Produce Ironeer unit.o Obtuse. Technologies cost 10% more.

    Tarth.o Brave. Base combat morale starts at 67 instead of 50.o Reckless. Cannot build fortifications.

    The Empires Magnar

    o Diabolical. Can convert resources to other resources.o Evil. Additional 10% penalty when fighting on opposing terrain.

    Kraxiso Siege Masters. Start with lay siege ability.o Reviled. -2 to relations with all Kingdoms.

    Resoln

    o Death Worshippers. Sacrificial Altar provides 3 gold per turn but -1 to prestige (imperial achievement).o Superstitious. Sages cost extra person to maintain.

    Umbero Industrious. Can build factory achievement (+10 to materials).o Uneducated. -10% to the odds of a technology being available on a breakthfu.

    Yithrilo Master Archers. Extended Archery tree.o Arrogant. Cost for diplomatic trades increased 10%.

    Choose Opponents And DifficultyThis is the final step to setting up a single-player game and is where youll choose your adversaries and their

    strengths. You may have up to ten opponents in the single-player mode of Elemental and can select the difficulty foreach faction individually. Higher difficulty settings will make adversaries more intelligent and less likely to

    overlook your actions. Settings include:

    Novice. AI players receive only 50% of the resources the player does, will not attack unless attacked. Expansion islimited.

    Beginner. AI players receive only 75% of resources. Expansion is limited. Easy. AI players receive only 90% of resources the player receives. Expansion is limited. Normal. AI players have the same resources and play their best game. Challenging. AI players have the same resources and have greater awareness of fog of war.

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    Hard. AI players see all and have a 25% resource advangage. Extreme. AI players see all and have a 50% resource advantage. Ridiculous. AI players see all and have a 100% resource advantage.

    Multiplayer GamesElemental War of Magic supports up to 16 players in multiplayer games via the Internet. You can create your ownmultiplayer game for friends to join, or you can join a matched game based on your skill level.

    Matched GamesThese multiplayer games automatically match players based on their overall skill level. You will begin in an

    unranked pool of other new players for your first several matches, which will be used to determine your initial skill

    level. From here youll be placed into one of three skill brackets along with other players who match you best. As

    you continue to play matched games of Elemental, your skill level will be adjusted to reflect your growing

    experience.

    Custom GamesPlayers can also set up custom games with friends or strangers over the Internet.

    To start your own game, choose Create World from the Custom Games screen. From there, you can change map,

    player, and team settings. Up to 16 players are allowed in a custom server.

    The Custom Games screen also displays available games. If there is a [*] next to the game, that mean the game is

    being hosted on a custom server. Custom servers are servers that are hosted by individuals around the world rather

    than by Stardock. As a result, they may be heavily modded or support more than 16 players on the server.

    THE WORKSHOPThe Workshop allows players to extend the world of Elemental through the creation of maps, items, improvements,

    noted locations, quests, heroes, monsters, and much more.

    Because the Workshop tools are always in a constant state of improvement, please visitwww.elementalgame.comto

    get the latest information.

    http://www.elementalgame.com/http://www.elementalgame.com/http://www.elementalgame.com/http://www.elementalgame.com/
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    PLAYING THE GAMEPlayers start the game with their sovereign placed in a land that has been completely devastated. In that ruined

    world, they must build a Kingdom (or Empire) by founding cities, researching technology, growing an economy,

    training soldiers, learning spells, and much more.

    There are other factions trying to do much the same thing who have their own ideas on how the world should be

    ordered. Victory can be attained through many different means: conquest, diplomacy, magic, or quests. The player

    decides which path in a given game has the best hope for success.

    Your first moveAs one of the few Channelers left in the world, the people look to you for guidance. One of your first steps should be

    to found a kingdom (or empire) so that the people have a physical location to rally around.

    The W orld of ElementalThe map dominates the main screen of Elemental. Players can view the map in both Global (cloth map) as well as

    Strategic (zoomed in map).

    Figure 1: The Global (Cloth) Map

    Figure 2: The Strategic MapThe map displays the principle game objects of the world:

    Units. These are living beings that can move about the world. Settlements. These are the towns and cities of the various factions.

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    Notable Locations. Also known as Goodie Huts. These places may contain loot, monsters, or other mysterious,dangerous or useful things.

    Quest Locations. These are the launch points for quests. Resources. These are resources that a town can build an improvement on to gain the bonus that the resource

    provides.

    Units of ElementalThe world is populated with many different types of units. There are four general types of units in Elemental:

    Player Units. This includes your sovereign, your specialists, champions, soldiers, spouse, and other units that are under yourcontrol.

    Foreign Units. These are the same kinds of units the player has except they belong to a different faction.NPC Units. Non Player Characters (NPC) also roam the world of Elemental. Some are looking for a job. Others areadventuring. Each one has their own agenda. NPCs can be recruited by selecting them and conversing with them.

    Creature Units. These are monsters or beings that simply cant be reasoned with and must either be avoided or fought.Armies. Units can form together to make Armies. An army may contain up to 7 units (more with greater logistical abilities).

    An army unit is effectively a collection of units. When an army attacks another unit, the army works together as a single

    unit. This makes it important to consider the units that make up the army.

    SettlementsSettlements are the source of most units in the world. A settlement is classified on a level scale of 1 to 5:

    1. Outpost. This is the smallest settlement capable of supporting only the most low level of city improvements.Outposts become villages when they exceed their population threshold.

    2. Village. The next step up from an Outpost. A village requires at least one unit of housing to be constructed in orderto make it to this level. Villages become towns.

    3. Town. Towns are the next stage in the evolution of a settlement. Towns are capable of constructing more significantcity improvements but require more dedicated housing. Towns become cities.

    4. Cities. Cities are difficult to achieve due to how much dedicating housing (which in turn require a great deal of food).To reach this level, other settlements in a players Kingdom/Empire will need to export their food to the city. Cities

    become a Metropolis.

    5. Metropolis. Metropolis are the rarest form of settlement. Most games will go without seeing a Metropolis due to themassive housing requires. A Metropolis is capable of building the most powerful of city improvements. If an enemy

    has a Metropolis, beware.

    Notable LocationsThe world is filled with notable location. Known as goodie huts to strategy game fans, Notable Locations contain

    all manner of loot, danger, and intrigue. As players gain levels of Adventure, more powerful (and more dangerous)

    locations will appear.

    Better notable locations appear as players research more advanced adventuring-related technologies:

    Level 1. These notable locations mostly provide some resources (gildar, metal, materials). Level 2. These notable locations tend to provide useful items (health potions, low level equipment)

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    Level 3. These notable locations tend to provide books of learning to increase the power of your champions. Level 4. These notable locations tend to provide rare items and special equipment. Level 5. These notable locations can provide any number of amazing things but are extremely difficult to find.

    Quest LocationsPlayers can partake of quests that can send the player across the world to seek favor, build reputation, gain

    valuable items or gold, or just for the thrill of adventure.

    A quest location will typically spawn a unique Notable Location for the player to visit. Early quests are typically

    mundane or trivial. As players gain levels in Adventuring, they will encounter increasingly more sophisticated and

    more rewarding quests.

