Introduction - Fall from Heavenkael.civfanatics.net/files/FfH_Manual.pdf · Fall from Heaven II is...

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Transcript of Introduction - Fall from Heavenkael.civfanatics.net/files/FfH_Manual.pdf · Fall from Heaven II is...

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Introduction.........................3Civilizations........................4

Amurites.....................................5Balseraphs...........................6Bannor...................................9Calabim.................................11Clan of Embers...........14Doviello..............................16Elohim....................................18Grigori...................................20Hippus......................................23Illians.....................................25Infernals............................27Khazad..................................30Kuriotates........................33Lanun.....................................35Ljosalfar...........................37Luchuirp..............................40Malakim..............................44Mercurians......................46Sheaim...................................49Sidar.........................................52Svartalfar......................54

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Fall from Heaven II is a dark fantasy mod for Civilization IV. The Age of Ice has ended, what is left of the once great empires of man have formed into small tribes, ready to rebuild and retake that which was lost. But the world is not empty. Hordes of barbarians await these new civilizations. Wild animals stalk hapless scouts and reckless emissaries. Giant spiders lie in patient wait in the jungles and the forests waiting for their prey to take that last, fatal, step.

There is great evil, but also selfless good. There are those who strive to remain neutral in the coming conflict as opposed ideologies break the world asunder once again. The first goal, is survival. The second goal is power, for good or ill. Will you pursue power through strength of arms or arcane studies, through piety or blasphemy? Choose carefully. On each path you will gain allies, and bitter foes, and the deeper you delve into the secrets of combat, or sorcery, or the divine, the harder it will be to turn back.

Heroes - In times of darkness and strife, heroes will rise to lead their civilizations to victory. Heroes are world units, that can only be built once. If they die, they cannot be rebuilt. Each civilization has at least one hero associated with it, as does each religion. Heroes gain experience each turn, meaning that in any given game, they will probably be your most powerful unit by far. They are capable of taking lightly defended cities by themselves, but they're only a short dogpile away from being dead, so protect them!

Technology - Specialization is the name of the game here, while you may be able to generalize into the first or second tier of techs, you're probably better off specializing in one of the various forms of combat or the arcane or the religious. Tech progression is noticable slower in FfH, giving you an opportunity to play with those new toys you just discovered. There are also religious specific techs, that cannot be researched unless you follow the appropriate state religion.

Here is a brief list of some of the new features in Fall from Heaven:

Magic! - Spellcasting units can take promotions in the different spheres of magic, granting them access to new spells and abilities. There are three sorts of casters, those that know Sorcery, those that practice Summoing and Divine casters. A unit has access to spells depending on what sort of caster it is and the spell spheres it has access to. There are 17 spheres of mana (Fire, Entropy, Nature, Spirit, etc). Casters gain experience slowly automatically, so there is no need to risk them in combat as they pursue their studies in the mystical arts.

Experience - Veteran units are now more valuable. The base promotions have been essentially doubled, making the difference between experinced units and greenhorns especially noticeable. Also, new promotions have been added, become the scourge of the undead, if it suits your fancy.

Upgrading - In order to upgrade the strongest units a unit must first prove itself worthy. Do you want to be an Immortal? Unable to die, and thus able to fight for all eternity? Then you have to be at least a Lv. 6 Champion.

Religions - Not all religions are created equal, and some of them effect the alignment of your civilizations. If you choose to follow the vile practices of the Ashen Veil, your civilization will descend into the depths of Evil. You will of course be rewarded with immense arcane power, knowledge and the aid of Demons. On the other hand, if you follow the Runes of Kilmorph, you will be able to obtain the aid of the reclusive dwarves and share in their love of gold and gems.

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Amurites Many peoples claim the blood of heroes or even gods amongst their ancestors; the Amurites are alone in believing themselves children of the one hero to have slain a god. Kylorin, the ageless sorcerer, adopted this people during the harsh Age of Ice, and with their help overthrew the dread god-king Mulcarn. He left behind the gift of unparalleled magical talents as well an insatiable curiosity for all things mystical. Their powers earn suspicion from the upright and envy from the fallen, and so that Valledia the Even and Dain the Caswallawn must walk a careful path in this new age. Their skills and their secrets make them a dangerous target, but an inviting one nonetheless.

Unique Features:Theme: Magical Society

Wizards (mage replacement) begin with “Spell-staff” promotionCave of Ancestors building (grants +1 XP to each adept built, per mana node owned)

Cannot build: No Restrictions

World Spell: Arcane Lacuna All the players Arcane units gain one xp per upgraded

mana node in the world, all mana nodes revert to raw mana.

Starting Mana: Body, Fire, Mind

Hero

Govannon – Requires: Sorcery

5 1 Cost: 480 Can build mana nodes.Starts with Channeling I, Channeling II, Channeling III, Hero, Sorcery

Govannon is a capable spellcaster in his own right, all the more so as a hero. But his true use lies in teaching several useful adept spells to any unit once he learns them himself, including Blaze, Blur, Dance of Blades, Escape, Haste, and Raise Skeleton.

Unique UnitsWizard 4 1 Cost: 120

Arcane Unit - Replaces Mage – Requires: Arcane LoreCan build mana nodes.Starts with Channeling I, Channeling II, Sorcery, SpellstaffUnit starts with +1 Free Promotion, Must be upgraded from a unit at level 4+Upgrades to Archmage

Firebow 5/4 1 Cost: 120 Archery Unit - Replaces Longbowman – Requires: Machinery, and Bowyer+1 First Strike, +25% City Defense, +25% Hill DefenseStarts with Channeling II, Fire I, SorceryUnit can use Bronze and Iron weapons.Upgrades to Marksman, Arquebus, Crossbowman

Chanter 5/3 (+1 Poison ) 2 Cost: 120 Recon Unit - Replaces Assassin – Requires: Poisons, and Hunting Lodge+1 First StrikeStarts with Channeling I, Dimensional I, SorceryCan See Hidden AnimalsUpgrades to Shadow or Marksman

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Leaders

Valledia the Even Dain the Caswallawn

Alignment: Neutral

Traits:

Organized -50% Civic Upkep Double Production Speed of Courthouse,

Lighthouse.Arcane Free promotion(Arcane) - Arcane units Double Production Speed of Mage Guild

Favorite Civic: ApprenticeshipFavorite Wonder: Crown of Akharien

Alignment: Neutral

Traits:

Philosophical +100% Birth Rate Double Production Speed of Elder Council,

Library.Arcane Free promotion(Arcane) - Arcane units Double Production Speed of Mage Guild

Favorite Civic: AristocracyFavorite Wonder: Crown of Akharien

Unique BuildingsCave of Ancestors Cost: 120

Requires: SorceryAll Arcane units produced in the city will gain +1 XP for every mana resource the city has access to.

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Balseraphs It’s a nation of lies and illusions led by a madman and his daughter. All those still clinging to sanity fled long ago, and now the Balseraphs share Perpentach’s madness, living to amuse him. He goes to war on a whim and fights unpredictably, but is no less a threat for it. Despite the capriciousness of their ruler, the Balseraph cities are marvels to behold, dizzying carnivals filled with endless amusement and captivating horrors. Should the Fool King step out for a bit, his young daughter Keelyn will emerge from the shadows to hold an elaborate court filled entirely with otherworldly creatures bound to her will.

Unique Features:Theme: Mad Clowns

• Can sacrifice slaves to make humanoid cages (for extra happiness and culture) • Insane Trait (Perpentach only) gives 3 traits which change at random intervals.• Hall of Mirrors building creates illusions of attackers

Cannot build: No Restrictions

World Spell: Revelry Initiaties a Golden Age that lasts twice as long as normal.

Starting Mana: Air, Chaos, Mind

Hero

Loki 2 2 Cost: 180 Starts with Channeling I, Channeling II, Chaos I, Chaos II, Spell Extension I, Magic Immune, Mind I, Sorcery

Loki acts as a Gypsy Wagon, lowering the culture and gold of any rival city he's in. But Loki also cause unrest in the cities he occupies and can flip them to the Balseraphs if their culture gets low enough. He can also investigate cities and has effective spells for confusing enemy units, but his most frustrating ability is that he is the most difficult unit in the game to kill.

