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= = = = = Part One: Faction Leaders = = = = =
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General
-- Note that each Faction Leader has a unique gameplay style and a tech tree that differs from their vanilla AoW III counterparts. While the leader classes share a lot of overlap with their original counterparts, you may be surprised to learn that certain abilities/units may not available for that leader (such as Exalted for the Theocrat Leader, or Eldritch Horrors as a Sorcerer). // On the flipside, you may also have tech that is not usually available for you (such as Thoroughbred Mounts [Warlord] and Side Arms [Dreadnaught] for the Sorcerer leader).
-- Also, there is no Allied Victory in Emrilla. If you want to "win" the scenario and see that character's epilogue, you will have to be the last one standing. // EDIT: Actually, it is possible for an Allied Victory, but it needs to be toggled on in the options before the game's start. It is disabled by default.
-- Settlers can only rebuild on razed cities instead of settling anywhere. Please keep this in mind!
-- If one goes to Junkersdorf, upon clearing out a Boneyard you may be given Necromancer spells/tech as rewards. If you take these "rewards," you will become a Necromancer yourself in terms of city management, meaning "Ghoul Cities" with all their pros and cons. Depending on playstyle, this may or may not be desirable, so be wary of gazing into the Abyss!
* * * * * * * * * *
Elizabeth Windborn
-- One of the "recommended starters," Elizabeth has immediate access to powerful spells (and she gets Storm Magic at the start), Elemental summons, and powerful Cavalry (Throughbred Mounts and Side Arms). She probably has the most freedom to do whatever early-game, so playthroughs as Elizabeth can vary a lot. Oh, and she had an ally in Ogrus Hammerstorm as well, which is the only guaranteed alliance in this scenario.
-- Of note, she does not have access to Node Serpents or Eldritch Horrors, although her Elementals more than make up for it. (Also, if one manages to learn to summon Dread Reapers, they end up becoming the late-game summon of choice anyway for all leaders.)
-- Elizabeth also has unique mercenaries near her Throne City which scale at Champion, making them valuable units to level if one wants to invest in them. The unique Knights are nearby, with unique Elementals being a bit to the east.
= = = = = Tips = = = = =
-- Expand eastward and liberate those nearby settlements! Avoid going north to Four Winds until you are ready for a fight, and them remember to delve into the nearby cave near Golan's Harbor to stop the Bandit spawns.
=== Alternatively, you can look towards the sea and expand west to the Merfolk Dwellings. If doing this early, just ignore the Mermen Queen/Lord "quest" and capture their stuff as normal. Just be prepared to defend these dwellings from hostile spawns and Zarizissh from the west!
-- Fighting manually may be wise to take full advantage of Elizabeth's starting spells such as Stoning and Disintegrate. Later on, once researched, Chain Lightning and Chaos Rift can also be used.
* * * * * * * * * *
Zarizissh - Blessed by Fire
-- Another "recommended starter," although the very early game (turns 1-10) can turn into a restart if you end up losing your Settlers. However, once you rebuild the razed settlements in the Promised Land and obtain Dragon Manifestations, the world is yours to cleanse in righteous fire.
-- Despite being a Theocrat, Zarizissh does not get Exalted or the Shrine of Smiting. However, it is still possible to level a Martyr into an Exalted if desired. This should not be a concern though as Dragon Manifestations more than make up for it (and Draconians naturally get flying units anyways).
-- Zarizissh is in a unique position where she is at war with everyone, period. While this may seem daunting, Zarizissh is also one of the strongest leaders in the game who is consistent throughout. (Only the Warlords Sedna and Arshack rival Zarizissh's power late-game, and that is due to their Global Assault spell.)
= = = = = Tips = = = = =
-- Take good care of your Dragon Manifestation units as they are the some of the most powerful units in the entire game. They are only given out at set intervals and have a limit, so once they are gone, that's it.
-- As time passes, you will get some Spy Teams at various locations. While they are somewhat fragile, they can still backdoor some undefended cities and if they managed to group up, even take out a more fortified one. // Just know that these guys are practically expendable, so use them as such.
-- Your first target of conquest should be the Immortal Realms and fighting Lissandra, which is to your south. Zarizissh can approach by sea through the ruins of Seagate, or through the lava tunnels underground. Burn the forests and claim the surface and underground for yourself for a massive resource boost with settlements that are difficult for others to take.
-- As Zarizissh, you may want to avoid visiting shrines and runestones as your units are Devout and they will suffer a -400 Happiness penalty for visiting them.