    There are 5 levels of quests in Elemental:

    Level 1. These typically begin in an Inn or a tavern and generally have fairly mundane rewards. Level 2. These usually begin in a Witch or Warlock hut and involve receiving a special but hardly unique item. Level 3. These usually begin in a Ruin of some kind with the player finding the location of destination that will

    provide considerable challenge but a significant reward.

    Level 4. These typically begin in a dungeon and result in the player gaining access to an extremely powerful item orunit.

    Level 5. These almost always begin in some sort of unique location with the end result being something amazing butunexpected.

    ResourcesThe world of Elemental is still recovering from the cataclysm. One of the primary goals of the player is to help

    restore the world. When a settlement is built, the channelers essence expands into the world restoring the

    environment based on their magical path (life or death). The world, however, is not without natural resources.

    When a player builds a settlement, they can make use of these resources by constructing improvements on those

    resources. Some improvements will have a technology prerequisite (such as mining).

    The Game InterfaceThe primary game interface is divided into several parts:

    The Context Area The Empire Tree The Resource Tray The Event List The UI Controls

    The Context AreaWhen a game object is selected, the context area updates based on what is selected.

    The context area displays the Actions the object can take along with basic statistics on it. Players can get more detailed

    information by clicking on the selected objects portrait.

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    Turn Button. The Turn Button is located to the right of the context area.Kingdom Button. The Kingdom (or Empire) button is located to the left of the context area.Spell Knowledge. Spell research is located at the bottom left.Technical Knowledge. Technology research is located at the bottom right.Labor and Resources

    To do anything in the game, a player needs labor and resources. Labor represents the amount of time it will take to

    do something. Resources determines the costs to produce it.

    At the start of the game, most Factions have only money available. The Resource Tray displays what resources the

    player has to work with.

    Settlements provide the player with the ability of converting labor and resources into other types of resources that

    the player prefers instead.

    The Economics of Elemental largely boil down to players determining what objects and resources they need toachieve their strategic objectives and what resources they require to produce them.

    Common Resources and what they doBelow is a list of some of the common resources found in the world of Elemental and what they do. These resources

    are divided into local resources (local to a particular game object such as a settlement or a unit) and global (global to

    the player).

    Local Resources Citizens. People. They are your most valuable resource. In Elemental, population increases primarily from

    immigration from the wilds. The rate of increase is based on the prestige of the settlement. If you want to train a

    company of soldiers (a company being 10 soldiers) your settlement will have to do without 10 of its citizens. Citizens

    provide gildar via taxation at a rate of 1 gildar for every 10 citizens. At your settlements grow, you will be able toincrease the amount of money generated by building specialized improvements. City Improvements require citizens

    to operate them as well. Thus, you may have to choose between having a large standing army and a vibrant

    economy. Prestige. Prestige determines how quickly populations increase per turn. A prestige of 1 means the city grows by 1

    citizen per turn. Food. If a city is growing food, that food first goes through the city before it goes to the global pool. This is important

    because if a city is put under siege, it has to rely on its local food production. The same is true of other resources as

    well. Technical Knowledge. Cities can build improvements that provide technology knowledge. This knowledge is

    distributed to the global pool. Across the world there are still remnants from the second age in the form of LostLibraries. Controlling these will provide additional technical knowledge per turn.

    Arcane Knowledge. Similarly, cities can build improvements that provide arcane knowledge that goes into thefactions global Arcane Knowledge pool. In addition, many of the Arcane Temples from the second age can still be

    found and used by players when found and restored.Global Resources

    The resource tray displays a factions global pool of resources. Below are ones that are typical:

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    Gildars. Money. Gold. Whatever you want to call it. This is the currency of the world. It comes mostly from yourpopulation from their economic activity but gold mines and other special resources can increase this.

    Materials. The generic name for usable wood, stone, leather and other reasonably common materials needed toconstruct most common things. Workshops and Mills can produce small amounts of materials. Better sources

    include Old Growth Forests, Stone Quarries, and more. Unfortunately, the forests of Elemental are mostly new

    growth and unsuitable for milling into materials.

    Metal. There are various types of metal resources spread across the world that can be used for constructing armor.Some metal resources are better than others. The most common metal resource is simply known as a Metal

    deposit. Uncommon metal resources can be found including Iron Ore (pure iron), Ventri Metal, Mithrili metal and

    other, even rarer types that produce more metal from a given mine. Metal requires mining technology to harvest.

    Food. Citizens require food to live. This is abstracted by allowing players to construct housing (huts, houses, hovels,etc.) which has a food cost. Most of the land is capable of handling one food production improvement in a given

    settlement but for more food production players will need to find resources in the world such as fertile land, enriched

    land.

    Crystal. Crystals are crucial in the construction of magical items. They are rare resources that are highly desired.Shards

    Long ago, the world of Elemental was filled with magic. Most living things were capable of performing some feat of

    magic.

    When the greatest of the Magi convened and cast the Spell of Making, they brought forth the Forge of the Overlord

    in order to gain control of the world.

    Unfortunately, in doing so, they attracted the attention of the Titans, beings with an unquenchable thirst for

    magical power.

    Soon after they arrived, they devised a plan to strip the world of its bountiful magic so that the powerful but mortal

    Magi could not resist the might of the Titans.

    To this end, the Titans brought their most treasured objects the elemental shards to this world and used them to

    absorb all the magic into them. This plan had an unexpected flaw once the shards were filled with magic they

    became rooted to the world, unable to be moved again.

    The physical locations of the shard thus become strategic battlegrounds for centuries until the Titans finally wiped

    themselves out in the Cataclysm.

    The shards Earth. Air. Fire. Ice. Have the ability to increase the magical capability of a given factions magical

    users. When a player builds a Shrine on a Shard, all of its units that have magical Essence (such as the Sovereign

    and any Champions that sovereign has sacrificed his essence for) gain more essence which provides access to more

    powerful spells.

    Shards provide 1 mana to the factions global mana pool per turn. In addition, the most powerful spells require the

    control of particular types of shards.

    DiplomacyConquest isnt the only way to get what you want in Elemental. Players can also put time and effort to improving

    their diplomatic skills in order to obtain the technologies, resources and political outcomes they desire.

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    The Art of NegotiationPlayers can negotiate treaties as well as trades for various resources. In all cases, the value of a given trade is

    displayed on the screen. The other party will not accept the terms of the agreement unless theirperceivedvalue of

    what you propose to provide is greater than what they have to provide in return.

    However, players can even the odds by making use of political capital that comes in the form of Influence Points.Influence Points can be gained through a variety of means (Quests, Technologies, Notable Locations, Achievements,

    etc.). Players can use these points to help even the proposal to get better deals.

    DynastiesAs the sovereign of your Kingdom (or Empire) you will have the opportunity to get married and have children. In

    time, these children will grow up and potentially become great heroes for you to call on. Alternatively, players can

    marry their children off to other factions in exchange for an ongoing dowry (money per turn), a relationship bonus

    and a place in the line of succession in that faction. Moreover, the off-spring of those children may return to you as

    adults to join your faction.

