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March from Galantia

## Mission Parameters

* Closed deploy 5
* Turn goal: 12
* Starting squad: Captain, Soldier, Soldier, Scout, Scout
* Starting SP: 310
* Base XP on Easy: 80
* Base RP on Easy: 100
* Secondary objectives: 0
* Max turrets: 4
* Enemies: Xeno

## Objectives

* The primary objective is to reach the exit grid at the north end of the trench with all Templars.

### Safety & Score & Speed

Apart from the Captain who should have Pressing Need 4, only a single Soldier built as a Charger and an Blitz Sink Engineer are really needed. A Skirmisher Scout is very useful as usual.

On the first turn, move the squad as far north as possible while keeping them in a tight formation. Pressing Need everyone as they pass. Buff up with Rallying Charge 8 and take the ramp on the right. Set up Overwatch on one side, kill or slow down enemies on the other. Keep the Captain at the most vulnerable position as he should have lots of HP. Keep moving north. You may drop a Sentry Turret or a Landmine where necessary to cover the flank. Deheat the Soldier to reapply Rallying Charge and you'll reach the exit in 6 turns.
Templar Battleforce Wiki

Welcome to *Templar Battleforce* Wiki
the *Templar Battleforce* guide written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Templar Battleforce

Templar Battleforce is an addictive mix of strategic combat and army building with the precision of a RPG. Step into the pilot suit of a Leviathan mech and lead the Templar Knights in battle against fierce enemies. Create your own unique Battleforce by recruiting an array of Templar specialists and then design their exact build of equipment and talents. Invent distinct strategies and fire teams that guarantee no two armies will be the same. Deploy your forces into tactical scenarios that will challenge both novice and veterans alike. Command your forces with precision, move with speed and claim snatch victory from defeat in this fast-paced turn-based wargame. [Read more...]

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Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.

1. ↑ [1] Text was taken from the press kit
Sentry Turret

**Overview**

A static gun turret deployed by an Engineer in an adjacent tile indicated by the green circle ; it can not be placed on a tile containing a railing/barrier or similar obstacle (white X). If you try to do this the turret will be placed in the next available tile in that direction. This results in situations where you gain deployment range on the talent and the turret is placed in an advantageous position, which can be used to tactical effect.

The majority of the turret's profile stats are directly linked to the Engineering skill of the Engineer who deploys it. At level 7 and higher, the turret is equivalent to an immobile templar with a level 5 rifle.

Sentry turrets are the first type of turret available to the player. They are capable of hitting multiple foes with burst fire when the foes are tightly packed, and they can also defend an area with overwatch, much like the Soldier.

### Skill Features

Cost: 3 AP & 30 Heat

Number of Turrets available on deployment: 2

Maximum number of turrets permitted (both types): 4 or 6 (mission dependent).

Additional turrets may be acquired from a tactical point at a cost of 200 SP for two; multiple resupplies may be purchased at once. The Engineer must be within 6 tiles of a tactical point in order to use the resupply ordnance.

The turret has an experience level equal to that of a new recruit. This only affects the amount of HP it has by a small degree.

### Stats

Fortitude: 4 + (Engineering/2) [Max 12]

Willpower: 1 + (Engineering/2) [Max 9]

Focus: 2 + Engineer's Focus [max 16]

Strength: 3 + (Engineering/3) [Max 8]

Quickness: 3 + (Engineering/3) [Max 8]

HP: 60 + (6 x Fortitude) +1 per experience level.

Gunnery: 4 + Engineering [Max 16]

Warrior: 1

Tactics: 2

Evasion: 2

## Talents

Burst Fire: Level equal to turret talent level. Talent performance is identical to the Soldier Talent.

Overwatch: Level equal to turret talent level. Talent performance is identical to the Soldier Talent.

### Equipment

Turrets have pre-selected equipment whose performance can be found by selecting the load-out details once a turret is deployed.
Templar Battleforce Wiki/Bottom section

Wiki

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Infiltration Site

## Mission Parameters

* Open deploy 3
* Turn goal: 16
* Starting squad: Captain, Scout, Scout
* Autodeployed at second objective: Soldier (no swap), Engineer (no swap)
* Starting SP: 450
* Max deployment: 6
* Base XP on Easy: 80
* Base RP on Easy: 80
* Secondary objectives: 1 (crates visible on the map)
* Max turrets: 4

## Objectives

* The first objective is to move a templar to the orange area just north of the starting position.

* The second objective is for the squad to go to the orange area in the far north.

* Then the two TPs must be captured. The level ends when the second TP is *neutralized*. That is, it cannot be controlled, so more than 6 templars cannot be deployed.

## Tips

* At the second objective, it is enough to go near the orange area with two templars (3 and 4 tiles away works, maybe more) before stepping in it with the third templar to save some MP.

* Also at the second objective, you will get a Soldier and and Engineer. So don't start with a Soldier (which is tempting for Rallying Charge) if you don't want to a second soldier to be deployed.

## Walkthrough

Give the Captain the Blitz Kit (+2MP), Pressing Need 4 and Warrior's Wrath 1 to have 11MP and prepare two Overdrive 3 Scouts who will also have 11MP with PN. Have a Soldier with Rallying Charge 8 and an Engineer with Capture 6 to make quick work of the TPs ready to be deployed.