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Lissandra - The Huntress
-- Do you like turtling and taking it slow while the world outside burns? If so, then Lissandra is the leader for you! Lissandra is unique in that she is the most detached from the outside world and spends most of the early-game simply cleaning up the Elvish Isle of "Independent" threats ("early-game" is in Elvish terms - in my run I didn't leave the Isle until turn 88).
-- However, this "easy starting location" comes with a cost - happiness penalties. As Lissandra cleans up the isle, including the "Dark Elves" underground, the Elves will become more and more depressed at the state of affairs. Despite Lissandra's efforts, you will always end up with negative Happiness, even if you complete the Heptatopia Empire Quest for +100 Happiness.
=== There are also alignment shifts that occur as well due to Lissandra's actions, which also don't help with the general unrest and negative Happiness.
-- Despite being an Arch Druid, Lissandra does not get access to Horned God unit or the Wild Hunt spell. You do get a bunch of defensive city enchantments and the ability to summon Feathered Serpents though!
-- If this doesn't deter you, then play as Lissandra! She also have the potential to become one of the most powerful leaders (due to Arch Druid's Regrowth and some unique equipment synergies).
=== As an aside, there is no choice in the Elven Civil War. Even if you ignore the Dark Elves, Zarizissh may end up sneaking through the lava tunnels and cleanse them in flames instead, meaning you suffer the happiness penalties regardless. (You will also want their cities and treasure sites, they have amazing loot!)
= = = = = Tips = = = = =
-- Manual combat is heavily advised early-game to make use of Lissandra's Regrowth as well as her +15 Damage to monsters due to her special quiver item. Don't be afraid to take it slow and just chip away at the enemy's defenses from afar instead of just charging in.
-- Try to charm/convert/seduce Tyra the Tratior, the unique Elf Necromancer in the Underground. Not only you gain a powerful unique hero, but you won't suffer happiness penalties for killing her... The Silkflower Bard Mercenaries are a good candiate for this task.
-- Lissandra is easily one of the best canditates for Necromancy as Ghoul Cities (and Ghoul Units) care not for Happiness or their penalties. While it may not necessarily fit her "good alignment" character, it may work wonders for her gameplay-wise. Also, it helps that Junkersdorf is just next door to the immediate east.
* * * * * * * * * *
Ogrus Hammerstorm
-- So, you like the freedom of Elizabeth but also like to turtle like Lissandra. Toss in some digging action and Ogrus is your Dwarf! Ogrus starts off with three cities, two in the underground and one on the surface, but they are separated. Oh, and you have an ally in Elizabeth, which can help (or hinder) your surface efforts near Lothar's Gift.
=== Ogrus also gets access to two unique units which I simply call the "Super Cannon." They are basically turrets and can't really move, but can annihilate almost anything they aim at (or be used as a "Super Bomb" due to its death explosion).
-- The downside? Happiness penalties and high initial upkeep! For the freedom of operating out of Lothar's Gift and the relatively protected area of the Dwarven Mining Guild, Ogrus has to climb out of negative happiness because the guild has fallen on hard times. Luckily, unlike Lissandra, Ogrus can eventually get to positive happiness if he focuses on mining operations and his "personal questline" in the underground.
=== The high upkeep can also be an issue, so "decommissioning" the Super Cannons may be valuable since they are Tier IV and cost 32 gold each. Alternatively, try to find something your starting forces can do so they pay for themselves.
-- Ogrus plays similarly to vanilla AoW III Dreadnaughts as he still has access to all his machines of war, but also receives the Emrilla augmentations with additional spells and abilities. All you have to do is just manage the initial unhappiness, and lead the Guild to glory and riches!
= = = = = Tips = = = = =
-- Depending on the focus, it may be wise to move the Throne City from Lothar's Gift (the surface city) to one of the underground ones. This way, should Ogrus fall, he is closer to his main empire. (Alternatively, Lothar's Gift may fall since it is isolated and far away.)
-- It's typically easier to just focus on the underground and just go on defense for the lone surface city, although if you are feeling ambitious Lothar's Gift can attempt to expand and claim resources while Ogrus manages the underground mining guild.
-- Take care when tunneling. While it will help a lot, you don't want to accidentally tunnel into a hostile area and start dealing with hostile spawns before you are ready.