Unique UnitsPuppeter 4 1 Cost: 120

Arcane Unit - Replaces Conjurer – Requires: SummoningCan build mana nodes. Starts with Channeling I, Channeling II, Puppeteer, SummoningUnit starts with +1 Free Promotion, Must be upgraded from a unit at level 4+Upgrades to Summoner

Taskmaster 5/3 (+1 Poison) 2 Cost: 120 Recon Unit - Replaces Assassin – Requires: Poisons, and Freak Show-50% City Strength, +25% chance to create slave from combatCan See Hidden Animals, Starts with MarksmanUpgrades to Shadow or Marksman

Harlequin 6 2 Cost: 150 Recon Unit - Replaces Ranger – Requires: Animal Handling, and CarnivalCan See Hidden Animals, Better results from villagesStarts with Channeling I, Channeling II, Chaos I, Mind I, Sorcery, Subdue AnimalUpgrades to Shadow or Marksman

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Freak 3 1 Cost: 60 Melee Unit – Requires: Freak ShowStarts with MutatedUpgrades to Acrobat or Swordsman

Courtesan 8/7 (+2 Poison ) 2 Cost: 240 - National Unit (3 allowed)Recon Unit - Replaces Shadow – Requires: Guilds, and Council of Esus+1 First Strike, Immune to First Strikes, +25% chance to create slave from combatCan See Hidden Animals, Can Explore Rival Territory, Helps Thwart Rival SpiesStarts with Invisible, Marksman

Unique BuildingsArena Cost: 100

Replaces Training Yard – Requires: Bronze Working Allows units to be risked for XP, 50% to die, 50% to gain XP +1 with Nationhood, Required to build Heroic Epic

Freak Show Cost: 60 +2 Requires: CarnivalCan turn 1 Citizen into Great BardAllows the creation of Humanoid cages from slavesRequired to Train Freak, Taskmaster, City more likely to generate Great Bard

Hall of Mirrors Cost: 180 +1 Requires: Alteration and CarnivalCreates illusions of attackers

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Leaders

Perpentach Keelyn

Alignment: Evil

Traits:

Creative +2 /City

Double Production Speed of Carnival, Obelisk.

Charismatic +1 /City -25% XP Needed for promotions.Arcane Free promotion(Arcane) - Arcane units Double Production Speed of Mage GuildInsane Three traits are generated randomly and switch

randomly during the game.

Favorite Civic: SlaveryFavorite Wonder: Theatre of Dreams

Alignment: Evil

Traits:

Creative +2 /City

Double Production Speed of Carnival, Obelisk.

Summoner +2 duration to summoned units

Favorite Civic: SlaveryFavorite Wonder: Syliven's Perfect Lyre

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Bannor The Bannor Empire is a people forged by unbelievable hardship into a weapon of unrelenting justice. They are led by Sabathiel, an angel held to the strictest interpretation of the Compact, and Capria, a woman of boundless courage. With a sprawling but well ordered empire, the Bannor people take great pride in how much they have accomplished. They have the will to take the fight to the enemy no matter the price; the only question is if they will take it too far, but they did not fight their way through fire and ice only to let the world fall to darkness.

Unique Features:Theme: Lawful Crusaders

Crusade Civic: • Must be at war• -75% War • +2 in cities with state religion• Cities with State Religion Train Units +25% faster• Restricts great people to Great Commander• Can only build military units and buildings• Cannot start diplomacy with your enemies • Spawns Demagog units at villages and towns at chance

Cannot build: No Restrictions

World Spell: Rally Creates a Demagog in every Bannor city and on every Bannor Town

improvement, only usueable during a crusade

Starting Mana: Earth, Law, Spirit

Hero

Donal Lugh – Requires: Fanaticism

7 1 Cost: 300 Starts with Empty Bier, Guardsman, Hero, Recruiter, Sorcery, Spirit IIUnit can use Bronze, Iron and Mithril weapons.

The Bannor hero can recruit a random assortment of units without being used up and can bring hope to cities. Recruit ability renews each time he kills a demon or undead enemy unit.

Unique UnitsDemagog 5 1 Cost: 60

Melee Unit – Requires: Iron Working, and Crusade+25% vs. MeleeCan only be built during a crusade. Will abandon the owner when crusade is over.Unit can use Bronze, Iron and Mithril weapons.

Flagbearer 5/4 1 Cost: 120 Melee Unit – Requires: Fanaticism, and CrusadeStarts with Morale (+10% Strength, +10% City Attack, 10% chance of wearing of per turn)Passes the Morale promotion to all living allied units within 1 tile.Can only be built during a crusade. Unit can use Bronze, Iron and Mithril weapons.

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Leaders

Sabathiel Capria

Alignment: Good

Traits:

Organized -50% Civic Upkep Double Production Speed of Courthouse,

Lighthouse.Charismatic +1 /City -25% XP Needed for promotions.

Favorite Civic: TheocracyFavorite Wonder: Aquae Sucellus

Alignment: Good

Traits:

Spiritual No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple.Industrious +50% Wonder Production Double Production Speed of Forge.

Favorite Civic: ReligionFavorite Wonder: Aquae Sucellus

Unique BuildingsBannor Training Yard Cost: 100

Replaces Training Yard – Requires: Bronze Working Free Guardsman Promotion for Melee Units trained in this city.Guards against Marksman units. Increased chance to defend the stack.+1 with Nationhood, Required to build Heroic Epic

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Calabim Ancient and powerful, the rulers of the Calabim posses a dark secret. Through fell ritual their lives can be prolonged at the expense of others, and by this act Alexis and Flauros have created a decadent vampiric aristocracy. Their battlefield success comes at a price they are only too happy to pay—the blood of their human thralls, kept in miserable conditions to serve as little more than cattle. This secret would surely incense all honorable nations of Erebus, but could even the strongest legion compare to the might of a vampire lord? Perhaps their enemies are willing to dismiss the ugly rumors as just that, to avoid the danger of sharing the fate of the sad Calabim humans.

Unique Features:Theme: Aristocratic Vampires

• Vampirism Promotion adds strength and allows 3 unique abilities: Feasting reduces city population to gain experience; Feeding restores health by sacrificing a targeted friendly unit; gift passes vampirism promotion to another unit of level 6+ (4+ if Moroi)

Cannot build: Elder Council building

World Spell: River of Blood All Calabim cites get +2 population, all non-Calabim cities get -2

population (to a minimum of 1 population)

Starting Mana: Body, Law, Shadow

Hero

Losha Valas – Requires: Fanaticism 7 1 Cost: 300 Starts with Body I, Channeling I, Death I Channeling II, Hero, Sorcery, VampirismGains the Immortal promotion after beating a living unit in combatUnit can use Bronze, Iron and Mithril weapons.

Losha is the Calabim hero and a powerful vampire in her own right. But even beyond this she gains the Immortal promotion each time she defeats a living unit in combat, meaning she is very difficult to kill if she is kept fed.

Unique UnitsBloodpet 3 1 Cost: 25

Melee Unit - Replaces WarriorWhen fed upon by a vampire using the “feed” the vampire will be granted an extra movement and ability to attack again.Unit can use Bronze and Iron weapons.Upgrades to Moroi or Archer

Moroi 4 1 Cost: 60 Melee Unit - Replaces Axeman – Requires: Bronze Working and Training Yard+10% City Attack, Has a self-only version of Burning BloodUnit can use Bronze, Iron and Mithril weapons.Upgrades to Vampire

Vampire 5 1 Cost: 180 Melee Unit - Replaces Champion – Requires: Feudalism and Governor's ManorStarts with Channeling I, Channeling II, Body I, Death I, Sorcery, VampirismUnit can use Bronze, Iron and Mithril weapons.Upgrades to Eidolon, Paladin, Vampire Lord or Brujah

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Brujah 11/5 1 Cost: 240 Melee Unit - Replaces Berserker– Requires: Rage and Bear TotemStarts with Channeling I, Channeling II, Body I, Death I, Sorcery, VampirismCauses Collateral DamageUnit can use Bronze, Iron and Mithril weapons.

Vampire Lord 9 1 Cost: 240 Melee Unit - Replaces Immortal – Requires: Divine EssenceStarts with Channeling I, Channeling II, Channeling III, Body I, Death I, Mind I, Sorcery, Summoning, Vampirism, Unit Cannot be Built, Must be upgraded from a unit of Level 12+Unit can use Bronze, Iron and Mithril weapons.Resurrected in the civilization's Capital if killed

Unique BuildingsBreeding Pit Cost: 100 +2 +1

Stores +20% after Growth

Governor's Manor Cost: 120 Replaces Courthouse – Requires: Code of Laws-10 to Crime Rate, -20+% Maintenance, -25% War Provides +1 per Unhappy population+1 with Social Order, Required to train VampiresDouble production speed with Organized leaders

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Leaders

Alexis Flauros

Alignment: Evil

Traits:

Philosophical +100% Birth Rate Double Production Speed of Elder Council,

Library.Aggressive Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard,

Stable.

Favorite Civic: AristocracyFavorite Wonder: Soul Forge

Alignment: Evil

Traits:

Financial +1 on plots with 2 Double Production Speed of Market,

Money Changer.Organized -50% Civic Upkep Double Production Speed of

Governor's Manor, Lighthouse.