In the first turn, move the Captain and the two Scouts north to the first orange objective. Then PN everyone and keep moving towards the second goal area where you will get a Soldier and an Engineer. Turn immediately back south, and march to the TP. With a Capture 6 Engineer hurried along this mission can be done in 5 turns including recruiting a sixth templar at the first TP. There is no point in hanging around longer once you have the secondary except maybe to improve the kill rate.
Trench Warfare

## Mission Parameters

* Closed deploy 6
* Turn goal: 10
* Starting squad: Captain, Nyra, Hydra, Soldier, Scout, Scout
* Starting SP: 235
* Base XP on Easy: 80
* Base RP on Easy: 80
* Secondary objectives: 2
* Max turrets: 4
* Enemies: Cultists

## Objectives

* The primary goal is capture the three command consoles in the trench.

* There are two secondary objectives. One is a fourth command console in the north, the second is a building south-west from the first.

## Walkthrough

### Score & Speed

Cultist only mission. Respec for HP, no willpower. Make your Scout a Runner preferably with the Blitz Kit (+2 MP, -10 Heat) and Ballast Pilot Kit (+32 HP). Spec out the Captain as a Dasher with at least Pressing Need 4 (+2MP). The Soldier will be a Charger as usual, with Rallying Charge 8 (+3MP) pretty much a necessity here. Swap in an Engineer of the Flash Field build for the second Scout. The Soldier should equip a range 6 Leviathan Rifle.

On the first turn, move west as far as possible to this formation:

```
   Nyra   Captain   Soldier
   Scout  Engineer  Hydra

```

There, the Engineer with Tactics 6 buffs with Power Field 8, Nyra buffs the first 4 with Warding Fire and Inspiration, the Soldier puts Calling Shots on everyone, Captain puts Pressing Need on everyone except the Hydra, then the Soldier puts Rallying Charge on everyone. Scout reaches first objective, then puts Overdrive on, moves as far as possible before finally initiating Null Field.

The Captain and the Hydra go north with the Hydra laying napalm on the spawn points. On subsequent turns the Captain will get the secondary in the north, then meet up with the rest of the squad at the second secondary, a building just north of the trench. There will be lots of Cultists coming from the west, and other Snipers from the south. Set up turrets/overwatch facing west, and lay Landmines to the south.

On the second turn, the Scout will get the second transmitter, and continue along the trench towards the next which can be reached on turn 3.

### Safety

Like before but the Scout doesn't race ahead until the last possible moment. The Captain and the Hydra still go north to collect the secondaries, but the rest of the squad move together in the trench, laying Landmines as decoys on the south flank. Position Nyra to draw fire from other directions. Finish by turn 6.
SP

Supply Points (SP) are the currency with which you build, reinforce & resupply your squad during a mission. The amount of SP you start with is mission dependent; the SP will not carry over from one mission to the next, nor will you receive any reward for unused SP at the end of a mission. Prior to the start of each mission you are told as to whether it is an open or closed deployment, as this will impact on your ability to use SP.

In **closed deployment**, you can only use your SP for Swapping Templars during the Initial Deployment. In **open Deployment**, SP can also be spent at Tact Points to deploy additional forces, to buy Ordnance or Upgrades.
Tunnel Complex

## Mission Parameters

* Open deploy 4
* Turn goal: 20
* Starting squad: Captain, Engineer (swap in class), Soldier, Soldier
* Starting SP: 540
* Max deployment: 12 (?)
* Base XP on Easy: 100
* Base RP on Easy: 100
* Secondary objectives: 3 (crates visible on the map)
* Max turrets: 4

## Objectives

* Capturing the first, neutral TP reveals another objective which is to capture the TP in the middle room (north of the first TP).

* Capturing that TP opens the door to the exit grid.

## Walkthrough

### Deployment

Make sure that the Engineer has a high-level Sentry Turret talent.
Capture the TP then set up two turrets and keep a Soldier around as
well, because there are three directions to overwatch: north, east and
the southest door.

Recruit another Engineer capture the west TP with the help of a
Soldier. Set up turrets facing north as well. Prepare for the hordes.
Recruit Scouts when you can. Defend the two TPs until 9 templars are
deployed and you are swimming in SP.

Then assault the middle room. If you capure before losing the other TPs, you can deploy three more templars to make it 12. There will be lots of xeno, recovering all the secondaries will be painfully slow.

### Score

Capture the first TP, then send an Engineer with a Soldier to capture
the middle TP. Just walk north, east, north to arrive at the east
doors of that room. With Rallying Charge 8 and Pressing Need
8, the Engineer (with the ususal Cyclone Reactor +1MP and Capture
6) will just be able to capture it on turn 3. Use turrets and
landmines to defend.

In the meantime, send the Captain and the Scout to the east to gather
two secondaries. You can delay finishing until turn 12 which gives
enough SP to deploy two more templars.