    If your child is joining another factions family, the off-spring of that union are far more likely to join your faction as

    adults.

    Getting MarriedGetting Married is not as easy as one might expect for the sovereign of a Kingdom or Empire. This is because, at the

    start, your faction is not very impressive.

    On the Kingdom status screen, players can view their current reputation.

    The potential spouses that are likely to provide the most powerful offspring will require higher reputations than

    those who are less picky with more middling abilities for future children.

    MagicDepending on their allegiance, players build up life or death mana that can be used, in conjunction with theelemental shards that they control (earth, air, fire and water)to cast spells. What spells they know depends on what

    books of magic they have alongwith which of the spells in those books they have learned. Spells require mana as

    wellas control of a certain number of different types of shards.

    QuestsPlayers are not the only ones who can go on quests in the world. Across the lands, parties of adventurers are

    exploring dungeons, ruins, and abandoned castles looking for glory, treasure, rare items or all of the above. Some of

    these adventurers can be recruited. Other times the player, as the sovereign of their lands, must clean up the mess

    of these adventurers.

    TechnologyAfter the cataclysm, much of the technological knowledge of the world was lost. Much of your focus is in regaining

    this lost technology.

    CombatWhen two forces meet, players can choose to have those battles instantly resolve or go into a tactical battle mode to

    either watch the battle take place or control the action turn by turn. In battle, players can cast devastating spells,

    flank enemy positions, go for the high ground and much more.

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    Tactical BattlesTactical battles allow players to personally manage the tactics of a given combat engagement.

    In tactical battles, each unit from the army is placed on their own tactical tile. A given unit may be made up of

    multiple individuals (such as companies, platoons, squads, etc.).

    By default, no more than 10 units may be part of a given army. However, players can increase this number by

    increasing their logistics ability.

    InitiativeA units combat speed is translated into initiative in tactical battles. The higher a units combat speed, the more

    action points it has available.

    Movement, attacking, casting a spell all take action points. When a unit runs out of action points, it can do no more

    in a turn.

    MoraleOn each side of the screen you will see the units in a given battle. Under each portrait is their current health barand either their mana bar (if they are Champions that have been imbued with essence) or their morale bar.

    The morale bar indicates how high their current morale is. If Morale is at 100%, the unit receives bonuses on their

    attack and defense rolls. If their morale is less than 50%, they receive penalties. If morale gets very low, the unit

    may panic and the player cannot control that unit until it recovers.

    Morale is affected by multiple variables such as:

    Combat Rating. A units morale is multiplied by the current combat rating ratio of the two forces. Unit Experience. Each level of experience a given unit has increases its starting morale by 10%. Turns. Each turn, both sides will lose morale. The attacker loses 2 points per turn, defender 1 point. Special Abilities. Some champions possess special abilities that improve the morale of soldiers in combat. Spells. Certain spells can improve (or harm) the morale of soldiers.

    EscapeIf a battle is going poorly, players may choose to have their champions try to escape. The edges of the map typically

    allow a player to escape from the field of battle. However, each unit that leaves has a significant negative effect on

    morale of the remaining units. Moreover, only champions (and sovereigns) may escape.

    Spell CastingIn combat, a spell caster has available to them their tactical combat spells. Once a caster runs out of mana, they

    cannot cast any more spells unless they have items that restore their mana.

    TerrainDifferent types of terrain or buildings can have an effect on offense and defense. Notably:

    Forests (50% defense bonus) Hills (25% attack bonus) Structures (100% defense bonus)

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    BUILDING A KINGDOM (OR EMPIRE)Much of the knowledge of the world perished in the cataclysm. We have recovered some of it and present what we

    have here for your use.

    Improvements for SettlementsSettlements can construct a variety of improvements to increase the capabilities of your kingdom or empire.

    Improvements typically require a certain technology as well as settlement level in order to be constructed.

    The higher the settlement level, the more powerful the improvement.

    There are 4 types of improvements:

    Unlimited ImprovementsThese are improvements that you can construct as many times as you wish in your settlement as long as you have

    the necessary resources. Examples include housing, studies, merchants, arcane labs and workshops.

    Normal ImprovementsThese are improvements that you can only construct one time in a particular settlement. Examples of these include

    schools, universities, markets, barracks, etc.

    Royal AchievementsRoyal Achievements can only be constructed once per faction.

    World AchievementsWorld Achievements are highly prized because they can only be constructed once in the entire world. Once

    constructed, no one else can build it and anyone in the process of building it has their construction project aborted.

    Spell BooksNearly all of the magical books of Elemental were originally authored by Ereog. Notably, the book of Life as well as

    the four Elemental spell books.

    There are two other authors of note, however. The Book of Death Magic was written by Moriah while the books of

    Summoning and Combat Magic were written by Hosten, Nemesis of the Gods.

    Most spell books must either be found in the world or researched by your sages before you can begin learning the spells

    within them.

    MAXIMIZING YOUR FUNCheck out the Elemental websites for the latest game information, mods, and more.

    Elemental Website:www.elementalgame.com

    http://www.elementalgame.com/http://www.elementalgame.com/http://www.elementalgame.com/http://www.elementalgame.com/
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    ELEMENTAL WALKTHRUWelcome to Elemental:War of Magic, a fantasy

    strategy game for the PC!

    Elemental is about you.

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    It turns out, you are a powerful Sorcerer. And the world needs you. Badly.

    About 160 years ago, there was a huge cataclysmic battle that nearly destroyed

    the world. It was so bad that it has been only in the past few years that people

    have become numerous enough to begin starting up settlements again.

    So the world is in pretty bad shape. How much

    of it you want to take on is up to you. You caneither begin your efforts in a place you alreadyknow or you can just randomly be transportedto begin your epic saga. But the world isnt avery pleasant place right now.

    During the past century though, the wildshave become populated by bandits, monsters,and other nasties that you will have to fight offas you try to reclaim the world in the name ofyour Kingdom or Empire.

    Speaking of which, you will need to decide

    which group of people you want to lead. Itturns out that very few people actually arecapable of using magic. A long time ago, agroup of evil magic users decided that onlythey should be able to use magic and took allthe worlds magic and stored them into a seriesof large crystals that themselves are really justpieces of an even larger crystal. These shardswill become crucial to your future. In themeantime, these people are looking to you forleadership since you happen to be able tochannel magic from these shards.

    The world is populated by 10 different groups

    of people.

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    And I use the term people loosely here.

    These people have loosely gravitatedtowards two ideologies.

    One ideology believes in the rule of law andthe importance of an orderly society. Theseare the Kingdoms. 5 different factions havechosen this ideology and all of them are thesame race men. However, if you ask them,theyll scoff at this. Theyll say there arehuge differences between Amarians andIroneers. Whatever.

    The other ideology believes that powercomes from the individual. That the worldhas become savage and to survive andprosper, the strongest and most fittest mustbe allowed to rise up to their potential.

    These are the Empires. And unlike theKingdoms which are all men, the Empiresare much more diverse.

    Each of the five factions of the Empires area different race.

    Now, not all these factions are equally

    capable. Some are challenging, some are

    normal, some are fools and some are doom

    givers. How you deal with this is up to you.