Favorite Civic: Fend for ThemselvesFavorite Wonder: Pillar of Chains

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Clan of Embers Are the numberless orcs of Erebus shunned because of their viciousness and cruelty, or are they cruel and vicious because they are shunned? A riddle which troubles sages and priests, perhaps, but battlefield commanders have little time for such thoughts when the Clan of Embers is upon them. Quick and harsh like the fallen goddess they serve, orcs and goblins have menaced civilizations since the end of the Age of Magic. In the Age of Rebirth, however, they pose a more dire threat as uncontrolled hordes have been shaped into one mighty clan under Jonas the War-Priest. Sheelba, their queen, brings the advances of civilization but none of its civility.

Unique Features:Theme: Barbaric Orcs

• All units begin with Orcish Promotion (+10% Jungle Strength, +25% resistance to Fire damage)• Orc Adepts does not require a building • Goblins defeating wolves upgrade to Wolf Riders for free

Cannot build: Alchemy Lab, Library, Mage Guild, Stables

World Spell: For the Horde 50% of the barbarian orc units convert to the Players control.

Starting Mana: Body, Fire, Nature

Hero

Rantine – Requires: Bronze Working

4 1 Cost: 180 +25% vs. Melee UnitsStarts with Hero, OrcishUnit can use Bronze, Iron and Mithril Weapons.

Rantine is a powerful early weapon against enemies of the Clan of Embers, and a great tool against their allies, with his ability to convert barbarian cities if he is the strongest unit in it.

Unique UnitsGoblin 2 1 Cost: 15

Recon Unit - Replaces ScoutCan See Hidden Animals, Better Results from Tribal Villages+50% vs. Animals, Starts with OrcishUpgrades to Wolf Rider

Wolf Rider 4 3 Cost: 60 Mounted Unit - Replaces Horseman – Requires: Horseback RidingDoesn't receive Defensive Bonuses, Can Withdraw from Combat (10% Chance)+40% vs. Archery Units, Starts with Orcish, no resource requirements Upgrades to Chariot

Ogre 8 3 Cost: 150 Melee Unit - Replaces Horse Archer – Requires: StirrupsStarts with OrcishUpgrades to Ogre Warchief or Stoneskin Ogre

Ogre Warchief 13/11 3 Cost: 300 - National Unit ( 3 allowed )Melee Unit - Replaces Knight – Requires: Armored Cavalry and HippodromeStarts with Orcish

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Stoneskin Ogre 13/17 3 Cost: 300 - National Unit ( 3 allowed )Melee Unit - Replaces War Elephant – Requires: Domesticate Elephant and Large Animal Stable+50% vs. Mounted UnitsStarts with Orcish, Stoneskin

Leaders

Jonas Endain Sheelba

Alignment: Evil

Traits:

Spiritual No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple.Expansive +2 /City No upkeep costs for Compassion,

Double Production Speed of Granary, Harbor.

Barbarian -10% Leader starts at peace with Barbarians.

Favorite Civic: ConquestFavorite Wonder: The Dragon's Hoard

Alignment: Evil

Traits:

Aggressive Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard,

Stable.Organized -50% Civic Upkep Double Production Speed of Courthouse,

Lighthouse.Barbarian -10% Leader starts at peace with Barbarians.

Favorite Civic: ApprenticeshipFavorite Wonder: The Dragon's Hoard

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DovielloThe greatest shock to those who study the Doviello is this—that they are indeed human. This is a tribe so savage and feral that most sane people assume them to be monsters; alas such barbarism is indeed rooted in the deepest reaches of the human soul. The unending winter of the Age of Ice winnowed away compassion and trust from the Doviello, stripped them bare of everything but will and strength. Charadon leads them like a wolf pack, constantly in search of the easiest and weakest prey. Even orcs and beasts fear the alpha wolf of the Doviello. Mahala is subtler, but no less dangerous for her tendency to strike quick and vanish back into the snowy night.

Unique Features:Theme: Chaotic Barbarian Men

• Many units do not require prerequisite buildings, but are more expensive • Start with two additional Beastmen • Battlemaster can upgrade Axemen to Battlemasters outside of cities • Bison Rider (Knight replacment) do not require resources

Cannot build: Mage Guild, Alchemy Lab, Archery Range, Bowyer, Training Yard, Machinist shop, nor Library buildings, or Arquebus or Cannon units

World Spell: Wild Hunt Creates a wolf unit for every combat unit the player controls, the

wolfes strength is based on the matching combat units strength.

Starting Mana: Body, Chaos, Earth

Hero

The War Machine – Requires: Machinery, Siege Workship

19 3 Cost: 240 Doesn't receive defensive bonuses.Can withdraw from combat (25% chance)+50% vs Mounted units.Starts with Hero

Unique UnitsBeastman 3 1 Cost: 25

Melee Unit - Replaces Warrior+20% City Attack, +25% City DefenseUnit can use Bronze and Iron weapons.Upgrades to Axeman or Javelin Thrower

Javelin Thrower 4 1 Cost: 90 Archery Unit - Replaces Archer – Requires: Archery+1 First Strike+25% City Defense, +25% Hill DefenseUpgrades to Longbowman or Crossbowman

Battlemaster 6 1 Cost: 150 Melee Unit - Replaces Champion – Requires: Iron Working+50% Tundra Attack and DefenseUnit can use Bronze, Iron or Mithril weapons.Axemen in same stack as the Battlemaster can upgrade to Battlemasters.Upgrades to Eidolon, Paladin, Berserker, Immortal, or Phalanx

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Leaders

Charadon Mahala

Alignment: Evil

Traits:

Aggressive Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard,

Stable.Barbarian -10% Leader starts at peace with Barbarians.

Favorite Civic: ApprenticeshipFavorite Wonder: Crown of Akharien

Alignment: Evil

Traits:

Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat.

+100% Gold from PillagingIngenuity +50 Starting Gold

-50% to upgrade costs.

Favorite Civic: AristocracyFavorite Wonder: Crown of Akharien

Bison Rider 12 2 Cost: 240 Mounted Unit - Replaces Knight – Requires: Armored Cavalry and HippodromeDoesn't receive Defensive Bonuses, Can Withdraw from Combat (35% Chance)No resource RequirementUnit can use Bronze, Iron or Mithril weapons.

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Elohim The Elohim are the heirs to an honored and selfless legacy. Throughout the ages they have guarded sacred shrines, given comfort to the broken, and brokered peace between deadly rivals. The role the Elohim have chosen earns them the adoration of the humble man, but rulers often resent their meddling and seek the mysteries they guard. Though he prizes peace above all, Einion Logos will not let his followers be slaughtered like lambs. And though she is willing to sacrifice all, Ethne the White will not stand by as their good works are undone by the growing evil that sees kindness as vulnerability.

Unique Features:Theme: Spiritual Monks Cannot build: No restrictions

World Spell: Sanctuary Kicks all non-team units out of their borders and makes all non-team

units unable to enter the players lands for 30 turns.

Starting Mana: Nature, Spirit, Water

Hero

Corlindale – Requires: Fanaticism

0 2 Cost: 300 Starts with Channeling I, Channeling II, Channeling III, Earth I, Hero, Sorcery, Mind I, Spirit I

Corlindale makes a superb mage, though if his magic can't protect you, his diplomacy will. He can be sacrificed to make peace between your civ and all current enemies, pushing their troops outside your borders.

Unique UnitsDevout 5 2 Cost: 120

Recon Unit - Replaces Assassin – Requires: Poisons, and Hunting LodgeCan See Hidden Animals, Can Explore Rival Territory-50% City StrengthStarts with Channeling I, Life I

Monk 6 2 Cost: 120 Disciple Unit - Requires: PriesthoodStarts with Demon Slaying I, Medic I

Unique BuildingsReliquary Cost: 100 +2 +1 +1

Requires: Soul DebtFree Spirit Guide Promotion for Units trained in this city.City more likely to generate Great Prophet

Chancel of Guardian Cost: 120 Requires: Priesthood20% Chance of bestowing the Defensive promotion on any unit trained in the city.25% Defense (Except vs. Gunpowder-based Units)

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Leaders

Ethne the White Einon Logos

Alignment: Good

Traits:

Creative +2 /City

Double Production Speed of Carnival, Obelisk.

Defender Free promotion(Homeland) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units Double Production Speed of Archery Range,

Walls.

Favorite Civic: LibertyFavorite Wonder: Shrine of Sirona

Alignment: Good

Traits:

Philosophical +100% Birth Rate Double Production Speed of Elder Council,

Library.Defender Free promotion(Homeland) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units Double Production Speed of Archery Range,

Walls.

Favorite Civic: PacifismFavorite Wonder: Temple of Temporance

Unique RitualsHallowing of the Elohim Cost: 600

Requires: Way of the WiseDecreases the Armageddon Counter a small amount.