### Speed

Same as **Score**, but ignore the secondaries. All four templars go
to the middle TP. Deploy another templar there and run to the exit.
This can be done in 5 turns. You'll barely see any xenos.
Combat

Templar Battleforce has an elaborate **combat** system. Templars and their Enemies share the same Combat Stats (except Heat that only applies to Templars). Templar stats vary per Class and build, while there are a few enemy races; each of which has its own specialized units such as Scitterings of the Xeno.

Whenever an attack is performed by a Templar or an Enemy, the Combat Rules kick in, which prescribe how a ranged attack may be Dodged, a melee attack Parried, when a Shield may Auto-Blocked and when the defender gets a chance to Counter-Attack.

If an attack connects, some damage is rolled depending on the attacking Weapon and also on active Buffs, War Gear. Even some Armors have damage bonuses. The attack may be upgraded to a Critical Hit which multiplies the damage caused. This damage, though, still has to pass the defender's Armor that may deflect and soak some of the damage. Finally, the defender's HP is reduced by the remaining damage.

Physical Damage, which may be caused by a Blade or a Rifle, is not the only kind. Fire, Plasma, Radiation and Bio-Poison damage round out the list of Damage Types, each with its own associated Res.
Headquarters

Between missions, Templars are at the Headquarters. Here new technologies can be bought for hard-earned RP in the Requisition Tree. In the Veterans' List, Templars can be recruited to or dismissed from the squad, their Attributes, Skills, Talents and Equipment adjusted. The Campaign Record screen shows the current Leaderboard Score, the missions completed so far, and the bonuses achieved.

## Requisition Tree

*Main article:* Requisition tree

For the RP that's acquired over the course of the campaign, from the Requisition tree you can unlock additional Templar classes, talents, Armor, Weapons, Gear, Ordnance. Every templar force starts at root of the tree, (at the centre north). From there you are relatively free to expand in whichever direction suits your play style; the need for certain templars on a regular basis will encourage a minimum level of investment in Engineers, Scouts, Soldiers and Captains (left half of the tree). *Do not expect to acquire everything the requisition tree has to offer in one play through as the cost of everything is 18 590 RP. This more than triple the base reward level (5105 - 5595 RP) of all the missions including the Kaldun and Stratos missions on easy difficulty.*

## Veterans' List

*Main article:* Veterans' List

Members of the squad, dead or alive, are listed on the Veterans screen. Templars belonging to Classes already unlocked in the Requisition tree can be recruited. Templars can also be dismissed; apart from decluttering the list, dismissal of inexperienced knights can improve the Score.

On each Templar's status screen, you can allocate Levelup Bonuses to Attributes, Skills. Talent points can similary be allocated on the talents screen. You can also rearrange Equipment on the equipment screen.

## Respecing

On the status and talent screens, it is also possible to *respec* Templars entirely by redistributing all previously earned Attribute, Skilll and Talent points. This allows Templars to be switched to different builds. Some parameters of the next Mission are displayed in the blue circle in the screenshot, but these only give vague idea of what is to come. Effective respecing requires knowledge of the challenges facing the squad and is primarily for runs on high Difficulties.

## Campaign Record

*Main article:* Campaign Record

On this screen, accessible from the **Headquarters**, the overall Campaign statistics ("Lifetime Battleforce Record") are displayed (such as the total number of turns, kills in all missions completed so far).

Below that the statistics for each mission is displayed separately. In a New Game+, the second (or third) playthrough missions are visible alongside the first.

The Leaderboard Score is displayed at the bottom of the screen.
Luthor

Major **Luthor** Kaen, is the commanding officer of all the templars aboard the Righteous Fallen. It is from him that you receive your mission briefings and orders to deploy.

Your first encounter with Luthor is in tutorial mission 1, as he joins your squad in their efforts drive the Terrox from the Righteous Fallen. The major's participation after the tutorial missions is extremely limited, as he will only re-join your squad in later missions when the Righteous Fallen is under direct attack. This is representative of a general only becoming directly involved in the fighting when there is no alternative, but to fight for their life.

## In Battle

Sometimes you will only know Luthor is joining your party on deployment, other times you will find out from the mission briefing area. In both cases you will be unable to remove him from your party or alter any of Luthor's skills, attributes, talents or gear; you can however inspect everything once he has been deployed. Major Luthor behaves as a captain who specialises in close combat, being equipped with the best sword and then shield his experience level will allow. His experience level will always be comparable to that of your own captain, with Luthor's stats focused on dedicated to surviving a melee (fortitude, strength, warrior & evasion). His talents will always be Slash, Blade weave and Frag Grenade, with frag grenade remaining at level 1. This makes him a high risk - high reward templar, as he has just 3 grenades for ranged damage.