-- If you want to speedrun, it is possible to take out Arshack early using the "Super Cannon Bomb." Escort the cannon to the surface all the way to Arshack, and try to send in the cannon alone against him (you may have to use a sacrificial unit to initiate combat). Once Arshack is blown to smithereens, enjoy liberating Lotharsburg and the surrounding area to get more resources and establish a foothold on the surface!
-- Do you like conquest? Do you like annihilating everyone and everything standing in your way? Do you enjoy having a rampaging leader who can solo most enemies while the Great Orcish Hordes are behind him cleaning up the scraps? If so, Arshack is the leader of choice!
-- The thing is though, once you start on the path of the conqueror, you cannot stop. Having a lull in combat makes the Orcs unhappy, so one must continue fighting at all times to keep the bloodlust satisfied.
=== Also, Arshack himself is rather slow, having only 28 Move (technically 14 base, with +14 from his mount). He also cannot respawn after death, so once he dies, that's it, game over.
-- Arshack has the core Warlord units and abilities, but is augmented from additional unit spawns from bloody conquests as well as Arshack being the strongest leader in terms of raw stats. Just play as a ruthless conqueror, as Emrilla is ripe for the taking.
= = = = = Tips = = = = =
-- Every so often you will receive additional forces at your starting position as the Orcs hear of your grand conquests. Use them well!
-- If attacking Ogrus early at his underground mining operations, try to isolate the Super Cannons so you don't have to sacrifice many units to destroy them (as when they are destroyed, they have a map-wide explosion that kills practically everything). Alternatively, just try to avoid them.
-- If you feel confident in your abilities and want to speedrun, rush Arshack to the Rift (upper right, "endgame area") to claim the Boots item. This will grant him +20 Move, pushing Arshack from 28 Move to 48. Now unshackled, Arshack can rampage across the map alone and barely anything will be able to stop him.
* * * * * * * * * *
Gryx - The Crippled
-- For those who desire the slow and steady approach of an evil mastermind, fielding a mix of random Goblin spawns and powerful "Experiments" that scale at Champion rank, Gryx is for you!
-- The cost of this is a slow early-game and the fact Gryx himself is basically a non-combatant. Yes, your leader is worthless in combat, so let him stay home and play with concoctions while the others actually do the fighting.
-- Gryx does not have some staple Rogue tech such as Grimbeak Crows, Shadow Stalkers, Iron Grip and Dark Pact. The experimental units and some regular unit spawns make up for this, although they are not consistent or are "on demand" as regular unit production or spellcasting would be.
= = = = = Tips = = = = =
-- You may want to get a Theocrat hero to get Divine Justicars as soon as possible so you lessen the risk of losing your precious "Experimental Units."
-- There is a ruined settlement just outside your "land cave exit," which is perfect for founding a city. Remember, while you can't settle anywhere, you can rebuild ruined settlements. These ruins are great for getting an early foothold on the surface (and to obtain much needed resources).
* * * * * * * * * *
Sedna - Chosen of the Tribes
-- Sedna is a Warlord who start off with some unique heroes, 2 cities, 3 vassals, but they do not have access to boats. In addition, she swaps being at peace and at war on a whim, so one must may attention to the blood haze once it takes control of Sedna and her people. If this unique style of play interests you, try out Sedna!
-- Sedna does not have access to Authority of the Sword or War Effort despite being a Warlord. Otherwise, besides the inability to use ships and the blood haze effect, Sedna plays rather similarly to vanilla AoW III. Make good use of your starting heroes and territories to get ahead of other players!
= = = = = Tips = = = = =
-- You may want to head west and liberate Junkersdorf from the undead as soon as possible, as there is a lot of Undead spawners there and Sedna is their closest target. Alternatively, just make sure your western defenses are solid as you explore elsewhere on the map!
-- Make good use of being at peace with your opponents. Once you have established yourself enough, send "escorts" to find their leaders and Throne Cities, and then immediately take them over once the Blood Haze hits. You can easily wipe out enemy leaders this way without the usual fighting through their territories. (Zarizissh, Lissandra, and Bericlar are the exceptions to this.)
-- As the game progresses, a plague will begin to affect your desert cities. Progress Sedna's storyline some more to find a cure.
-- If you want to cross water, you will have to use flying/floating units. Manticores are the unit of choice for the Warlord, so the main difficulty will be finding ways to get your heroes to travel with.
=== If you want to cross water to get some early-game treasures, build Scouts as they can swim and have no need for boats.