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GrigoriAgares the angel of hope fell from heaven for lust of power. Cassiel, leader of the Grigori, fell from contempt of it. The races of Erebus are divine enough to choose their own fate, and any intervention in it by the so-called gods is too much for him. In his lands he shelters refugees from the ideological wars that mark the Age of Rebirth, as well the Luonnotar, a reclusive sect strangely immune to the powers of sorcerer and shaman alike. Cassiel has wagered more than mortals could dream of on his stand for human determinism, and so neither force nor persuasion will bring him to side fully with the agenda of any god or religion. Will his followers have the courage to defend this new vision for Erebus?

Unique Features:Theme: Forsaker of the Gods

• Agnostic trait prevents adoption of any state religion• Palace, Grigori Tavern, and Adventurers guild all generate “Great Adventurer” points. Great Adventurers are units generated with Great People Points which can be upgraded to any buildable unit and begin with the “Hero” promotion.• Luonnotar (Inquisitor replacement) starts with Magic Immune and can be sacrificed instead of Great Prophets to build the Altar of Luonnotar.

Cannot build: Any temples or any disciple units.

World Spell: Ardor Resets the players Great People counter

Starting Mana: Enchantment, Spirit, Water

Hero Adventurer

0 1 Cost: 0 Starts with Hero

An Adventurer is a hero unit that can be upgraded to any of the Melee, Archer, Mounted, Recon, or Adept units the owning civilization can build.

Unique UnitsGrigori Medic 4 1 Cost: 180

Melee Unit - Requires: Medicine, and InfirmaryStarts with Divine, Life II, Medic IUnit can use Bronze, Iron and Mithril weapons.

Dragon Slayer 6 1 Cost: 120 Melee Unit - Replaces Champion – Requires: Iron Working, and Training YardStarts with Courage, Dragon SlayingUnit can use Bronze, Iron and Mithril weapons.Upgrades to Eidolon, Paladin, Berserker, Immortal or Phalanx

Luonnotar 10 1 Cost: 240 - National Unit ( 3 allowed )Disciple Unit - Replaces Inquisitor – Requires: Strength of Will+50% vs. Disciple UnitsStarts with Command, Magic Immune, Medic IUnit Cannot be Built, Must be upgraded from a unit at level 6+

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Unique BuildingsGrigori Tavern Cost: 250 +1

Requires: Mercantalism+5 to Crime Rate, 10% Maintenance, +1 Trade Route, +25% Trade Route Yield+1 with ConsumptionCity more likely to generate Adventurer

Adventurers Guild Cost: 120 +2 Requires: Currency

25% Birth RateCity more likely to generate Adventurer

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Leaders

Cassiel

Alignment: Neutral

Traits:

Philosophical +100% Birth Rate Double Production Speed of Elder Council,

Library.Industrious +50% Wonder Production Double Production Speed of Forge.Agnostic Leader cannot adopt a state religion Reduces the chance religions will spread to

the leaders citiesAdaptive Allows the player to pick the trait of their choice.

Favorite Civic: PacifismFavorite Wonder: Hall of Kings

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Hippus How do you survive when all you have is tradition? How do you feed your tribe if honor is all you posses? The enterprising Rhoanna found a solution. Rather than spend their martial prowess in fruitless raids against each other, their vigor is sold to the highest bidder. The Hippus have become the most famous mercenaries. Led by Tasunke in the field and Rhoanna at the bargaining table, these horse-bound warriors will turn on old friends as soon as their contract is finished if their new allies demand it. Other leaders wonder if the Hippus truly have no agenda beyond wealth, the clank of coins paid for a battle waged. The Hippus clans know their survival is assured so long as every rival sees them as a potential asset.

Unique Features:Theme: Horse-borne Mercenaries

• Free horses from Palace • Unique stable gives all mounted units extra movement and withdrawal (+1 Move, +10% Withdrawal)• Knights can cast “Dance of Blades” spell • Mercenaries are mounted units

Cannot build: Any temples or any disciple units.

World Spell: Warcry Grants all combat units +1 strength, blitz, +1 movement and has a

5% chance per turn of wearing off

Starting Mana: Air, Nature

Hero

Magnadine – Requires: Warhorses, Horses or Nightmare

11 4 Cost: 360 Doesn't receive defensive bonusesCan withdraw from combat (50% chance)Starts with Commando, Courage, Hero Unit can use Bronze, Iron and Mithril weapons.

A Superlative mounted unit, Magnadine can also recruit mercenary units to clean up behind him as he pushes deep into enemy territory or harries an assaulting force. Magnadine also converts any living barbarian units he conquers to his cause.

Unique UnitsMounted Mercenary 5 3

Mounted Unit - Replaces MercenaryCan Expand Guild of the NineCan Withdraw from Combat (+20% Chance)Can use Bronze, Iron and Mithril weapons.Death won't cause War

Unique BuildingsHippus Stable Cost: 100

Replaces Stable – Requires: Horseback RidingFree Horselord Promotion (+1 Move, +10% Withdrawal) for Mounted units produced in this city Double production speed for Aggressive leaders

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Leaders

Tasunke Rhoanna

Alignment: Neutral

Traits:

Aggressive Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard,

Stable.Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat.

+100% Gold from Pillaging

Favorite Civic: GuildsFavorite Wonder: Ride of the Nine Kings

Alignment: Neutral

Traits:

Expansive +2 /City No upkeep costs for Compassion,

Double Production Speed of Granary, Harbor.

Financial +1 on plots with 2 Double Production Speed of Market,

Money Changer.

Favorite Civic: ConsumptionFavorite Wonder: Ride of the Nine Kings

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Illians These are the remnants of those served the despot god Mulcarn in the previous Age. The fearsome supernatural winter of the Age of Ice shaped this society, but the void left when Mulcarn was slain by Kylorin left them broken and disparaged. The wandering Auric Ulvin heard their whispers, and now leads the Illians in search of their lost glory. Will the Age of Rebirth be proven an aberration as history repeats itself?

World Spell: None

Starting Mana: Chaos, Enchantment, Water

Hero

Wilboman – Requires: Iron Working

7 1 Cost: 360 Cannot enter Desert+25% Tundra Attack and Defense+25% Ice Attack and DefenseStarts with Hero. Immune to Cold, Sentry, Vulnerable to FireUnit can use Bronze, Iron and Mithril weapons.

Unique UnitsJavelin Thrower 4 1 Cost: 90

Replaces Archer – Requires: Archery+1 First Strike+25% City Defense, +25% Hill Defense

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Leaders

Auric Ulvin

Alignment: Evil

Traits:

Spiritual No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple.Charismatic +1 /City -25% XP Needed for promotions.

Favorite Civic: Foreign TradeFavorite Wonder: Bone Palace

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Infernals Hell’s fury may not match a scorned maiden, but its greed and lust is unmatched. Finding some souls too strong or pure to be lured to hell, Agares’ disciples brought hell to Erebus. And so were the Infernals released, demons hungry for destruction led by the fearsome Hyborem. Slowly their influence spreads, corrupting the land and its inhabitants. If the people of Erebus fall prey to their darker side and fuel the Infernals power, the entire world will burn and Agares’ hell will hold sway over all creation.

Unique Features:Theme: Demons

• A player cannot start the game as the Infernals, instead the first civilization to research Infernal Pact invites them into the world.• Free Iron from Palace• Most units start with demon promotion, which gives bonuses when on hell terrain.• Turn the terrain around their cities to “Hell”, alternate versions of terrain. Deserts will become burning sands, which may catch fire, preventing certain units from entering • Some units start with Stigmata promotion, with gives a strength bonus equal to 50% of the Armageddon Counter.• All cities start with Ashen Veil religion • If Hyborem is killed, all traits are lost, except Fallow • Fallow trait means food has no effect on city growth • Gain free “mane” units when an “evil” unit dies, anywhere in the world (evil units are those with Ashen Veil or Octopus Overlords religion, death or entropy promotions, or citizens lost in cities of evil empires). Manes can be added to cities to increase population, sacrificed for production, or upgraded to any buildible unit.

Cannot build: Granary, Smokehouse

World Spell: Hyborem's Whisper Allows Hyborem to take control of a city with the Ashen Veil

religion

Starting Mana: Entropy, Fire

Hero

Hyborem 7 (+2 Unholy Combat) 2 +5 to Armageddon CounterStarts with Demon, Gela, Hero, LoyaltySentry I, Sentry II, Iron WeaponsUnit can use Bronze, Iron and Mithril weapons.

Hyborems Gela provides +2 Unholy combat, and a -25% resistance to unholy damage.