*Sample profile: L24 224HP Fortitude 16 Willpower 3 Focus 2 Strength 12 Quickness 4; Gunnery 4 Warrior 15 Tactics 4 Evasion 12 Grenade 4; Arcum Warblade, Knight's Shield, Legion Command Armour; Slash 8, Blade weave 7, Frag Grenade 1. As of v2.6.39 he possess the Bearheart Tact Relic, which permits unlimited counterattacks in a single turn.*

***Max Profile: L32 232HP Fortitude 16 Willpower 3 Focus 2 Strength 16 Quickness 4; Gunnery 4 Warrior 16 Tactics 4 Evasion 16 Grenade 4; Arcum Warblade, Knight's Shield, Legion Command Armour; Bearheart Tact (Tact Relic); Slash 10, Bladeweave 10, Frag Grenade 1.***

A point to bear in mind is that due to his temporary membership of your squad, **all of his kills are removed when calculating the reward for your kill/turn ratio**. The mission complete screen will show an initial ratio, but your mission record will have all of his kills omitted and the rewards you actually receive will be equivalent to the the result of this new ratio.

*e.g. 52 kills in 10 turns, with 5 killing blows belonging to Luthor. The ratio of 5.2 awards +8%, but without his kills the ratio is 4.7 which rewards +6%. Thus, you will be rewarded +6%.*
Kaldun Factory Entrance

## Mission Parameters

* Closed deploy 5
* Turn goal: 16
* Starting squad: Captain, Soldier, Soldier, Scout, Scout
* Starting SP: 310
* Base XP on Easy: 80
* Base RP on Easy: 100
* Secondary objectives: 2
* Max turrets: 4
* Enemies: Cultists and Xeno

## Objectives

* First primary objective is to open the doors of the factory building.

* Once that's accomplished, the primary object becomes reaching one of the exit grids. There is one in the north, and one in the south wing of the building.

* One secondary objective is at the northern edge of the map just after the trench section. The other is at the southern edge of map in the trenches (dark brown ground).

## Tips

* The mission ends when any Templar reaches the exit grid.

* Which exit you use determines the starting position on the next mission, Kaldun Factory Core.

## Walkthrough

### Score & Speed

The biggest danger of this level on higher difficulties is Overheating and the starting SP is not enough to deploy Paired Sinks. The best way to manage the heat is finishing the mission quickly. Swap in a Blitz Sink Engineer for one of the Scouts with Heat Sink 5 or so. Swap in a Hydra for the second Soldier. Equip +Heat gear. The enemies are mostly Cultists with a few xeno, so respec for HP, but put about 6 points into Willpower, too. The Scout should be a Runner.

In the first turn, have the Hydra kill the Cultists at the nearby Heavy Machine Gun Turret. Stay out of its range, but leave the turret alone. Rallying Charge and Pressing Need the whole bunch, then send the quicker team, the Captain (with Warrior's Wrath) and the Scout south, while everyone else moves north. There will be an ambush, don't let the Scout overtake the Captain. Each subteam collects one secondary objective on their way to meeting up in front of the gates. Once again, prefer running past turrets to destroying them to reduce the buildup of heat. The Engineer shall deheat those in need, giving priority to the Soldier who has to use Rallying Charge for a second time.

Inside the building, take either the northern or the southern route. Let the Scout or the Captain run ahead to the exit alone. Finishing in 8 turns is possible.

### Safety

Like the previous method, but keep the squad together and take the northern route to the gates. Also, once within the gates don't let the Scout take off alone.
Pyro Turret

**Overview**
A static flamethrower turret deployed by an Engineer in an adjacent tile indicated by the green circle; it can not be placed on a tile containing a railing/barrier or similar obstacle (white X). If you try to do this the turret will be placed in the next available tile in that direction. This results in situations where you gain deployment range on the talent and the turret is placed in an advantageous position, which can be used to tactical effect.

The majority of the turret's profile stats are directly linked to the Engineering skill of the Engineer who deploys it. At level 7 and higher it is equivalent to an immobile templar with a level 5 flamethrower.

Compared to the Sentry Turret, the Pyro Turret is easier to destroy due to its lower armour deflection and shorter range of engagement. However, it has a natural resistance to fire based attacks (useful vs human cultists and Narvidians), an increased chance to deal critical damage, can render large areas of terrain dangerous, and it leaves a fireball behind should it be destroyed.

## Skill Features

Cost: 3 AP & 30 Heat

Number of Turrets available on deployment: 2

Maximum number of turrets permitted (both types): 4 or 6 (mission dependent).

Additional turrets may be acquired from a tactical point at a cost of 200 SP for two multiple resupplies may be purchased at once. The Engineer must be within 6 tiles of a tactical point in order to use the resupply ordnance.

The turret has an experience level equal to that of a new recruit. This only affects the amount of HP it has by a small degree.

## Stats

Fortitude: 4 + (Engineering/2) [Max 12]

Willpower: 1 + (Engineering/2) [Max 9]

Focus: 2 + Engineer's Focus [max 16]

Strength: 3 + (Engineering/3) [Max 8]

Quickness: 3 + (Engineering/3) [Max 8]

HP: 60 + (6 x Fortitude) +1 per experience level.

Gunnery: 4 + Engineering [Max 16]

Warrior: 1

Tactics: 2

Evasion: 2

**Talents**

Firestorm: Level equal to turret talent level. Talent performance is *weaker* than a Hydra's Hellstorm talent of the same level with -2 Accuracy, -3 Fire Damage and no critical hit chance.