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    When you start out, you have nothing.

    Nothing.

    But youre not alone. Well, okay, yes,youre alone but you wont be alone forlong.

    The world is still littered with theflotsam and jetsam of ruinedcivilizations which you can scavengethings from. In addition, there aresome powerful people out therelooking to join a cause greater thanthemselves.

    The key, however, is making sure you

    find right locations for yoursettlements. The world isnt in anyshape to just build farms anywhere.Only tiny bits of land are arable.

    Once you found your Kingdom (orEmpire) you will want to set up abeacon, some sign to let people knowthat youre open for business. Getpeople to start coming out of the wildsto begin living a civilized existenceagain (and for some, the first time).

    As you venture out into the wilds, you

    will find that there are bits ofcivilization already out there. Theoccasional Inn or Hut may offer you achance for some adventure. These aregreat ways to find much neededequipment, knowledge, and otherrelics.

    Unfortunately, the wilds arentparticularly safe. Wandering alone (orletting your settlement go undefended)is dangerous.

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    For that reason, youll want to train some ofyour new citizens to defend the settlementand your territory in general.

    As your new Empire (or Kingdom) expands,youll discover that youre not the only onewho has ambitions. Soon you will have tocontend with them either peacefully or at thetip of a sword.

    Your strategy for victory? Thats up to you.Magical Spell knowledge is one path.Mundane conquest is another. Or perhaps youmay locate some ultimate magical weapon todominate all beings in the world. All I can sayis that your adventure is just beginning.

    Good luck!

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    APPENDIX A: HISTORICAL TIMELINEMillions of years agoElemental has blossomed into a lush, tropical world similar to Earth, at the time of the dinosaurs. There arethree large land masses, which men will come to call Anthys, Korrel, and Sylt.

    Anthys is by far the largest; roughly the size of the continental United States. It is bisected by the equator.

    Korrel is further to the north; it is on the opposite side of Elemental from Anthys. The southern portion of that

    continent is sub-tropical, similar to Anthys; the northern mostly rock. Sylt is far to the south; it has a polar

    climate.

    15-10,000 B.C. (Before Cataclysm)Intelligent life emerges on the planet, in the form of dragons. These creatures inhabit Anthys and the southern

    part of Korrel.

    They develop a civilization of sorts; not as men would recognize it, but they have clans, histories, etc. This

    information is passed down orally; dragons do not write. They have outstanding memories and live in peace. It

    is the noontide of the dragons.

    It is, relatively speaking, short-lived.

    8000 B.C.Men appear on the continent of Anthys. They begin to group and build civilizations, to transit from hunter-

    gatherers to farmers.

    7500 B.C.Emergence of the first cities. The myth of Tan-la-Ur, the man who could talk to Dragons. The Empire of Al-

    Ashteroth rises in the east. This is a bloodthirsty, warlike kingdom, in which magic is controlled by a select caste

    of warrior-priests. These priests lead their people into battle against the dragons, resulting in the extermination

    of those beasts from the world or so it is assumed.

    7000 B.C. /O O.R. (Old Reckoning; pre-cataclysm Calendar of Elemental)Al-Ashteroth falls into decline. The rise of the great-city states; Bantree, in the west; Malaya in the south, and

    Hallas, in the east (far to the north of Al-Ashteroth, at the point where the Gandru river flows into the Eastern

    Sea) arise. This is the noontide of the Magicians. Anthys is rich in magic and the rulers of this world master it,

    and use it to do great works.

    5012 B.C./1988 O.R.Events of the Book of the Magi in the Hiergamenon.

    The greatest of all these early sorcerers - Lord Ereog of Hallas, Lord Argynn of Malaya, and Breon, the Witch

    Queen of Nimmeria combine forces to cast the Spell of Making, thus creating the Forge of the Overlords, which

    allows the creation of magical objects.

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    The casting of this incredibly powerful spell, however, creates a ripple in space, one that shines like a beacon in

    the dark of the universe, and attracts the attention of the Arnor. The two factions of this race have continued

    their struggle over all the millennia since the shattering of the Telenanth; the shards of that crystal have in fact

    played a key role in that battle. Possession of one of these shards scattered throughout the known universe

    magnifies the abilities of the holder severalfold.

    4500 B.C.Discovery of the island continent of Sylt, thought to be legendary. And the rediscovery of dragons, thought to be

    extinct.

    3434 B.C./3566 O.R./O P.C. (Paridian Calendar)Pariden, one of the Elasnir, constructs a portal enabling him to travel between worlds. He arrives on Elemental,

    on the continent of Anthys, in the capital city of the great city-state Hallas, the site of the forge. His emergence

    from the portal seems to the people of Hallas like the descent of their gods to their world. Within the span of a

    few generations, it becomes an important chapter in the worlds cosmology.

    Within the span of a few years, ancient Hallas is renamed Pariden.

    3400-3000 B.C.Pariden and other Elasnir begin their exploration of Elemental, puzzled as to the source of the worlds magic.

    Meanwhile, on the Arnors own homeworld, the Drednir, learning of Paridens successful construction of the

    portal, intensify their struggle against the Elasnir, hoping to seize control of the gateway between worlds.

    3406 B.C./ 3988 O.R/ 428 P.C.Birth of Rox Janeel.

    2988 B.C./4012 O.R./446 P.C. (Paridean Calendar)Their powers augmented by a significant number of shards, the Drednir seize control of the portal. The first of

    them emerge in Elemental. Among their number are Curgen, KirTion, and the Lady Umber.

    Their arrival is also like a scene out of some cosmic mythos; a scene of terror, and slaughter. Hundreds of men

    perish; Pariden himself is killed as well. Realizing the source of the Drednirs strength, one of Paridens most

    trusted lieutenants the Elasnir Tandis leads a last desperate struggle against Curgen, hoping to gainpossession of some of those shards for himself. In this, he is only partly successful.

    He does, however, succeed in destroying the portal between worlds, preventing the arrival of further Drednir

    and in the process, stranding himself and his fellow immortals on Elemental forever.

    Rox Janeel of Pariden collects the stories of the Magi, which have been passed down orally over the Millenia,

    and those of the Titans, which he has lived through, into a single volume for the first time; this is the

    Hiergamenon.

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    2975 B.C.Curgen renames Pariden Imperium and begins to order affairs in the east to his liking.

    He sends Kir-Tion and Lady Umber to the jungles of Al-Ashteroth, seeking the source of the great magics once

    performed there by the warrior-priests of that ancient nation. Seeking control of the seemingly endless supply ofmagic in the world.

    Men are increasingly enslaved in this task.

    The immortals are now commonly referred to as titans. Curgen and the most powerful of his lieutenants are

    now called Dread Lords.

    2800 B.C.Among the hills and crags of the Spine of the Empire the mountain range that runs diagonally through the

    Eastern part of the continent resistance to the Dread Lord forms. The Free Cities of Valgona and Eldric are

    formed, and fall to Curgens armies. The resistance is driven (literally) underground, into the great tunnels that

    honeycomb the mountains; this underground world becomes known as Calebethon.