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Unique UnitsManes 2 1

Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (80% Chance)Starts with Demon

Imp 3 (+1 Unholy) 1 Cost: 90 Arcane Unit - Replaces Adept –Requires: Knowledge of EtherCan build Mana Nodes. Starts with Channeling I, Demon, Resist FireUnit starts with +1 Free Promotion.Upgrades to Conjurer or Mage

Sect of Flies 4 (+2 Unholy) 1 Cost: 120 Melee Unit - Replaces Champion – Requires: Iron Working, and Training Yard+25% vs. Melee, Starts with DemonUnit can use Bronze, Iron and Mithril weapons.Upgrades to Eidolon or Paladin

Balor 7/3 (+4 Unholy) 1 Cost: 240 - National Unit ( 3 allowed )Melee - Replaces Berserker – Requires: Rage and Bear TotemStarts with Demon, Resist Fire, StigmataUnit can use Bronze, Iron and Mithril weapons.

Death Knight 8/6 (+2 Unholy +2 Death) 3 Cost: 240 - National Unit ( 3 allowed )

Mounted Unit - Replaces Knight – Requires: Armored Cavalry, Hippodrome, and Horse or Nightmare Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (35% Chance)Starts with Channeling I, Channeling II, Death I, Sorcery, Undead Unit can use Bronze, Iron and Mithril weapons.

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Leaders

Hyborem

Alignment: Evil

Traits:

Expansive +2 /City No upkeep costs for Compassion,

Double Production Speed of Granary, Harbor.

Barbarian -10% Leader starts at peace with Barbarians.Summoner +2 duration to summoned unitsFallow Cities won't change population due to food

Favorite Civic: ApprenticeshipFavorite Wonder: Infernal Grimoire

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Khazad Sturdy dwarves, the Khazad have finally stepped out to embrace their destiny as one of Erebus’ powers. Tradition holds them in a firm grip, but ambition draws them away from their underground homes. Steadfast in battle, in faith, and in friendship, they build their empire slowly but give not an inch in trade nor warfare. Arturus Throne and Kandros Fir bear each other an old grudge, but an older debt, and while neither would ask help, each would gladly die for the other.

Special Note: The Khazad take pride in their treasury, in fact the productivity of the nation is controlled by how much gold they have stored. Rich players will be the most productive empire on Erebus, poor players will be battling unhappiness.

Unique Features:Theme: Dwarves

• Free Gold Resource from palace • Dwarven adepts can cast repair if given enchantment promotion (heals golems, siege, & ships) • Units begin with “Dwarven” Promotion, giving Double Movement on hills and +25% resistance to poison.• Gain substantial bonuses or penalties (to production, happiness, and GPP) depending on how much gold per city they have at the moment. (Total gold on hand, divided by number of cities.)

• 0-49 Empty +2 • 50-99 Low +1 • 100-149 Normal• 150-199 Stocked +1 • 200-299 Abundant +2 , +10%• 300-499 Full +2 , +25%• 500+ Overflowing +3 ,+40% +40%

• Stronger Siege weapons

Cannot build: Any arcane units beyond adepts; Longbowmen, Rangers, Marksmen, Elephants units

World Spell: Motherlode Gives the player 10gp per mine they control

Starting Mana: Earth, Law

Hero

Maros – Requires: Iron Working

6/12 1 Cost: 180 +50% City DefenseStarts with Dwarven, HeroUnit can use Bronze, Iron and Mithril weapons.

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Unique Units

Trebuchet 6/4 1 Cost: 90 Siege Unit - Replaces Catapult – Requires: Construction, and Siege WorkshopDoesn't Receive Defensive Bonuses, Can Withdraw From Combat (80% Chance)Causes Collateral Damage, Maxium 75% Damage to Enemy on AttackCan bombard city defenses (-25% /Turn)Upgrades to Dwarven Cannon

Dwarven Cannon 10/7 1 Cost: 180 Siege Unit - Replaces Cannon –Requires: Blasting Powder, Gunpowder, Siege WorkshopDoesn't Receive Defensive Bonuses, Can Withdraw From Combat (25% Chance)Causes Collateral Damage, Maxium 75% Damage to Enemy on AttackCan bombard city defenses (-30% /Turn)

Myconid 14 2 Cost: 240 - National Unit ( 3 allowed )Recon Unit - Replaces Bearmaster – Requires: Animal Mastery, and GroveCan see Hidden Animals, Better Results from Tribal Villages-20% City Attack

Boar Rider 6/5 3 Cost: 120 Mounted Unit - Replaces Horseman – Requires: Stirrups, Archery, and Pigs+1 First Strike Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (35% Chance)Starts with DwarvenUpgrades to Chariot

Dwarven Hornguard 12/10 1 Cost: 240 - National Unit ( 3 allowed )Mounted Unit - Replaces Knight – Requires: Armored Cavalry, and HippodromeDoesn't Receive Defensive Bonuses, Can Withdraw From Combat (35% Chance)Starts with DwarvenUnit can use Bronze, Iron and Mithril weapons.

Dwarven Shadow 13 (+2 Poison) 1 Cost: 240 - National Unit ( 3 allowed )Recon Unit - Replaces Shadow – Requires: Guilds, and Council of EsusCan see Hidden Animals, Can Explore Rival Territory, Helps Thwart Rival Spies+1 First Strike, Immune to First Strikes, Causes Collateral Damage, -25% City StrengthStarts with Dwarven, Invisible, Marksman

Dwarven Druid 8 2 Cost: 240 - National Unit ( 3 allowed )Recon Unit - Replaces Druid – Requires: Commune with Nature, and GroveCargo Space 1(Carries Birds), Can Move through Impassable Terrain, Better results from Tribal Villages, -20% City Attack, +50% vs. Animals, Starts with Channeling I, Channeling II, Channeling III, Divine, Dwarven, Earth I, Medic I, Sorcery, Subdue Animal, Summoning+1 Affinity for Earth Mana

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Leaders

Kandros Fir Arturus Thorne

Alignment: Neutral

Traits:

Aggressive Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard,

Stable.Financial +1 on plots with 2 Double Production Speed of Market,

Money Changer.Ingenuity +50 Starting Gold

-50% to upgrade costs.

Favorite Civic: ConsumptionFavorite Wonder: Caminus Aureus

Alignment: Neutral

Traits:

Organized -50% Civic Upkep Double Production Speed of Courthouse,

Lighthouse.Industrious +50% Wonder Production Double Production Speed of Forge.

Favorite Civic: NationhoodFavorite Wonder: Caminus Aureus

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Unique BuildingsTailor Cost: 140

Requires: Crafting

+5% with Dyes, +5% with Silk, +5% with Cotton

+1 from Dyes, Silk, Cotton

Jewelry Cost: 120 Requires: Smelting

+5% with Gems, +5% with Gold, +5% with Pearls

+1 from Gems, Gold, Pearls

KuriotatesCardith Lorda is a mysterious young boy with a supernatural wisdom and unmatched charisma. His dreams of building a peace and prosperity that can stand the assault of time and calamities draw men and women of all races to his teeming cities, marvels which put even the halls of the Bannor to shame. Will their unity be enough of a shield as the Kuriotates create a lasting haven, or will the savagery of their foes require ferocity in return?

Special Note: The Kuriotates can only build 3 true cities. These super cities can work all plots within 3 tiles of the city instead of the nromal 2. All other cities in the Kuriotate empire are only Settlements which have no production, or cost any maintenance.

Unique Features:Theme: Child King leads Cities of outcasts

• Sprawling Trait (Limited number of cities [2/2/3/3/4/5 for dual,tiny,small,standard,large, huge map sizes], each of which can work 3rd ring of tiles. Cities built after the limit will be settlements, which cannot build or collect commerce.

Cannot build: No Restrictions

World Spell: Legends Gives a huge culture boost to all the players cities and settlements

Starting Mana: Spirit, Sun, Water

Hero

Eurabatres the Gold Dragon– Requires: Divine Essence

23 3 Cost: 360 Can move through impassable terrain1 First StrikeDoesn't receive defensive bonusesIgnores Terrain Movement costsStarts with Dragon, Sentry, Magic Immune

C'mon, it's a dragon! Build him already, Eurabatres strength is unmatched.

Unique UnitsCentaur 4 3 Cost: 60

Mounted Unit - Replaces Horseman – Requires: Horseback Riding+40% vs. Archery Units, Can withdraw from combat ( 25% Chance )Has the Sprint Ability, adds the Hasted (+1 Movement, 100% chance of wearing off) and Fatigued (-10% Str, 50% chance of wearing off) Promotions. Can not use while Fatigued.Upgrades to Chariot or Horse Archer

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Leaders

Cardith Lorda

Alignment: Good

Traits:

Philosophical +100% Birth Rate Double Production Speed of Elder Council,

Library.Expansive +2 /City No upkeep costs for Compassion,

Double Production Speed of Granary, Harbor.