Napalm Wave: Level equal to turret talent level. The number of charges is linked to talent level. Talent performance is comparable to a Hydra's Napalm Charge talent of the same level with +2% critical hit chance for a smaller area of effect (3x3 cap).

**The number of enemy hit in a single turn by Napalm Wave is linked to the turret's tactics stat: 2.**

**Equipment**

Turrets have pre-selected equipment whose performance can be found by selecting the load-out details once a turret is deployed.

**Note:**

In game description for level 4 armour is Flameweave plating. Accessing the load out details shows it is Ashplate, which is also used by the level 5 turret.
MP

## Mechanics

MP or Move Points indicate the maximum distance any unit may move in a single turn.

* Any unit that moves to any of the neighbouring 8 tiles by will consume a single MP. For Templars this will add 3 Heat per tile moved.
* There is no option to undo a move made in error. Cancelling a move whilst the templar is in motion will stop the templar and allow you to alter their direction of travel, subject to the amount of MP remaining.
* Moving short distances manually is safer than moving long distance via the built in 'sat-nav', as you may be taken through hazardous terrain such as napalm coverged tiles.
* Any actions performed will result in a loss of MP equal to the number of action points (AP) spent. It is often better in each turn to complete movement before engaging the enemy.
* Buffs and gear may increase the number of move points available to a templar. The maximum MP a templar may possess is 13MP, with the effectiveness of buffs halved once a templar reaches 10MP; you will require +2MP via buffs to improve from 10MP to 11MP. Buffs are best applied after a unit has finished attacking, in order to better facilitate a withdrawal or press an advance.
* Any unused default MP (i.e. the 6 MP that have not been gained from a buff/gear) may be used to help with Overheating. Default MP are spent before those gained via a buff; you can not move the +X and still expect to gain the maximum cool-down bonus.

## Managing MP

Although the number of unused MPs cannot exceed 13, the maximum number of tiles to move in one turn is higher. For example, a Scout with maximum Overdrive providing +7 MP with Blitz Kit (+2 MP) buffed with Pressing Need 8 (+3 MP) and Rallying Charge 8 (+3 MP) can move 6+7+2+3+3=21 tiles if care is taken not to apply buffs that would increase the unused MPs to more than 10. To cover this much ground, the Scout could exhaust all MPs by moving, then getting buffed by others, moving again, then applying Overdrive before covering a final stint.

There are Talents, Armor and Gear that lower MP which is useful for heat management. Here we list only those that *increase* MP.

### Talents that increase MP

* Rallying Charge: 1-3
* Pressing Need: 1-3
* Warrior's Wrath: 1
* Overdrive: 1-7

### Armor that increase MP

There are only two armors that increase MP, both are Assault Armors usable by Berserkers and Paladins.

* Cavalry Assault: +1
* Ruination Assault [RELIC]: +1

### Gear that increase MP

Pilot Suits (Scout, Captain):

* Swift Kit: +1
* Twitch Kit: +1
* Blitz Kit: +2

Leviathan Reactors (Hydra, Engineer):

* Boosted Reactor: +1
* Cyclone Reactor [RELIC]: +1

Expert-Procs (Berserker):

* Pacer-Proc: +1
Land mine

**Overview** A remote controlled explosive with the ability to attract the enemy. The mine will also self destruct if it sustains sufficient damage to render it's HP to zero.

It is deployed by an Engineer in an adjacent tile indicated by the green circle; it can not be placed on a tile containing a railing/barrier or similar obstacle (white X). If you try to do this the landmine will be placed in the next available tile in that direction. This results in situations where you gain deployment range on the talent and the landmine is placed in an advantageous position, which can be used to tactical effect.

The majority of the landmine's profile stats are fixed with only Fortitude & Quickness being linked to the deploying Engineer's Engineering skill. The landmine will colour co-ordinate with the engineer's armour, allowing you to identify which engineer placed it when 2+ Engineer's are deployed; assuming they have different armour colours selected.

By default it is weaker than either turret for survivability, but can use the Bolt Seal ability to provide a 3 turn boost to it's deflection, armour and fire resistance. From Level 1 upwards it has the ability to hit 9 targets in a 3x3 square centered on the mine when it detonates.

## Skill Features

Cost: 3 AP & 12 Heat

Number of Landmines available on deployment: Linked to skill level, minimum of 3.

Additional landmines may be acquired from a tactical point at a cost of 150 SP for X landmines; multiple resupplies may be purchased at once. The Engineer must be within 6 tiles of a tactical point in order to use the resupply ordnance.

The landmine has an experience level equal to that of a new recruit. This only affects the amount of HP it has by a small degree.

## Stats

Fortitude: 3 + (Engineering/3) [Max 8]

Willpower: 2

Focus: 2

Strength: 2

Quickness: 1 + (Engineering/4) [Max 5]

HP: 40 + (4 x Fortitude) +1 per experience level.

Warrior: 2

Tactics: 2

Evasion: 1

Grenade: 4

**Talents**

Self Destruct: Level equal to landmine talent level. Damage is equal to damage output of the weapon it deploys with (high explosives). Higher levels see an improved chance to score a critical hit. Grenade & quickness are used when calculating the attack's chance of success.