    2300 B.C.The Wrath of the Magicians.

    A great force of mortal men, led by the two surviving Elasnir Tandis, and Talax - arises to resist the

    increasing spread of Curgens Empire. At the Battle of Engars Steppe, in the heart of the continent, the Drednir

    and their army are halted in their tracks.

    An uneasy truce is reached. The known world the continent of Anthys - is split into two rival spheres of

    influence. Free men, in the west. Drednir, and their lackeys, in the East. The dividing line is the Capacean

    range, roughly in the middle of the continent.

    The next thousand years is a time of relative peace.

    In the west, new cities, new kingdoms, new sovereigns arise. Along the western coast, the city of Coriopolis

    becomes the crown jewel in the most powerful of all the nations of men, Athica. A council of merchant Lords rule

    Ruvenna, the trading capital of the western world, while in ancient Zabril, a council of sorcerers emerges as the

    ruling force.

    Tandis and the surviving Elasnir, fade from the sight of men.

    In the east, revolt is the order of the day. Curgens Empire splinters; both Kir-Tion and the Lady Umber break

    away from Imperium, and begin the construction of Empires of their own.

    The Lord Protectors Road (note name change) is constructed. It runs across the continent, from Coriopolis in the

    far west, along the Gandru River eastward to Capitar, and eventually through the Capacean range into the

    East, to Imperium itself. The road is sovereign territory, belonging to no nation. By mutual agreement between

    Curgen and Tandis and, it is hinted at, through the powers of magic - no one who travels it can be attacked.

    Curgen, however, is not satisfied with the status quo.

    1300 B.C.

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    The Titans wipe out the last of the Free Resistance in the underground city of Calebethon. In the deepest, most

    hidden recesses of these caverns, Curgen constructs a laboratory, and begins to experiment. First on animals,

    including Dragons taken from the Isle of Sylt, and then on men. He twists the very stuff of their bodies; he

    transforms them into hundreds of other kinds of creatures.

    Over the course of the next few centuries, in the hidden laboratory that will become known as Nitvaganesh, thevarious races that will become known as the Fallen are born.

    1200 B.C.Kir-Tion is not satisfied with the status quo either.

    Frustrated with resistance to his own empire by the mortals under his rule, jealous of Curgens continually

    growing might, he conceives of a way to seize control of the power contained in all the shards, no matter where

    they are located.

    Key to this plan is one particular Elasnir Tar-Thela, who has the unique ability to find the shards, and bind

    them to her in her mind.

    Kir-Tion attacks her without warning, and removes her memories. He sends her out into the world then to quest

    for the shards and gain their power for him.

    1000 B.C.Tar-Thelas quest ends in success, of a sort. Much of the magic of Elemental is indeed absorbed into the shards.

    But an unexpected result occurs: the shards, once filled with magic, become rooted to the world where they rest,

    unable to be moved.

    The race to control these shards begins.

    During the next two hundred years, war between the Dread Lords punctuated by scattered skirmishes

    between Curgens forces and those of the west is the order of the day.

    800 B.C.Lady Umber, whose seat of power is the city of Ythril, built on the ruins of the most powerful of all the ancient-

    sea faring kingdoms, Malaya, as his chief rival.

    In the west, the kingdoms of Men are dwindling in strength, as mortals born after the capture of magic possess

    no magic. Tandis the Arnor organizes his fellow Elasnir and men to resist the growing might of the east.

    730 B.C.In what had been the free city of Valgona, a boy named Hosten is born. He is the first Channeler the first

    mortal to sense and control any shard he has ever touched.

    730-630 B.C.Events from The Nemesis of the Gods.

    710-690 B.C.

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    Inspired and led by Hosten, who has grown into a man, a sorcerer supreme, more powerful than all but a

    handful of Arnor himself, the cities of the Imperial Spine revolt, and throw off the yoke of Empire.

    689 B.C.The revolt reaches Imperium itself; taken by surprise at its strength, the Dread Lord is forced to flee.

    Hosten marches into the City, and declares the age of the Titans has ended. He renames Imperium Pariden once

    more, and agrees to serve as First Councillor.

    686 B.C.Hostens son Morrigan is born. The proverbial bad seed; he inherits his father's ability, and a lust for power that

    cannot be quenched.

    684 B.C.Curgen and his followers led by Magnir - consolidate rule in territory south and west of Imperium.

    670 B.C.They discover a way to block Channelers from accessing the shards under their control by building a special type

    of construct.

    Curgen also discovers Tar-Thela, and decides to put her to use.

    669 B.C.The Emerald Queen, under Curgens control, enters Imperium in secret. She seduces Morrigan.

    Curgen assigns the Dread Knight, Magnar to build an army to reclaim Pariden.

    668 B.C.Magnar and an army of the Fallen march on Pariden; Morrigan betrays and murders his father. The city falls;

    Morrigan declares himself Emperor; Curgen is content to be the power beyond the throne.

    Pariden renamed Imperium once more.

    646 - 400 B.C.Morrigan's evil grows; he accesses the shards for ever darker, more twisted purposes. He appropriates Curgens

    laboratory for his own purposes; it is rumored that within the vast catacombs beneath the Spine of the Empire

    (henceforth commonly known as Morrigans Spine as well), all manner of experiments take place, and natureitself is twisted to the most foul of purposes - Morrigan's quest for eternal life.

    What is not commonly known; in the process of exploring the tunnels in and around NitVaganesh, Morrigan

    has come across a thing thought lost long, long ago. The Bane of the Drednir. Recognizing its importance, he

    constructs a chamber to hide it from Curgen, and the other Arnor.

    375 B.C.

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    Resistance to Morrigan and his creatures grows; formation of the Azure Knights, a secret organization composed

    of warriors, channelers, and their relatives, all assembled under the aegis of Tandis, who has infiltrated the

    East, after having heard ever so faintly, almost subliminally - the song of the Bane.

    350 B.C.Morrigans quest for immortality fails; he dies.

    Curgen ascends the throne once more.

    300-200 B.C.Throughout the East, the Fallen, who have become powerful in their own right, begin to challenge Magnar and

    Curgen.

    The Lady Umber co-opts some of these forces; she begins to gather them to her side. Her goal soon becomes

    clear; she seeks to succeed where Kir-Tion failed centuries earlier. She desires to control the shards of the

    Telenanth all of them for her own purposes.

    200-50 B.C.The Umbran Wars.

    Lady Umber consolidates her power and territory, allowing the Fallen under her command to raise armies of

    their own, to shape alliances in a gradually tightening arc around Imperium and its territories.

    98 B.C.The Free Cities of the North rebel once more; a distant relative of Hostens, Amarian I, Amarian the Warrior,

    emerges as their leader.

    15 B.C.Within the city of Imperium, Curgen, his own influence and abilities waning, begins a project of his own. His

    plan: re-open the long-shuttered portal to the world of the Arnor. He seeks fresh allies; others of the Drednir

    faction. It will be a difficult task, taking generations to complete. More than time is required, however. Blood is a

    necessary ingredient; the stuff of Elemental itself. Thousands of men must be sacrificed for him to realize his

    dream.