Sprawling Acities are allowed to work the 3rd plot ring instead of just

the first two Player has a limited number of cities (amount determined

by mapsize) Adaptive Allows the player to pick the trait of their choice.

Favorite Civic: ApprenticeshipFavorite Wonder: Crown of Akharien

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Lanun The oceans and seas of Erebus are home to the Lanun, an untamable people as comfortable on deck as on land. Every captain is a nation unto himself, and the two most powerful are Falamar and Hannah the Irin. Falamar is as dauntless as the waves, with an allure that draws in women from any port, while Hannah is as fickle as the wind, and a tempest when crossed. They are unrivaled on the waves, but as the conflicts of Erebus draws them in they will be forced to fight on battlegrounds of every type, and must stand firm or be buried in the sands of time.

Unique Features:Theme: Pirates

• Farms give -1 food • All sea tiles give +1 food • +1 moves to naval units • Only civ that can see Pearl happiness resource • Pirates gain gold when defeating other units• Boarding Party (Champion replacement) can attack naval units and will capture boats upon victory.• Hero can sing (but not well) • Bonus to diplomacy with female leaders, Falamar only • Workers can build “Pirate Coves” which turn land into water and allow ships extra defense and healing.

Cannot build: No Restrictions

World Spell: Raging Seas Acts as a Tsunami for the entire world, but it won't damage Lanun

ships or improvements

Starting Mana: Air, Chaos, Water

Heroes

Guybrush Threepwood – Requires: Iron Working

7 1 Cost: 360 Starts Boarding, HeroUnit can use Bronze, Iron and Mithril weapons.

Guybrush has the boarding party ability to take control of defeated ships. Plus he can sing!

The Black Wind – Requires: Optics 7 4 Cost: 300 Cargo Space: 2Can withdraw from combat (20% chance)Starts with Hero, Hidden NationalityCombat Victories produce +10 gold.

Unique UnitsPirate 5 4 Cost: 100

Naval Unit - Replaces Privateer – Requires: Optics, and Bronze or Iron or MithrilCargo Space: 1Can withdraw from combat (20% chance)Starts with Hidden NationalityCombat Victories produce +10 gold.

Boarding Party 5 1 Cost: 120 Melee Unit - Replaces Champion – Requires: Iron Working, and HarborStarts with BoardingUnit can use Bronze, Iron and Mithril weapons.Upgrades to Eidolon, Paladin, Berserker, Immortal or Phalanx

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Leaders

Falamar Hannah the Irin

Alignment: Neutral

Traits:

Expansive +2 /City No upkeep costs for Compassion,

Double Production Speed of Granary, Harbor.

Charismatic +1 /City -25% XP Needed for promotions.

Favorite Civic: Caste SystemFavorite Wonder: The Great Lighthouse

Alignment: Neutral

Traits:

Financial +1 on plots with 2 Double Production Speed of Market,

Money Changer.Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat.

+100% Gold from Pillaging

Favorite Civic: Foreign TradeFavorite Wonder: The Great Lighthouse

War Tortoise 11/19 1 Cost: 240 Mounted Unit - Replaces War Elephant – Requires: Domesticate Elephants, Large Animal StableDoesn't receive Defensive Bonuses.+50% vs. Mounted units.Starts with Water Walking.

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LjosalfarOnce the summer court spent its days in song and harmony with nature, but those days are long past. The death of their god set off a bloody civil war which was only stopped because the frozen world made travel impossible. Now that the Age of Ice is ended the surviving Ljosalfar are banding back together and the civil war can begin anew.

Unique Features:Theme: Nature Elves

• Workers can build improvements in forests to retain forest bonus to production. (Includes Fellowship of Leaves specific terrain ancient forests, as well.) • Units begin with Elven promotion, giving increased movement and defense in forests• Free Dexterous Promotion (+1 Atk Str) for Archery units from Ljosalfar Archery Range.

Cannot build: Lumber Mills, Seige Weapons, Bear Totem, Machinists Shop, Alchemy Lab, Chariots, Arquebus, Berserker

World Spell: March of the Trees All forests in the players empire turn into Treants for 5 turns, when

the Treants die they return to forests in the plot (if it can support a forest)

Starting Mana: Air, Life, Nature

Hero

Gilden Silveric – Requires: Archery

5/6 1 Cost: 120 +1 First Strike+25% Hill Defense+25% City DefenseStarts with Dexterous, Elven, Hero

Unique UnitsFyrdwell 6 3 Cost: 120

Mounted Unit - Replaces Horsearcher – Requires: Stirrups, Archery and Deer+1 First Strike, Immune to First StrikesDoesn't Receive Defensive Bonuses, Can withdraw from combat (35% Chance)Starts with ElvenUpgrades to Knight

Flurry 12 2 Cost: 240 - National Unit ( 3 allowed )Archery Unit - Replaces Crossbowman – Requires: Machinery, and Bowyer+1 First Strike, Starts with BlitzUnit can use Bronze and Iron weapons.

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Unique BuildingsLjosalfar Archery Range Cost: 100

Replaces Archery Range – Requires: Archery Free Dexterous Promotion (+1 Atk Str) for Archery units produced in this city 5% Defense (except versus Gunpowder units)Double production speed for Defender leaders

Leaders

Arendel Phaedra Thessa

Alignment: Good

Traits:

Creative +2 /City

Double Production Speed of Carnival, Obelisk.

Spiritual No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple.

Favorite Civic: AristocracyFavorite Wonder: Temple of Temporance

Alignment: Neutral

Traits:

Expansive +2 /City No upkeep costs for Compassion,

Double Production Speed of Granary, Harbor.

Arcane Free promotion(Arcane) - Arcane units Double Production Speed of Mage Guild

Favorite Civic: ScholarshipFavorite Wonder: Catacomb Libralus

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Amelanchier

Alignment: Neutral

Traits:

Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat.

+100% Gold from PillagingDefender Free promotion(Homeland) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units Double Production Speed of Archery Range,

Walls.

Favorite Civic: NationhoodFavorite Wonder: Tower of Eyes

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Luchuirp The cities of the Luchuirp are beautiful to behold. Enchanted lifts carry people throughout the city and powerful golems serve and guard the dwarves. Although most golems are unable to learn Barnaxus is an oddity even among the Luchuirp. Able to learn, and pass what he learns along to the rest of the Luchuirps golem army, no civilization is as influenced by one unit as the Luchuirp is by Barnaxus.

Unique Features:Theme: Dwarven Tinkers

• Dwarven adepts can cast repair if given enchantment promotion (heals golems, siege, & ships) • Mud golem replaces workers, (work faster, not built with food) • ALL golems given “Empower” (+ 10% str) promotions as Barnaxus the hero gains combat promotions.

Cannot build: Normal Melee Units beyond warriors, Archery Units beyond slingers (archer equivalent), Rangers, Horse Archers, Beastmaster, Marksman, War Elephant

World Spell: Gifts of Nantosuelta Creates a Golden Hammer equipment in each of the players cities

( Golden Hammers can be picked up by a unit to boost his strength, used to finish a building, or given to a citizen to create a great engineer specialist )

Starting Mana: Earth, Enchantment, Life

Hero

Barnarux – Requires: Construction

5 1 Cost: 180 Starts with Golem, Pieces of BarnaruxUnit can use Bronze, Iron and Mithril weapons.

The first “living” golem, Barnarux is able to change and adapt to his environmnt. Even more amazing, he is able to share this knowledge with all of the golems in his empire. The game effect of this is that if Barnarux has the Combat I-V promotions, all golems in his empire will gain the Empower equivalent (+10% str per lvl).

Unique UnitsMud Golem 0/2 2 Cost: 100

Replaces WorkerCan do everything a worker can.Starts with Golem

Wood Golem 6 1 Cost: 90 Replaces Worker – Requires: Construction, and Sculptor's StudioStarts with Golem, Vulnerable to FireCannot upgrade to this Unit Type

Iron Golem 6 1 Cost: 180 Replaces Champion – Requires: Iron Working, and Iron or MithrilStarts with GolemCannot upgrade to this Unit Type

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Clockwork Golem 15/9 1 Cost: 360 - National Unit ( 3 allowed )Replaces Berserker – Requires: Machinery, and Machinists ShopStarts with GolemCauses Collateral DamageCannot upgrade to this Unit Type

Bone Golem 13 1 Cost: 360 - National Unit ( 3 allowed )Replaces Immortal – Requires: Divine Essense, and IvoryStarts with Cannibalize, GolemCannot upgrade to this Unit TypeResurected in the civilization's capital if killed

Nullstone Golem 13 1 Cost: 240 - National Unit ( 3 allowed )Replaces Phalanx – Requires: Mithril Weapons, and WeaponsmithStarts with Golem, Magic ImmuneCannot upgrade to this Unit TypeBuilds +25% faster with access to Marble

Gargoyle 6 1 Cost: 180 Replaces Longbowman – Requires: Engineering, and Sculptor's Studio+25% City Defense, Starts with Defensive, GolemCannot upgrade to this Unit Type

Builds +25% faster with access to Marble

Boar Rider 6/5 3 Cost: 120 Mounted Unit - Replaces Horseman – Requires: Stirrups, Archery, and Pigs+1 First Strike Doesn't Receive Defensive Bonuses, Can Withdraw From Combat (35% Chance)Starts with DwarvenUpgrades to Chariot

Dwarven Hornguard 12/10 1 Cost: 240 - National Unit ( 3 allowed )Mounted Unit - Replaces Knight – Requires: Armored Cavalry, and HippodromeDoesn't Receive Defensive Bonuses, Can Withdraw From Combat (35% Chance)Starts with DwarvenUnit can use Bronze, Iron and Mithril weapons.