As of build 2.7.5 the possible damage range variability is 40HP for all levels. Only the baseline alters.

Bolt Seal: Level equal to landmine talent level. The number of charges is equal to (talent level/2 [rounded down] +2); min 2, max 7. Lasts for 3 turns and improves deflection % , armour and fire resistance of the landmine. The potency of the deflection boost decreases after Level 7.

**Equipment**

Landmines have pre-selected equipment whose performance can be found by selecting the load-out details once a landmine is deployed. You can't see this information any other way.
Relic

While weapons and such in the requisition tree represent technologies available to any number of templars, a relic is a specific item and as such is *only available to a single templar at any given moment*. All relics are purchased as a single premium item from the requisition tree, and are signified by the string **[RELIC]** being placed at the end of the name; an amber outline on the equipment selection screen along with a victory seal in the top left corner. When viewing the load out of a templar, only the gear options will be highlighted in amber but the word relic will be present next to the name of all relics equipped.

When altering a templar's load out you will see all of the unlocked relics that the templar *could* equip in addition to the standard options available. You will be told which templar has it should it already be assigned. You are not permitted to set up two templars with the same relic, even if your intention is that one can be in reserve should the other one fall in battle. Each item is a 'one-off' and can only be held by one templar, regardless of your intentions and their deployment status.

Most relics require significant investment in a specific talent branch on the requisition tree in order to unlock. It is possible for a single templar to equip multiple Relics at the same time provided their gear allowance is high enough.

*Example:*
To the right is a Level 23 Engineer with Dragoon Leviathan (armour), Linked Sensory Net (scanner) and Cyclone Reactor. No other Templar may attempt to equip any of those relics, even if you choose not to deploy that engineer.
Res

## Overview

**Res** also called **Resist**, not to be confused with the similarly named Resistance, is the specific capacity to reduce damage from a particular non-standard damage source. The possible types of **Res** are Fire Res, Radiation Res, and Plasma Res for templars. Foes may have Bio-poison Res but not Radiation Res, as templars do not deal Radiation damage, but can deal Bio-poison damage.

## Sources

Res is primarily granted by suits of armor, although some other gear can grant Res occasionally. Certain foes will always have resist to one or more elements.

## Mechanics

When damage of a matching type to the Res is being dealt to the target, half of Res is subtracted from it immediately, and the other half is rolled between 1 and the half. So 12 Fire Res is rolled as 6 + (1d6) = 7..12

## Tactics

Fire Res in particular is special in that it reduces the heat cost of walking through burning tiles the same way it reduces the damage. Radiation Res is particularly valuable because many Xeno deal radiation damage that is otherwise hard to mitigate.

Foes with particular Res to an element will require special strategy to defeat. If your Hydra is facing a fire resist-heavy foe, you will very likely need assistance from another templar to take it down (possibly including a debuffing talent the Engineer has.)
Lands

When the Elder Stone was activated, the earth shattered into individual chunks called Lands. They are where many other Elder Stones and Portals lay.
Players can raid these lands for resources, or they can capture these lands, which then attach themselves to their Kingdom and increase the landmass. You can then gain resources from that land over time.

There are four types of Land.

* Ruin Lands give out Shards for a particular Titan type. (Are there still Shards lands in Version 1.13 for iOs? Yes the shard produce from the land is called a ragestone (Berserker shard used for Ascension)
* VP lands give out Victory Points. The types of VP lands are Forests, Lakes, and Mountains.
* Gold Lands give Gold resources.
* Farm Lands give Grain resources

## Land Bonus for Titan

Lands with Titans have their production boosted by 1% for each level the Titan has.

The value of the Troops does not change production.

The total Defense value does not change production.

The number of stars the Titan has does not change production. A 4 star level 10 Titan and a 1 star level 10 Titan both boost production the same amount, 10%.

The level of the Defending Titan does not change the Raid and Capture reward levels for attackers, it only changes the owner's hourly production.

## Maximum Land Capacity by Level

The number of hours a Mine or Farm Land can go unharvested until it is full and stops producing varies by its level. For VP Lands (Forests, Mountains and Lakes) the maximum capacity remains fixed at 4 hours.

 Level 9+ | 24

## Expanding your Land Capacity

Your Kingdom can expand to support additional lands by paying Gems. This will give you additional Land slots surrounding your Castle.

You may have a maximum of 30 Lands.
Quests

**Quests** are optional tasks that you can complete for additional rewards. To see your active and completed Quests, open the tab on the right of the screen and select the top Castle icon. Here you'll see a list of your active quests, be able to collect rewards for your completed quests, access your Treasure Room to collect previously earned Quest rewards, and view your Battle Log.
Mission Rewards

You can gain additional Experience Point and Requisition Point bonuses for completing a the mission under its Turn Goal, achieving a high Kill Rate per Turn or achieving Secondary Objectives. The two highest reward percentages you've earned are combined to create a multiplier that applies only to the primary mission rewards.

## Turn Goal

Every mission has a specific goal as to how fast your team should try to accomplish it, though in some cases a mission will always last the turn goal e.g. Patrol route is always 6 turns. By completing the primary mission objective with time to spare, you can gain bonuses to both RP and XP.