* * * * * * * * * *
Bericlar - The Outcast
-- The lone exile who is a master of magic. There is no empire. There is no army. There is only the eternal cycle, you, your summoned minions, and the brave few heroes that answered the call. If you are interested in being more of a force of nature that wanders the map instead of standard empire management, try out Bericlar!
-- As stated above, Bericlar is a master of magic having basically unlimited mana and massive spellcasting points (250 starting), but can't really use anything related to Gold at all. So, managing an empire or a standard army is practially impossible as Bericlar.
=== Also, controlling Bericlar yourself also adds in the difficulty of the Eldritch Abominations spawning in and potentially chasing you. Gather power quickly to overcome your pursuers, or learn to live on the run.
-- As an aside, playing as Bericlar will involve a lot of waiting for the AI to finish their turns, as you mostly just control Bericlar and a few units throughout the game instead of having to manage an ever-growing empire.
= = = = = Tips = = = = =
-- Gold Management: You lose whatever gold you have at the start of each turn due to negative income, but you can still earn gold through normal means (usually rewards or selling items). Time your gold gains when recruiting new heroes to have them join Bericlar in his quest.
=== Advanced: You can also apply this to cities you own, although building things will be rather slow since you cannot keep any gold turn to turn. You can do this slow method to obtain a Palace of the Perished which gives +10 Spellcasting Points, which can be rather handy. // Eventually, it is possible to actually gain positive income, but at that point you probably well on the path to victory and building an empire as Bericlar is more of a novelty.
-- Starting Locations:
=== Bericlar has the unique feature of being able to choose where he starts on the map. This also has some additional effects (monsters from the Rift will be able to teleport to said location and roam), but otherwise just choose what spot you want to go in!
=== Right 1: Immortal Realms (South West // Recommended, you also get Erya the Traitor if you talk to her in the underground. Also transforms the teleporter into a training ground as a bunch of monsters will appear there over time.)
=== Left 1: Lotharsburg (East // May be useful if you want to rush the Rift early for items)
=== Left 2: Saywer's Dream (North)
=== Right 1: Desert (Middle // Recommended, the spawns will have room to roam and you can rush Junkersdorf to your west to claim additional Necromancy tech [namely Archlich].)
= = = = = Part Two: Death's Reprisal= = = = =
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In this section, I will be talking about the various "Death Events" that occur after defeating a Faction Leader.
General
-- After defeating a Faction Leader, there will be a "Defeat Event" that occurs shortly after their demise. These events can vary, with the two most deadly being Zarizissh and Bericlar's events.
-- If defeating a faction leader early may trigger an event you are not ready for, simply try to keep them occupied by taking over all of their cities save for their Throne City, and making sure they cannot really expand. (The exception to this is Bericlar and Arshack, as they do not have Throne Cities.)
-- One of the common strategies for the "Army Spawn Events" (namely Zarizissh's and Bericlar's) is giving "Tribute Cities" to these Independent Spawns. Should they take over a city, they will instead become the city's garrison and stop their rampage. It is also possible to transform nearby enemies into city garrison guards as well if they are within the settlement's influence, which further neutralizes the threat. This way, you can fight them on your own terms and in lesser numbers instead of having all of them stack up and annihilate you.
Elizabeth Windborn - Ferdinand's Vengeance
-- One of the self-proclaimed lovers of Elizabeth, Ferdinand will appear with an army of various Elemental spawns, including some unique to him. He appears just east of Four Winds with his army.
-- His elementals are not really that threatening and are more of an annoyance, but it can help to have proper garissons or someone nearby to handle Ferdinand himself.
-- On a side note, defeating Ferdinand grants plenty of books that boost ranged damage while simply being in the inventory, so its perfect for ranged hero builds.
=== As an aside, Ferdinand can be encountered early if playing as Elizabeth through her storyline. I do not know if there is any special interaction during multiplayer if Elizabeth defeats him first through her "storyline," and then Elizabeth becomes defeated.
Zarizissh - Blessed by Fire - Day of the Dragon
-- One of the most deadly death events, various Skeletal Dragons, Bone Wyverns, and the dreaded Ur-Dragons (custom Skeletal Dragons) will spawn in and around the Promised Land.
-- The amount of spawns and the power of the Ur-Dragons are immense. It is typically recommended to flee (as Zarizissh's dying words suggest) and just give the Dragons the Promised Land. You can either eventually go back to liberate these settlements, or just leave them be.