Dwarven Shadow 13 (+2 Poison) 1 Cost: 240 - National Unit ( 3 allowed )Recon Unit - Replaces Shadow – Requires: Guilds, and Council of EsusCan see Hidden Animals, Can Explore Rival Territory, Helps Thwart Rival Spies+1 First Strike, Immune to First Strikes, Causes Collateral Damage, -25% City StrengthStarts with Dwarven, Invisible, Marksman

Dwarven Druid 8 2 Cost: 240 - National Unit ( 3 allowed )Recon Unit - Replaces Druid – Requires: Commune with Nature, and GroveCargo Space 1(Carries Birds), Can Move through Impassable Terrain, Better results from Tribal Villages, -20% City Attack, +50% vs. Animals, Starts with Channeling I, Channeling II, Channeling III, Divine, Dwarven, Earth I, Medic I, Sorcery, Subdue Animal, Summoning+1 Affinity for Earth Mana

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Unique BuildingsSculptor's Studio Cost: 90 +1

Replaces Training Yard – Requires: Bronze Working +1 with NationhoodRequired to build Heroic Epic

Blasting Workshop Cost: 120 Requires: Elementalism, and Fire ManaGrants all golems produced in the city the ability to cast Fireball

Gridlines Cost: 180 Requires: DivinationGrants all golems produced in the city the City Garrison promotion.

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Leaders

Garrim Gyr Beeri Bawl

Alignment: Good

Traits:

Financial +1 on plots with 2 Double Production Speed of Market,

Money Changer.Defender Free promotion(Homeland) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units Double Production Speed of Archery Range,

Walls.

Favorite Civic: MercantilismFavorite Wonder: Guild of Hammers

Alignment: Good

Traits:

Spiritual No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple.Organized -50% Civic Upkep Double Production Speed of Courthouse,

Lighthouse.

Favorite Civic: GuildsFavorite Wonder: Form of the Titan

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MalakimThe Malakim were a simple tribe of desert nomads until Varn Gosam found them. A Svartalfar who had been changed by contact with the sun god Lugus, he in turn changed their society profoundly. The Malakim will abide no darkness to dwell amongst them, and thieves and spies find it impossible to sneak through a Malakim city unnoticed. Their piety earns them foresight and prowess in their native sands, but will their unwavering principles earn them more enmity than they can survive?

Unique Features:Theme: Desert people

• All Units start with “Nomad” promotion, giving Double Movement in Desert, +20% Desert Attack and Defense

Cannot build: Assassins

World Spell: Religious Fervor Creates a priest of the players state religion in each of the players

cities with that state religion, these priests start with +1 xp for every city the player has with that religion

Starting Mana: Life, Mind, Sun

Hero

Teutrix – Requires: Blasting Powder, Gunpowder

12 1 Cost: 180 +25% Desert Attack and DefenseStarts with Hero, Nomad+1 Vote in the Overcouncil

Unique UnitsLightbringer 2 1 Cost: 60

Disciple Unit+1 First Strike, Immune to First StrikesStarts with SentryUpgrades to Ecclesiastic, Thane of Kilmorph, Disciple of Leaves, Acolyte, Zealot, or Savant

Camel Archer 6 3 Cost: 120 Mounted Unit - Replaces Horse Archer – Requires: Stirrups, Archery, and Stable+1 First Strike, Immune to First StrikesDoesn't Receive Defensive Bonuses. Can Withdraw From Combat (+35% Chance)Requires no ResourcesUpgrades to Knight

Unique BuildingsCitadel of Light Cost: 240

Requires: Sorcery, and Fire ManaProduces a Fireball if an enemy unit is within 2 tiles of it at the start of your turn.+5% Defense (except vs. Gunpowder units)

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Leaders

Varn Gosam

Alignment: Good

Traits:

Creative +2 /City

Double Production Speed of Carnival, Obelisk.

Financial +1 on plots with 2 Double Production Speed of Market,

Money Changer.Adaptive Allows the player to pick the trait of their choice.

Favorite Civic: OvercouncilFavorite Wonder: Syliven's Perfect Lyre

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MercuriansThe Mercurians will enter the game when the Mercurian Gate wonder is built. They will join the team of the builder and will declare war against any civilization that worships the Ashen Veil. Although the Mercurians do have human followers, their most powerful units are only provided when the righteous die and are reborn as Angels.

Special Note: No player can begin the game as the Mercurians, instead they join the team of the player that completes the Mercurian Gate wonder and that player may choose to stay with his current civilization or switch to the controlling the Mercurians when they come into play.

Unique Features:Theme: Militant Angels

• Cannot begin the game as this civ (to play as Mercurians, choose another civ and build the Mercurian gate)• Free Iron from Palace • Gain free angel units when a “good” unit dies, anywhere in the world. (good units are those with Runes or Order religion or citizens lost in cities of good empires.) • Advanced units must be upgraded to from angel units• Begin the game permanently allied with the player that summoned them. • If their Hero unit, Basium, is killed, all traits are lost. • Most units have the “Angel” Promotion, which gives some damage resistance and immunity to spells that specify a living target.

Cannot build: Any advanced (national) unit directly, or warriors or scouts

World Spell: Divine Retribution Does damage to all Undead and Demonic units in the world.

Starting Mana: Earth, Life

Hero

Basium 7 (+4 Holy Combat) 2 +5 to the Armageddon CounterStarts with Angel, Hero, Iron Weapons, Loyalty, Sentry I, Sentry II

Unique UnitsAngel 4 (+2 Holy Combat) 1

Melee Unit Starts with Angel

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Ophanim 9/6 (+3 Holy Combat) 2 - National Unit ( 3 allowed )Mounted Unit - Requires: Warhorses, and Horse or NightmareDoesn't Receive Defensive Bonuses, Can Withdraw From Combat (25% Chance)+50% vs. Archery Units, Starts with Angel, FlyingUnit Cannot be Built, Must be upgraded from level +6 or higherUnit can use Bronze, Iron and Mithril weapons.

Repentant Angel 12 (+4 Holy Combat) 3 - National Unit ( 3 allowed )Mounted Unit - Requires: Armored Cavalry and HippodromeStarts with AngelUnit Cannot be Built, Must be upgraded from level +3 or higherUnit can use Bronze, Iron and Mithril weapons.

Valkyrie 6 (+3 Holy Combat) 1 - National Unit ( 3 allowed )Melee Unit - Requires: Divine EssenceStarts with AngelUnit Cannot be Built, Must be upgraded from level +9 or higherUnit can use Bronze, Iron and Mithril weapons.Resurrected in the civilization's capital if killed

Angel of Death 8/6 (+3 Holy Combat) 2 - National Unit ( 3 allowed )Recon Unit Can see Hidden Animals, Can Explore Rival Territory, Helps Thwart Rival Spies+1 First Strike, Immune to First StrikesStarts with Angel, Invisible, Marksman, Vile TouchUnit Cannot be Built, Must be upgraded from level +6 or higher

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Leaders

Basium

Alignment: Good

Traits:

Aggressive Free promotion(Combat I) - Mounted Units - Melee Units Double Production Speed of Shipyard,

Stable.Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat.

+100% Gold from PillagingIngenuity +50 Starting Gold

-50% to upgrade costs.

Favorite Civic: Military StateFavorite Wonder: Temple of Temporance

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Sheaim A new civilization in the Age of Rebirth, the Sheaim attract those exiled or running from other civilizations. They are promised power in trade for service, but few achieve it. Only the highest ranks are aware that the real goal of the Sheaim is the destruction of the world.

Unique Features:Theme: Bringers of Armageddon

• Planar Gate building randomly spawns outer planar creatures which will join your civilization. More units will come the higher the Armageddon Counter is. • Elegy of the Sheaim Ritual raises the Armageddon Counter each time it is built.

