During a Planar War or Great War, you have the option to recruit specialised individuals using recruit points. You begin with 1 recruit point, and earn an extra point every time you kill an opponent.
To view the available recruits along with their bonuses, type recruits
-
the letter after the name represents the cost to purchase the recruit (eg ‘M’
costs 1 Military resource). Some bonuses include both a Basic and an Expert
bonus; you only get the Expert bonus if you already had the Basic bonus (eg
Treasurer gives you the invest command, but if you already had that command
you instead get +1 action per turn).
Type recruit <name>
to recruit the specified individual. The recruit will
remain in your service for the duration of the war, but vanishes along with
any unused recruit points after the war has finished.
Note the ‘treaty’ command (granted by the Ambassadors recruit) can only be used if your Offence and Defence each have 5 resources, and the former has a higher bonus than the latter. Your Offence and Defence hands will be swapped, and you will be unable to attack until next turn. The person you target will also have their own Offence and Defence hands swapped, and be unable to attack this turn.
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Ambassadors (D) | Gain treaty (see the last paragraph of ‘help recruit’). |
Architect (E) | Basic: Gain fortify. Expert: It costs no actions to fortify. |
General (M) | Drill, patrol and attack (with minimum Offence 6) for free. |
Guard (D) | Defence 6 vs assassinate, or +1 if it’s normally 7+. |
Inquisitor (R) | You can dismiss any 1 Defence per turn for free. |
Merchant (E) | You can dismiss any 1 Resource per turn for free. |
Paladins (R) | You can move 1 Religion Resource to Offence per turn for free. |
Prophet (R) | You always see the next 3 Resources that will be created. |
Sappers (M) | A successful attack inflicts +1 damage. |
Scouts (M) | +1 defence vs attack, mercenary, jihad, raid and zombie. |
Spymaster (D) | +3 spy Defence. Basic: Gain spy. Expert: Free spy per turn. |
Treasurer (E) | Basic: Gain invest. Expert: +1 action per turn. |
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Armourer (M) | You ignore the second point of damage per turn when attacked. |
Black Orcs (D) | +1 Diplomacy Defence when using ‘tribe’ (see ‘help military’). |
Bugbears (E) | Your defence command can move resources from your Offence. |
Fanatics (R) | Gain +1 Religion Offence. All Offence commands are free. |
Goblin Seer (R) | Dismiss once per turn for free, if you have 0 actions left. |
Slave Guild (E) | Whenever you inflict damage, you gain +1 action next turn. |
Storm Orcs (R) | +1 Religion Defence when using ‘tribe’ (see ‘help military’). |
Tactician (D) | Your offence command can move resources from your Defence. |
Talon Orcs (E) | +1 Economy Defence when using ‘tribe’ (see ‘help military’). |
Warg Riders (M) | You gain Initiative as long as you have at least 1 action. |
Weaponsmith (M) | Your Offence commands all inflict +1 damage if successful. |
Zeppelin (D) | Informs you each turn which opponent has the weakest defence. |
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Animator (E) | You can move any 1 Resource to Offence per turn for free. |
Banshee (E) | Basic: Gain haunt. Expert: Your haunt causes +1 damage. |
Bloodguard (E) | You gain +2 Diplomacy Defence. |
Brain (E) | You can move any 1 Resource to Defence per turn for free. |
Deathknight (E) | You gain +1 Military Offence and Defence. |
Flesh Golem (E) | You gain +2 Economy Defence. |
Ghouls (E) | If your attack inflicts damage, you gain +1 action next turn. |
Mummy (E) | You can dismiss any 1 Offence or Defence per turn for free. |
Necromancer (E) | You no longer take damage if your attack results in a draw. |
Spectre (E) | You gain Initiative if you have access to the Haunt command. |
Vampires (E) | You can dismiss any 1 Resource per turn for free. |
Zombie Lord (E) | You gain +1 Religion Offence and Defence. |
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Animals (D) | +3 spy Offence. Basic: Gain spy. Expert: Free spy per turn. |
Centaurs (D) | You detect non-Diplomacy Offence commands used against you. |
Druids (R) | You gain +1 Offence and Defence vs the undead faction. |
Dryads (E) | Unused action points absorb damage after your Defence is gone. |
Mermaids (E) | You may ‘dismiss all’ Resources once per turn for 1 action. |
Minotaurs (R) | A successful attack or jihad inflicts +1 damage. |
Nymphs (M) | You gain +1 Offence and Defence vs the humans faction. |
Plants (R) | Defence always at least 4, or 5 if you have an unused action. |
Satyr (M) | You gain +1 Offence and Defence vs the nature faction. |
Siren (E) | You carry 1 unused action over to the next round. |
Sylph (D) | You gain Initiative if you have access to the Spy command. |
Treant (M) | You gain +1 Offence and Defence vs the goblinoid faction. |