-- Alternatively, if you chose to raze and pillage your way through the Promised Land (or chose the assassination route), these Dragons will eventually move towards the mainland (or the Immortal Realms). This can be a blessing or a curse depending on where they move to. Clever players may be able to lead the dragons to enemy settlements
=== You can assassinate Zarizissh in two ways. The first is the traditional route (capture the Throne City and having the Leader defeated at the same time), while the second is defiling holy ground. The second option will instantly defeat Zarizissh, and involves going west from the underground Promised Land into sacred grounds. Trespass, ignore the warning, and then deal with the Skeletal Dragon Superboss (Sol-Galgaloth) you have unleashed. Just remember that Zarizissh's defeat event will still trigger, so be prepared for the Dragon spawns in a few turns as well!
Lissandra - The Huntress - Elven Oratory
-- Probably the most harmless event. Defeating Lissandra will make the Elves go into a depression, and almost all Elven units on the Immortal Realms will be removed. There is no threat here whatsoever.
-- Take this opportunity to quickly capture the isle.
Ogrus Hammerstorm - Market Crash
-- Defeating Ogrus will impact your Gold reserves, as Gold will be set to 0 at the start of each turn due to the market collapse. This can be annoying, but is otherwise workable as you can still build structures and recruit units - just not as efficiently.
Arshack - Great Khan - The Cosmic Void
-- Defeating Arshack will affect your spellcasting points, and no one will be able to cast spells for some time after his initial defeat.
-- Just note that if you were channeling a spell, it may be wise to cancel channeling and then re-cast it after things normalize as Arshack will put your spellcasting into the negatives, which also seems to delay the casting of spells once things normally.
Gryx - The Crippled - "Wait, is it supposed to to that?..."
-- Defeating Gryx will cause some minor spawns from his Throne City (as well as blowing it up). I mainly noticed Elementals, which are easily handled.
Sedna - Chosen of the Tribes - "Screw This, I'm Going Home"
-- Defeating Sedna will make the initial starting Tigiran settlements in the desert to simply "pack up and leave," which essentially razes them to the ground.
-- Not a big deal unless you want to have settlements in the desert, so having a spare Settler nearby when the Tigerians leave may be useful.
Bericlar - The Outcast - Horrors From The Abyss
-- Defeating Bericlar will spawn what I call "Eldritch Abominations," which consist of a variety of different units, all being extremely powerful. I want to say their spawns are focused on the four different teleporters on the map, but I don't know if its random or if the spawns are equally distributed.
-- Unless you are absolutely sure you can handle these mobs, I would suggest fleeing and sacrificing cities to them instead of fighting. You can always recapture the cities later (or get replacements if you are unfortunate enough to have Bericlar die early, and the Eldritch Abominations decided you will be their victim today).
= = = = = Part Three: Legends of Emrilla = = = = =
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In Part Three, I'll be going over the various challenges one can encounter in Emrilla, which includes bosses, questlines, and obtaining unique items.
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Mermen Lord and the Siren Queen (Temporary Text)
-- These are two independent "super bosses" that can be fought out at sea. Defeating one will instantly raze their surroundings Merfolk Dwellings, so it may be wise to simply capture the Dwellings and leave them be.
-- Alternatively, if you managed to reach them early, you can trigger a "quest" that requires you to defeat the other merfolk leader. Doing so while remaining on good terms with the quest-giver (which includes protecting their domain from other players), will grant you their surrounding Merfolk Dwellings for free as well as some free units.
The Arena (Temporary Text)
-- The Arena is a simple set of battles that offer pieces of the Gladiator set as well as the standard gold and mana rewards.
--The Gladiator Set is definitely worth getting, even with the downsides of having Lightning and Freeze Damage Penalties.
The Cursed Blade (Temporary Text)
-- Going into the Cursed Mountain and solving its puzzles will reward you with the Cursed Blade, a unique item that is rather powerful and has a strong life-steal effect. However, it is an "Cursed Evil" item, so good-aligned characters may have a difficult time using it.
-- Be prepared to fight lots of Archon Titans once the blade is claimed, as its guardians will not be too happy about the intrusion.
The Pale Witch (Temporary Text)
-- If you visit the prison of the Pale Witch, you will be able to free her if you are playing any leader other than Lissandra. Simply make your way through the mini-dungeon and defeat the prison wardens.
Sol-Galgaloth (Temporary Text)
-- One of the more powerful super-bosses, triggered by trespassing on sacred ground. Be prepared for a tough fight if challenging this creature!