* Completing a mission with at least 40% of the Turn Goal remaining will yield a 20% bonus to XP and RP.
* Completing a mission with 30-39% of the Turn Goal remaining will yield a 15% bonus to XP and RP.
* Completing a mission with 20-29% of the Turn Goal remaining will yield a 10% bonus to XP and RP.
* Completing a mission with 10-19% of the Turn Goal remaining will yield a 5% bonus to XP and RP.
* Completing a mission with under 10% of the Turn Goal remaining or exactly equalling the Turn Goal will yield a 2% bonus to XP and RP.
* Completing a mission but exceeding the turn goal will yield a 0% bonus to XP and RP.

## Kill Rate Per Turn

The number of kills your permanent squad members achieve over the entire the mission is averaged out by the number of Turns you took the complete the mission. e.g. 43 kills in 6 turns = 7.2 . Major Luthor & Paladin Nyra do not contribute their kills to the average. This kill rate grants bonuses to both RP and XP.

* A kill rate greater than 8.0 per turn will yield 20% bonus to XP and RP.
* A kill rate of 7.1 - 8.0 per turn will yield 15% bonus to XP and RP.
* A kill rate of 6.1 - 7.0 per turn will yield 10% bonus to XP and RP.
* A kill rate of 5.1 - 6.0 per turn will yield 8% bonus to XP and RP.
* A kill rate of 4.1 - 5.0 per turn will yield 6% bonus to XP and RP.
* A kill rate of 3.1 - 4.0 per turn will yield 5% bonus to XP and RP.
* A kill rate of 2.1 - 3.0 per turn will yield 4% bonus to XP and RP.
* A kill rate of 1.1 - 2.0 per turn will yield 2% bonus to XP and RP.
* A kill rate equal to or less than 1.0 per turn will yield 0% bonus to XP and RP.

## Guaranteed mission completion rewards

A full list of Secondary objective locations featuring a basic description of where to find them and if any consumable rewards can be gained is available.
Leagues

**Leagues** are collections of opposing Alliances who are grouped together based on the amount of Victory Points they have.

Victory Points (VP) are gained from battles when Raiding or Capturing other players' Cities or Lands. Certain Lands (lakes and forests) generate VP by themselves.

When each season ends everyone's VP is reset to zero and each player gets a reward based on how well their Alliance performed this season. The better an Alliance performs in its League, the better the rewards each member of that Alliance receives. In addition, the best-performing Alliances are promoted to a higher League, while the worst-performing Alliance are relegated to a lower one.

## Current Leagues

* Proving Ground
* Bronze League
* Silver League
* Gold League
* Platinum League
* Elite League
* Champion League
* Master League
* Legend League
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Radiation

Radiation is a non-standard damage type used by both Xeno and Narvidians to supplement their physical damage (no Templar uses radiation in their attacks). Currently it is not an environmental hazard on any mission.

## Mechanics

Like all non-standard damage types, rolls for dealing radiation damage range between 30% and 100% of the stated damage. This differs from bonus damage from other sources which is from 0% to 100% of the stated damage. This, combined with the fact that non-standard damage types ignore armor, makes it very dangerous to your Templars. (Non-standard attacks *do* have to contend with opposing Resistance and Res, but those are usually very weak defenses.)

## Known Radiation Users

Radiation resistance can be improved by selecting certain Templar Armor and War Gear. No enemy exhibits radiation resistance, but Templars have no way to deal radiation damage anyway.

Radiation damage is a supplementary damage (<40% of total max damage possible), and is dealt by most of the Narvidians excluding the Flamespider, as well as 6 species of Xeno: Radiated Scittering, Radiation Brood, Brood Lancer, Spitter, Lancer and Spined Goltank.
Berserker

Berserkers, wielding dual axes, charge very rapidly headlong into battle. With paper-thin defenses, melee range and no self-buffing skills they will usually leave their army behind and get shot to bits before they can do anything themselves.

However, every skill they have boosts the damage output of their troops, typically of the same race as themselves. If you equip Relics that completely ignore the Titan themself and focus entirely on ones that boost the relevant Troop you can have a very powerful army. One particular noteworthy combo is a high-grade Mossmane Titan with an entire army filled with Panthers defending your castle, packed with relics that boost the Panthers. The Panthers can nearly keep up with the Titan in movement, and at roughly equal upgrade levels any attacker seeing that kind of army pounding towards them is bound to get genuinely frightened.
Armors

Armor is a leviathan-class suit, which is a powered mechanized exoskeleton (or "mech") in excess of 2.5 meters in height and massing multiple metric tons. It serves both to carry heavy loads and weapons well in excess of those possible to a standard human (or "squishy") and is also much more resistant to damage. All Templars go into battle operating one of these massive suits.

## Infantry Armor

Infantry Armor is the baseline armor to which other armors are compared. It has reasonable defensive statistics but zero evasion.

* Usable by: Soldier, Engineer

## Heavy Armor

Heavy Armor has higher than usual armor bonus with average deflection. The armor bonus is inversely related to the MP penalty. In fact, when there is no MP penalty it is rather similar to Infantry Armor.