    10 B.C.Tandis learns of Curgens plan. Unable to locate the Bane, he returns to the West, and begins assembling an

    army to confront the Dread Lord. Among his allies: Tar-Thela, the Emerald Sorceress, who he has helped escapeCurgens clutches.

    The stakes are nothing less than the survival of Elemental itself; Tandis fears that the energies Curgen is

    gathering will result not just in the opening of the portal, but a cataclysm of epic proportions.

    3 B.C.The great army of the west five hundred thousand men strong begins its march towards Imperium.

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    2 B.C.Tandis attempts to convince the Lady Umber to allow them free passage across her territories; to persuade her

    that the threat Curgen poses is worth a temporary alliance between them. She suggests a private meeting

    between the two of them, near the city of Gemend.

    Tar-Thela tries to dissuade Tandis from going; she is convinced the meeting is a trap. Tandis brushes asides her

    concerns.

    But Tar-Thela is right. The meeting is a trap; an epic confrontation between the Arnor ensues. It ends with the

    Lady Umber dead, and with Tandis vanished, apparently killed as well.

    Without his unifying presence, the great army of men breaks apart. Fully half those present turn back for home.

    Some engage the great host of Fallen Lady Umber had assembled; the fighting rages all through the summer

    and fall.

    1 B.C.With the coming of winter, Tar-Thela brokers a peace with the Lady Umbers forces. They join, and together

    start the march eastward again, towards Imperium, intending to thwart Curgens plan.

    0 B.C.Under the command of Amarian III, the Free Armies of the North join forces with Tar-Thela and Lady Umbers

    Fallen.

    It is an epic battle, involving the release of energies magical and mortal on a scale unseen in the planets history.

    It is also, if you will, an alarm of sorts.

    Deep within the planet, the energies of the dark Mithrilar are awakened by this release of power.

    This is not just a massive explosion, though it is that of course - Tar-Thela is slain. Curgen is slain, Talax is

    driven mad it is an extinction-level event.

    Cities, civilizations worldwide are laid waste. Ninety percent of all life is lost. All that survives of the continent

    of Korrel is a chain of islands. Sylt is reduced to a third of its former size. Anthys splits along the Capacean

    range, rendering the divide between east and west permanent.

    Mountains become volcanoes; the sky darkens; the sun disappears. Wildlife, forests, jungles, farmland turn from

    green to gray. Life all but vanishes from the continent. Without food, people begin to starve. Within a span of

    weeks, civilization itself has broken down entirely.

    In the west, the great Athican empire crumbles. The streets of Coriopolis run red with blood from rioting, and

    blue with sea-water as aftershocks from the Cataclysm swallow the city near-entire. In the south, the great

    temple-complexes of Zabril crumble.

    In the east, the devastation both natural and self-inflicted - is even worse. With their Titan masters gone, the

    Fallen turn on each other. Wholesale slaughter ensues; in the chaos, the remnants of the vast host which

    attacked Imperium set out for the Western Continent, and a chance at new life. Among their number; Amarian

    the III, as well as his daughter and heir, eight-year old Procipinee, who is herself revealed now as a channeler of

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    uncommon power. Mere days into their journey soon to be known as the Eternal March they are forced

    underground, into Calebethon, where they are forced to confront horrors near-unimaginable.

    5 A.C.In the devastated interior of the Western continent, great caravans of roving barbarians arise to plunder theremnants of civilization. In response, Walderon, the Duke of Ruvenna, last of the great merchant-Lords of

    Serrane, hires a group of mercenary soldiers to help defend his city.

    8 A.C.Amarian III perishes at the Henge. The Kings life and death - is chronicled in detail by Ezmir the Scribe in

    the account he has been keeping of the Eternal March; it will become an important chapter in the Third Book of

    the Hiergamenon.

    19 A.C.The survivors of the Eternal March at last reach the Western Coast, and the remnants of Coriopolis. A split

    arises in their ranks; some wish to rebuild Athicas former capital; others, led by Procipinee, want to start anew

    entirely. The company parts; two months, and some two hundred miles to the north later, at a pristine,

    miraculously undamaged piece of coastline in the shadow of the Lesser Skarps, Procipinee founds the city of

    New Pariden, and declares herself Queen.

    Within the span of a decade, thousands of survivors have joined her.

    21 A.C.Walderon orders the capture and training of slaves to supplement his army of mercenaries.

    26 A.C.Reestablishment of law in the city of Tan-takreet, at the northwest tip of Lake Zabril. The Drota savage

    natives of the surrounding jungles are driven out by forces led by members of the Miners Guild.

    29 A.C.Birth of Rand Markinn.

    30 A.C.The country of New Pariden formally established.

    34 A.C.Ezmir the Scribe founds the library at New Pariden; it contains a collection of rare manuscripts and artifacts

    brought on the Eternal March from the East, including items dating back to the days of the Empire of Hallas.

    37 A.C.

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    The founding of the port city of Calder. Over the next few years, the citys population explodes, fueled largely by

    trade from Ruvenna.

    40 A.C.Death of Ezmir the Scribe.

    Walderons armies seize control of Calder.

    48 A.C.The miners guild extends their control to cities south along the shore of Lake Zabril.

    49 A.C.Birth of Magesta, daughter of Queen Procipinee.

    52 A.C.Death of Walderon; his son, Walderon II, becomes Duke of Ruvenna.

    70 A.C.In Calder, the first Freedom Games are held. The competitors are slaves gathered from every corner of

    Ruvennas growing trade empire; they compete against each other for a chance to win their freedom, providing,

    in the process, entertainment for the increasingly jaded nobility.

    80 A.C.The great Arena is built in Calder to house the games, which are now conducted four times a year, to massive

    audiences.

    96 A.C.The Century, captained by Rand Markinn of the Miners Guild a name that by now is a misnomer, as the guild

    encompasses not just miners but traders and merchants as well reach the ruins of the city of Zad-Zabril, at the

    southern tip of lake Zabril. There, they come across a scene out of nightmare. Hundreds of skeletons scattered

    across the city plazas; buildings stained with blood and gore nearly a century old. There is death-magic at work

    here; the new arrivals are split as to whether to turn back or continue south. Eventually at Markinns urging

    they continue on.

    104 A.C.Markinns ship the Century returns to Tan-takreet, laden with spices and exotic goods from the interior of

    the great jungles south of Lake Zabril. Markinn returns a changed man; along with him, he brings a channeler

    a woman called Sanjo who is not only his lover, but his constant companion. Within the year, he has built

    himself a great estate on the outskirts of Tan-takreet. His wealth grows a dozen fold, as rivals to his interests

    either cede advantage to him or disappear or die mysteriously.

    110 A.C.

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    The leaders of Calder meet with Walderon III; they agree to a power-sharing arrangement, a revival of the

    Council of Lords that once ruled the traders of the Serrane Empire.

    121 A.C.Markinn establishes the republic of Gilden; to most observers, the newly-styled `Lord Markinn seems to haveabsolute power over his countrys doings.

    Rumors begin to spread that Markinn has made alliance with the forces of death-magic and that Sanjo is not

    only the true power behind Lord Markinns newly acquired wealth and might, but the personification of those

    forces.