-- There is a unique mount in the dragon lair that can be considered the reward, although clever players may be able to get the mount without having to fight the superboss itself.
He-Who-Hungers
-- He-Who-Hungers is a superboss that is usually trapped in its prison. You can "feed" it food (units) that should delay its emergence as well as giving you a Tier 2 Naga unit. Should it escape, it will begin its tour of devouring absolutely everything it sees- until it captures a settlement/dwelling and decides to stay there for the rest of the game. // Guess eating the world is too much effort, the food should come to you instead of chasing after it.
-- At any rate, He-Who-Hungers looks extremely menacing with his high HP, Physical Damage, and having Regrowth on top of that. It will devour all, until you discover it is rather weak to immobilization effects such as Nets/Webbing. Once it is immobilized, it is simply a DPS check to see if you can deal more damage to it than he can heal using Regrowth. Do that, and you successfully defeated He-Who-Hungers!
-- Sadly, there's no real reward for defeating him. You can go into its den to find a unique armor there, but otherwise there's nothing save for the fact you defeated the superboss.
Grand Master (I Guy) (Temporary Text)
-- The most powerful unit in Emrilla, challenging the Grand Master and winning is mostly just for satisfaction of doing so as there is no reward for defeating him.
-- Bring your best units and try to take him down if you dare!
-- Exploring the Rift is usually an end-game goal and offers additional story to your leader once it is cleared (by going into the Abyss).
-- Clearing out the Eldritch Dens offers great rewards, and there are plenty of unique items at the Rift that are among the best in the game (such as the Boots of Time Travel). Some of the items are even exposed and are not even guarded, making it easy to retrieve them! The main difficulty comes from the Eldritch Abomination guarding each den, and some dens are paired together which can making clearing them difficult.
=== In addition, there are scripted spawns at the Rift that occur at the start of each turn. In case you ever wondered where the "endless teleporter mobs" came from, it is here from the Rift!
-- The primary goal, however, is fighting the Master of Puppets and their armies. They are much more powerful than the regular Eldritch Abominations, so much so that it is not uncommon to "clear the rift" and save the Master of Puppets (and the Abyss) for later. Once they are defeated, move to the Wizard Tower to trigger the Abyss event.
-- If you require aid, are of good-alignment, and have plenty of gold to spend, you can recruit Sire the Riftwalker at the Shattered Star Inn, which is just west of the Rift. Level him up to Elite and he can easily handle most threats in the game. Give him enough Champion levels, and he can even solo the Grand Master fight (which is the toughest encounter in the game).
Traversing The Abyss
-- After defeating the Master of Puppets at the Rift and entering the Wizard Tower, your leader will be taken to the Abyss. You must find your way out before you are consumed by the void and lose the scenario!
-- The Abyss is not really challenges and acts more of a cinematic, even having a more "puzzle battle" as a final encounter instead of fighting a ultra-powerful enemy. Just make sure to use the item you obtain in the Abyss, and victory is all but assured. (If you Leader is powerful enough, you can fight manually as well, but using the item will greatly speed things along.)
-- At the end of the Abyss, your leader will reappear near their starting location, with the "Abyss Item" still in your inventory. Have fun annihilating everyone who remains with it!
Raven Questline (Temporary Text)
-- This questline must be started manually be moving one of your units near Ravenholm, which is the small island just south of Lothar's Gift. Once started, you must move your units to certain areas to collect "items" that will open up the prison. (Gameplay-wise, there is no item. Just walk on the correct tile on the overworld map and it will count for completion).
-- Once the prison is opened, be prepared to map-wide spawns of Fallen Angels and other units that will attack nearly every city in Emrilla. Defeat the Raven Queen to stop the spawns and claim a cool unique item, although you may still have to do some cleanup afterwards.
Hard Mode (Temporary Text)
-- Hard Mode can be toggled if you move near a Runestone as any leader other than Bericlar, and choosing to attack the mysterious entity.
-- You will suffer happiness penalties over time, and eventually a bunch of unique Cultist Units will spawn and attack cities near your starting location.
-- After the spawns, I'm not sure if anything else occurs (save for having to deal with the happiness penalty). So, to my knowledge, Hard Mode basically just unleashes another invasion event that must be dealt with as well as bringing in negative Happiness.
* * * * *
* * * * *
And with that, this ends the Riftwalker's Guide to Emrilla! I hope the guide proved useful to you in some way. May you continue enjoying the mod and the world of Emrilla!