* Usable by: Captain, Berserker, Soldier

## Command Armor

Command Armor is designed for toe-to-toe slugfests with melee enemies. As a result, this armor tends to have higher armor bonus and deflection than the norm. Some evade, resistance, and counter-attack bonuses can also be found on some.

* Usable by: Captain, Paladin

## Assault Armor

The design of the Assault Armor focusses more on mobility and evasion than soaking hits. Assult Armors coming from the Berserker tree have slightly lower than average deflection and slightly higher armor bonus, while those from the Paladin tree are more deflection oriented.

* Usable by: Berserker, Paladin

## Light Armor

Light Armor is only used by Scouts (who have no other option). It is noted for having high evasion and very low armor and deflection. The best of them have armor ratings on par with starting Infantry Armor. It follows that a survivable Scout is one that keeps out of attack range of the enemy.

* Usable by: Scout

## Hydra Armor

Hydra armor is of course intended for the Hydra specialist. It is heavy armor with relatively high deflection and exceptional protection against environmental hazards such as fire or radiation, and also provides protection against Heat. Its armor rating is average.

* Usable by: Hydra

## Flame Tank Armor

Flame Tank Armor is similar to standard Infantry Armor in its armor and deflection, but also offers a small amount on evade, fire damage and fire resist bonuses. Wearing such an armor allows the Engineer to use Hand-Flamers while disallowing the Heat Sink talent.

* Usable by: Engineer, Hydra

## Neptune Armor

Neptune armor can be worn only by the Neptune specialist. It typically has high armor and high deflection, but no environmental resistance to speak of.

* Usable by: Neptune
Resources

**Resources** or Rss, are the materials and supplies needed to develop a Kingdom.

## Food

Food is a resource that can be collected from Farms, obtained through raids, captured Farmlands, and bought in the shop.
Its main use is to train and upgrade troops, to repair Relics, and to Fuse Titans.

## Gold

Gold is a resource that can be collected from Gold Mines, obtained through raids, captured Gold mine lands, and bought in the shop.
Its main use is to construct and upgrade buildings, and to craft spells.

## Portal Stones

They are used to directly battle other players or raid/capture their lands: For lands, a raid costs 3 Portal Stones, a capture 6 Portal Stones. A raid directly on another players Garrison is also 6 Portal Stones.

Gems are the premium resource in the game, and can be bought in the shop or gained through the completion of Quests. Use them to obtain anything in the game - Gold, Food, Portal Stones, Titans, Relics; or to reduce building/upgrading times.
Rarity

There are different kinds of rarities in the game. The higher the number, the rarer the item/titan.Below is a short overview of each rarity. Higher rarity titans/relics are also considered to be stronger than those of lower rarities.

## Common

The lowest rarity in the game, with a numerical value of 1. Titans/Relics of this rarity will drop most of the time.

## Uncommon

With a numerical value of 2, Titans/Relics of this rarity will drop fairly often.

## Rare

With a numerical value of 3, Titans/Relics of this rarity will drop rarely.

## Super Rare

The highest rarity in the game, with a numerical value of 4. Titans/Relics of this rarity are extremely rare.
Paladin

Warriors and priests, the Paladin guides their troops using their faith. Their skills are almost purely defensive on themselves, intending to have them be a frontline defensive distraction to enemy armies allowing their troops to shoot enemies unmolested.

Only ever use them on defense if you can MASSIVELY boost their Fire defense (i.e. to at least 90%), otherwise they will get shot to bits before they can do anything.
Relic Repair

Relic Repair is used to repair combat or economy relics. That does not mean their durability/duration has to be zero, in fact you can even repair relics with full durability/duration.

Players unlock Relic Repair once they reach Castle level 8. You can access your Relic Inventory by tapping on the Inventory button in the Relic Temple. Relics can have up to 3 abilities. For example the Unak Training Relic above has one ability, whereas the Fire Ring has 3 abilities. You will also notice that the Flaming Quiver and Griffin Crown have one ability, and two extra slots that can be unlocked. Not all Relics have 3 ability slots, so pay attention to the rarity and type of Relics you have.

## Enhancing Relics

Sometimes when you successfully repair a Relic, you may further enhance the existing skill on a Relic. You can always try to enhance a Relic, even if it has maximum durability! So make sure you use your unwanted Relics on your favourite Combat and Economy Relics to achieve their true potential! Some Relics can unlock brand new abilities!

Once a Relic has been Repaired / Enhanced, you will see the new abilities and improvements marked in green for a few seconds. Sometimes you might even "**MAX**" a relic skill, meaning that the skill has reached it's maximum ability.

## How Repair Works

Depending on the relic rarity and the rarity of the sacrificed relics there is a chance that the repair succeeds. If it succeeds, there is a chance that the relic is enhanced. Each additional Relic used in the repair process adds a certain percentage to the repair's success rate. However it does NOT influence the rate of enhancement - this solely depends on the rarity of the relic.

For example if you use 5 rarity 3 Relics to repair a rarity 4 relic, the success rate will be 100%. There are many different ways to combine these, so find the one that suits you best.