    122 A.C.Birth of Relias.

    128 A.C.Irane, Tarths daughter, is born in Ruvenna. Menissa, Tarths wife, dies in childbirth.

    136 A.C.General Carrodus, commander of the Ruvennan Armies, seizes power from the Council of Lords. He names his

    new country Capitar.

    One of his officers a brilliant strategist, an equally adept swordsman is a man named Tarth.

    141 A.C.Carrodus expands the boundaries of his Empire, by enslaving more and more of the local populace. Tarth refuses

    to enforce the Generals slavery or slaughter edict in the foothills to the south of the Gandru river; for hisdisobedience, he is made a slave himself.

    145 A.C.Lord Markinn announces his intention to dredge the Sulassi River, opening up a path for goods produced by the

    Miners Guild to reach the ancient port of Bantree, and the sea beyond.

    146 A.C.The great rebellion; slaves led by Tarth rise up against their masters. The war lasts two long, bloody years: at

    the end of it, the slaves are granted their freedom, and territory south of the Gandru river to make their homes

    in. Worthless swamp, in the eyes of most, though events will prove those who believe that wrong.

    148 A.C.Death of Tarth. Irane, his daughter, seizes power. She is a masterful warrior; she is also a tactless, heartless

    ruler, who will come to be as despised by her people as her father was lionized.

    150 A.C.

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    Reliass expedition to the East.

    157 A.C.Relias learns that the heirs of the Dread have consolidated power and begun to build new empires. Kraxis, the

    lone bastion of men in the East has allied itself with the Fallen Empire of Magnar.

    Relias escapes from the East.

    158 A.C.The War of Magic begins.

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    TECHNICAL SUPPORTEMAIL: [email protected]

    FORUMS: forums.elementalgame.com

    WEBSITE: ElementalGame.com

    Common Problem Help Graphics. MAKE SURE YOUR VIDEO DRIVERS ARE UP-TO-DATE. If your video drivers are more than two years

    old, you will almost certainly have trouble running this game. If you encounter poor performance or crashing, try

    turning down the in-game video options. Turning off anti-aliasing and reducing screen resolution can both help with

    performance. Stability problems can best be solved by turning down the texture quality.

    Get the latest version. Stardock is always developing new versions of its games. Make sure you have the latestversion.

    MEMORY. Elemental is a memory intensive game. Because of the design of Microsoft Windows (including Windows7 64-bit), 32-bit programs only have access to 2 GIGABYTES of memory (no matter how much memory you have).

    As a result, there are cases where the game can run out of memory. This will be an ongoing challenge to provide

    you with the best possible game without compromise while at the same time ensuring maximum fidelity during

    gameplay. We are working on a 64-bit edition of the game which will move beyond this.

    If you find yourself running out of memory, try increasing the threshold of when the map moves to cloth map mode.

    The more objects on the screen, the more memory Windows needs to reserve for the game.

    mailto:[email protected]:[email protected]:[email protected]
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    KEYBOARD SHORTCUTSKEY FUNCTION

    A (when unit selected) Attack

    B (when sovereign selected) Found KingdomB (when city selected) Construction Mode

    C Center on Selected Unit/City

    D Details on Selected Unit/City

    F Fortify Unit

    S Unit Shop

    T (when city selected) Train Units

    U Toggle Overlay

    V Vacate City of All Units

    X (when city selected) Raze City

    1 Isometric View

    2 Close Up View

    3 Elevated View4 Cloth Map

    5 Close, Isometric View

    Delete Decommission Unit

    Enter or Space End Turn

    Esc Exit Current Mode/Bring up Options

    Tab Cycle Through Units/Cities

    Prt Scr Take Screenshot

    Ctrl G Toggle Grid

    Ctrl S QuickSave

    Shift S Select Sovereign

    + Zoom In

    - Zoom OutUp or Num 8 Move Up

    Down or Num 2 Move Down

    Left or Num 4 Move Left

    Right or Num 6 Move Right

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    LICENSEIMPORTANT: Read this before using your copy of Stardock Entertainment, Inc.s Elemental: War of Magic.END-USER LICENSE AGREEMENT FOR ELEMENTAL: WAR OF MAGIC IMPORTANTREAD CAREFULLY:This End-User License Agreement (Agreement) is a legal contract between you (either an individual or a single businessentity) and Stardock Entertainment, Inc. (Stardock), a subsidiary of Stardock Corporation, for the Elemental: War of Magicsoftware product, which includes computer software (in object code format only) and, as applicable, associated media, printedmaterials, and online or electronic documentation (collectively hereinafter Elemental and/or Software).

    BY INSTALLING, COPYING, OR OTHERWISE USING THE SOFTWARE, YOU AGREE TO BE BOUND BY THE TERMSOF THIS AGREEMENT, INCLUDING THE WARRANTY DISCLAIMERS, LIMITATIONS OF LIABILITY ANDTERMINATION PROVISIONS BELOW. IF YOU DO NOT AGREE TO THE TERMS OF THIS AGREEMENT, DO NOTINSTALL OR USE THE SOFTWARE, AND EXIT NOW.

    LICENSE TERMSFollowing acceptance of this Agreement, you may install and use one (1) registered copy of the Software for your ownpersonal, individual use, subject to the terms and conditions set forth in this Agreement.

    Use on a Personal Computer. 1. You may: a. Install and use a single registered copy of the Software on one hard disk or otherstorage device for one personal computer, and you may access and use the Software at that location so long as only one copyof the Software is in operation. b. Install and use a second copy of the Software for your exclusive use, and as the primaryuser, on a backup or portable computer, so long as each registered copy of the Software is used on only one computer at atime. However, you may only install a second copy of the Software on a second computer only if you are the main andprimary user of this computer (e.g., a second home computer or laptop) and the Software installed on the second computer islinked to your Impulse account. c. Install and use a copy of the Software on a new primary computer or replacement primarycomputer only if you change or replace your primary personal computer and uninstall the Software on your old primarycomputer. d. Install and use the Software on a network only if you have legally acquired a separate license for eachworkstation on the network. The number of users on the network must not exceed the number of licenses for the Softwareyou have legally acquired. e. Make a single backup copy of the Software for archival purposes only.

    2. You may not:

    a. Copy and distribute the Software or any portion of it except as expressly provided in this Agreement.

    b. Sublicense, rent, lease, transfer or assign your personal serial number or registration key.

    c. Sublicense, rent, lease, sell or resell the Software or any portion of it.

    d. Decompile, disassemble, reverse engineer or modify the Software or any portion of it, or make any attempt to bypass,

    unlock, or disable any digital rights management, protective or initialization system on the Software.

    e. Copy any documentation accompanying, included within, or which is a part of the Software.

    f. Upload or transmit the Software, or any portion thereof, to any electronic bulletin board, network, or other type of multi-

    use computer or online system regardless of purpose.

    g. Include the Software in any commercial products intended for manufacture, distribution, or sale.