Cannot build: Training Yard building, Melee units beyond Warrior

World Spell: Worldbreak Does damage to all units in cities, forest fires start around the world

Starting Mana: Chaos, Dimensional, Fire

Hero

Abashi the Black Dragon – Requires: Divine Essence

21 3 Cost: 360 1 First StrikeCan move through impassable terrain.Doesn't receive defensive bonuses.Ignores terrain movement costs.Starts with Dragon, Magic Immune, Sentry

The Sheaim hero is able to breath fire and his roar will convert any surrounding Cult of the Dragon units to his cause.

Unique UnitsPyre Zombie 3 (+1 Fire) 1 Cost: 120

Melee Unit - Replaces Axeman+10% City Attack, Starts with UndeadThe Pyre Zombie explodes when killed, damaging all units (enemy and friendly) within a tile of the zombie. Unit can use Bronze and Iron weapons.

Eater of Dreams 5 1 Cost: 240 - National Unit ( 3 allowed )Arcane Unit - Replaces Summoner – Requires: Ethereal Call and ReagentsCan build mana nodes.Starts with Channeling I, Channeling II, Channeling III, SummoningCan sacrifice population in cities to regain the ability to cast with his “Consume Souls”-ability. Unit starts with +1 Free Promotion, Unit Must be upgraded from a unit at level 6+

Chaos Maurauder 4 1 Melee Unit – Spawns with Planar Gate and Carnival Starts with DemonUnit can use Bronze, Iron and Mithril weapons.

Mobius Witch 4 1 Arcane Unit – Spawns with Planar Gate and Mage Guild Can build mana nodes.Starts with Channeling I, Channeling II, Sorcery

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Succubus 4 (+2 Unholy) 2 Melee Unit – Spawns with Planar Gate and Public Baths Starts with Channeling I, Mind I, DemonUnit can use Bronze, Iron and Mithril weapons.

Reveler 6 (+1 Poison) 2 Recon Unit – Spawns with Planar Gate and Gambling HouseCan See StealthCan Withdraw from Combat (35% Chance)

Tar Demon 2/7 (+1 Unholy) 1 Melee Unit – Spawns with Planar Gate and Temple of VeilFlat Movement Costs, Starts with DemonWhen killed, large enough Tar Demons will split into two smaller Tar Demons

Minotaur 8/11 1 Melee Unit – Spawns with Planar Gate and Weaponsmith+25% City Defense

Mantiore 13/9 3 Melee Unit – Spawns with Planar Gate and Large Animal Stable+25% Mounted Units

Unique BuildingsPlanar Gate Cost: 300

Requires: Knowledge of the EtherRandomly spawns outer planar creatures which will join your civilization.The creatures that are spawned by a Planar Gate depends on the buildings in your city.The following building effect the chance that these creatuers will come through the gate:

• Carnival – Chaos Maurauder • Mage Guild – Mobius Witch • Public Baths – Succubus • Weaponsmith – Minotaur • Large Animal Stables – Manticore • Gambling House – Revelers • Temple of Veil – Tar Demon

The higher the Armageddon Counter the more likely you are to get units and the more you can have at once.

Unique RitualsElegy of the Sheaim Cost: 600

Requires: Way of the WickedIncreases the Armageddon Counter a small amount.

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Leaders

Tebryn Arbandi Os-Gabella

Alignment: Evil

Traits:

Arcane Free promotion(Arcane) - Arcane units Double Production Speed of Mage GuildSummoner +2 duration to summoned units

Favorite Civic: SerfdomFavorite Wonder: Prophecy of Ragnarok

Alignment: Evil

Traits:

Spiritual No Anarchy Free promotion(Mobility I) - Disciple Units Double Production Speed of Temple.Summoner +2 duration to summoned units

Favorite Civic: SlaveryFavorite Wonder: Prophecy of Ragnarok

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Sidar The Grey are rarely seen outside their borders. Partly because they see little reason to leave their empire and partly because when they do they travel invisibly. The true strength of the Sidar is that their specialists are more talented than other civilizations. Sages provide an additional research, merchants provide an additional gold, engineers an additional hammer and bards an additional culture. To make specialists even more powerful any Sidar unit of level 6 or higher can be transformed into a Shade, which can be added to a city as a specialist of any type.

Unique Features:Theme: Detached Immortals

• Sage/Great Sage specialists give +1 beaker • Artist/Great Artist specialists give +1 culture • Engineer/Great Engineer specialists give +1 hammer• Merchant/Great Merchant Specialists give +1 gold• Any unit of Level 6+ can become a Shade which in turn canjoin the city as any Great Specialist except Great Priest.

Cannot build: No Restrictions

World Spell: Into the Mist All the players combat units become Hidden (aka: invisible until they

attack or cast a spell)

Starting Mana: Body, Enchantment, Spirit

Hero

Rathus Denmora – Requires: Poisons

5 2 Cost: 180 Can see Hidden Animals, Better results from Tribal Villages+50% vs. Melee UnitsStarts with Hero, Hidden, Marksman, Nether Blade, Shadow II, Sorcery

Rathus starts with the Hide spell, meaning he can become Hidden again after an attack. He also got the powerful equipment Nether Blade which gives the user +2 Death str and +80% bonus vs. Heroes.

Unique UnitsGhost 5/3 (+2 Poison Combat) 2 Cost: 120

Recon Unit - Replaces Assassin – Requires: PoisonsCan see Hidden Animals, +1 First Strike, Immune to First Strikes, -50% City StrengthStarts with Hidden, Marksman, Shadow II, SorceryUpgrades to Shadow or Marksman

Shade 2 1 Units that have abtained level 6 or greater can retire as a shade.Can join a city as a Great Bard, Great Sage, Great Merchant or a Great Engineer.

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Leaders

Sandalphon

Alignment: Neutral

Traits:

Industrious +50% Wonder Production Double Production Speed of Forge.Defender Free promotion(Homeland) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units Double Production Speed of Archery Range,

Walls.

Favorite Civic: Caste SystemFavorite Wonder: The Great Library

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Svartalfar Once the winter court danced beneath the stars but they abandoned their faith after the death of Sucellus and choose to revere Esus, the god of deception, instead. Now their midnight pranks have turned deadly and the illusions and games of former ages are used in war.

Unique Features:Theme: Dark Elves

• Workers can build improvements in forests to retain forest bonus to production. (Includes Fellowship of Leaves specific terrain ancient forests, as well.) • Illusionist unit (replaces conjuror) causes summons to begin with illusion racial promotion rather than any other racial promotion • Recon units begin with +1 strength if built in cities with a Svartalfar Hunting Lodge

Cannot build: Lumber Mills, Seige Weapons, Bear Totem, Machinists Shop, Alchemy Lab, Chariots, Arquebus, Berserker

World Spell: Veil of Night All the players combat units gain Hidden Nationality.

Starting Mana: Shadow, Nature, Mind

Hero

Alazkan the Assassin – Requires: Poisons

6 / 4 (+2 Poison) 2 Cost: 120 Can see Hidden Animals+1 First Strike, Immune to First Strikes-50% City StrengthStarts with Elven, Hero, Marksman, Hidden Nationality

Alazkan the Assassin is the strongest assassin in the game. Rivaled possible only by Rathus Denmora if he is weilding his Nether Blade.His Hidden Nationality means he can be a menace even in peacetime.

Unique UnitsIllusionist 4 1 Cost: 120

Arcane Unit - Replaces Conjurer – Requires: SummoningCan build mana nodes.Starts with Channeling I, Channeling II, Illusionist, Summoning Must be upgraded from a unit at level 4+Unit starts with +1 Free Promotion.Upgrades to Summoner

Nyxkin 6 1 Cost: 120 Mounted Unit - Replaces Horse Archer – Requires: Stirrups, Archery, and Stable+1 First Strike, Immune to First StrikesDoesn't Receive Defensive Bonuses. Can Withdraw from Combat (+35% Chance)Starts with ElvenUpgrades to Knight

Flurry 12 2 Cost: 240 Archery Unit - Replaces Crossbowman – Requires: Machinery, and BowyerNational Unit (3 Allowed)+1 First Strike, Starts with BlitzUnit can use Bronze and Iron weapons.

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Leaders

Faeryl Viconia

Alignment: Evil

Traits:

Raiders Free promotion(Commando) - Recon Units - Archery Units - Mounted Units - Melee Units - Disciple Units +1 XP from combat.

+100% Gold from PillagingArcane Free promotion(Arcane) - Arcane units Double Production Speed of Mage Guild

Favorite Civic: UndercouncilFavorite Wonder: Soul Forge

Unique BuildingsSvartalfar Hunting Lodge Cost: 100

Replaces Hunting Lodge – Requires: HuntingFree Sinister Promotion (+1 Atk Str) for Recon Units produced in this city +1 From Deer +1 From Fur