    By accepting this agreement, you acknowledge that Stardock may provide additional content, from time to time, in the formof updates, bug fixes, or other downloads. To obtain such content, you agree that you have an Internet connection sufficientto download large files. You agree that you will register your game with, and download through, Impulse (downloaded at:www.ImpulseDriven.com) to acquire such content. Stardock makes no claims to the amount or frequency of the content thatmay or may not be made available. Any such content will be deemed as part of this contract and will be governed as such.

    OTHER LIMITATIONSStardock and/or its agents may provide you with technical support services related to the Software (Support Services). Useof Support Services is governed by Stardock policies and programs described in the user manual, in online documentation,and/or in other Stardock-provided materials. With respect to technical information you provide to Stardock or its agents aspart of the registration of your license to the Software or in connection with the Support Services, Stardock and its agentsmay use such information for its business purposes, including, without limitation, for product support and development.

    Without prejudice to any other rights, Stardock may terminate Support Services if you fail to comply with the terms andconditions of this Agreement or if you violate any of the Terms of Service for Stardocks Online Community or for theStardock Store.

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    PROPRIETARY RIGHTSCopyright. All title, copyrights, and other intellectual property rights in and to the Software (including, without limitation,any images, photographs, animations, video, audio, music, text, and applets incorporated into the Software), theaccompanying media and printed materials, and any copies of the Software are owned by Stardock or its licensors. TheSoftware is protected by U.S. and international copyright laws and treaties. Therefore, you must treat the Software like anyother copyrighted material, subject to the provisions of this Agreement.

    U.S. Government Restricted Rights. The Software and documentation are provided with RESTRICTED RIGHTS. Use,duplication, or disclosure by the Government is subject to restrictions as set forth in subparagraph (c)(1)(ii) of the Rights inTechnical Data and Computer Software clause at DFARS 252.227- 7013 or subparagraphs (c)(1) and (2) of the CommercialComputer Software -- Restricted Rights at 48 C.F.R. 52.227-19, as applicable. Manufacturer for such purpose is StardockCorporation, 15090 Beck Road, Plymouth, MI 48170.

    Submissions. Should you decide to transmit to Stardocks website by any means or by any media any materials or otherinformation Content (including, without limitation, ideas, concepts or techniques for new or improved services andproducts), whether as information, feedback, data, questions, comments, suggestions or the like, you agree such submissionsare unrestricted and shall be deemed non-confidential and you automatically grant Stardock and its assigns a nonexclusive,royalty-free, worldwide, perpetual, irrevocable license, with the right to sublicense, to use, copy, transmit, distribute, createderivative works of, display and perform the same. All Content uploaded must be original material created by you. Byuploading any Content, contributors are automatically assumed to be the creator and owner of the Content. You may notupload Content created by another person or taken from another source such as another website, etc, without expresswritten permission from copyright owner. Copyright violation could result in account cancellation and in possible criminalprosecution.

    By uploading content, you agree to accept the responsibility of supporting your upload. Under no circumstances shallStardock be responsible for the support of your upload, nor will Stardock provide support for any upload not produceddirectly by Stardock.

    If you upload malicious, inappropriate material repeatedly, your account will be cancelled without notice. By uploading youalso acknowledge that the site administrators reserve the right to reject any of your uploads at any time if they feel that theyare inappropriate for the site in any way. Stardock reserves the right to reject submissions for quality, completeness or otherreasons deemed by the moderators.

    DISCLAIMER OF WARRANTYTHIS SOFTWARE AND THE ACCOMPANYING FILES AND CONTENT ARE PROVIDED AS IS. STARDOCK AND ITS

    PARENT, AFFILIATES, AGENTS AND SUPPLIERS DO NOT AND CANNOT WARRANT THE PERFORMANCE ORRESULTS YOU MAY OBTAIN BY USING THE SOFTWARE OR SUCH FILES OR CONTENT. STARDOCK AND ITSPARENT, AFFILIATES, AGENTS AND SUPPLIERS MAKE NO WARRANTIES, EXPRESS OR IMPLIED, AS TO TITLEOR INFRINGEMENT OF THIRD-PARTY RIGHTS, MERCHANTABILITY OR FITNESS FOR ANY PARTICULARPURPOSE WITH RESPECT TO THE SOFTWARE, AND ALL IMPLIED WARRANTIES ARE HEREBY DISCLAIMED.BECAUSE SOME STATES OR JURISDICTIONS DO NOT ALLOW THE EXCLUSION OR THE LIMITATION OFIMPLIED WARRANTIES, IN SUCH STATES OR JURISDICTIONS, SOME OF THE DISCLAIMERS MAY NOT APPLY TO

    YOU.

    LIMITATION OF LIABILLITYYOU ASSUME ALL RISKS ASSOCIATED WITH USING THE SOFTWARE. ANY LIABILITY OF STARDOCK FOR A

    DEFECTIVE COPY OF THE SOFTWARE WILL BE LIMITED EXCLUSIVELY TO REPLACEMENT OF YOUR COPY OF

    THE SOFTWARE WITH ANOTHER COPY. IN NO EVENT SHALL STARDOCK, ITS PARENT OR AFFILIATES, OR ANY

    OF THEIR SHAREHOLDERS, DIRECTORS, OFFICERS, EMPLOYEES, AGENTS, CONTRACTORS, OR LICENSORS BE

    LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, PUNITIVE, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL

    DAMAGES WHATSOEVER ARISING FROM A BREACH OF THIS AGREEMENT OR IN ANY WAY RELATED TO YOUR

    USE OF THE SOFTWARE, INCLUDING, BUT NOT LIMITED TO, ANY ERRORS OR OMISSIONS, EVEN IF ADVISED

    OF THEIR POSSIBILITY. BECAUSE SOME STATES OR JURISDICTIONS DO NOT ALLOW THE EXCLUSION OR THE

    LIMITATION OF LIABILITY FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES, IN SUCH STATES OR

    JURISDICTIONS, STARDOCKS LIABILITY SHALL BE LIMITED TO THE EXTENT PERMITTED BY LAW.

    GOVERNING LAWThis Agreement shall be governed by and construed in accordance with the laws of the State of Michigan, USA. This

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    Agreement constitutes the entire and integrated agreement and understanding between you and Stardock with respect tothe subject matter hereof. There are no other oral or written agreements, understanding, statements or representations withrespect to the Software or the subject matter hereof, unless expressly referenced in writing elsewhere in this Agreement. Theterm of this Agreement shall be perpetual, until properly terminated. You may terminate the license granted by this

    Agreement at any time by permanently uninstalling and removing the Software from each of your authorized personalcomputers and destroying all copies of the Software and its supporting documentation and content.

    CONTACT INFORMATION AND NOTICESIn the event that you need to contact Stardock, please refer to the http://www.Stardock.com website for up to date contactinformation. Written correspondence intended for postal delivery to Stardock may be mailed to Stardock as follows: c/oStardock Corporation, 15090 N. Beck Rd., Plymouth, MI 48170.

    Elemental: War of Magic is a trademark of Stardock Corporation and licensed to Stardock Entertainment, Inc.

    Stardock is a registered trademark of Stardock Corporation.

    Stardock Entertainment, Inc. 2010. All rights reserved.

    Privacy Policy: http://www.ElementalGame.com/Privacy