Rising Kingdoms

Rising Kingdoms is a real-time strategy PC game developed by Haemimont Games and published by Black Bean Games. It was released June 17, 2005. Rising Kingdoms is a realtime strategy game set in a fantasy world, which focuses on empire development and dynamic tactical battles and features both strategy and adventure modes in the fantasy world of Equiada. In strategy mode, the player is able to select 3 major races – treacherous Humans, vicious Foresters and merciless Darklings, and in addition to these three primary races, the player is able to capture, enslave and develop five independent nations – Shades, Nomads, Dragons, Trolls, and Elves. Combined with the player's main race they provide a valuable asset when clashing with their opponents. In adventure mode the player controls a group of heroes and a small squad of troops uncovering dark secrets and surprising twists as the adventure unfolds. The story spans over several generations portraying powerful ancient artifacts, the rise and fall of mighty leaders and glorious kingdoms, and the birth of new mystic creatures and races.

Rising Kingdoms
Developer(s)Haemimont Games
Publisher(s)Black Bean Games
Platform(s)Microsoft Windows
ReleaseJune 17, 2005
Genre(s)Fantasy real-time strategy
Mode(s)Single-player, multiplayer

Independent Nations

In Rising Kingdoms, there are many nations that you can conquer. Upon conquering them, you may choose between 3 abilities, such as brought to you down below:

Trolls

 * Troll Pot of Gold : Provides additional gold once in a while.
 * Earthshaker : Calls the legendary Troll boulder-thrower.
 * Troll Cannon : Shoots small Trolls at enemy buildings and armies.

Shades

 * Ancient Executioner : Calls the legendary invisible Shade slayer.
 * Soul Collector : Calls the legendary necromancer that commands the dead.
 * Immortality : Allows your Champions to cheat death.

Elves

 * Spirit of Creation : Calls a legendary spirit that heals your warriors.
 * Spring of Life : Recruits Elven warriors that do not require population.
 * Magic Market : Allows you to buy items for your Champions.

Dragons

 * Dragon Eye : Reveals the entire map for 60 seconds.
 * Dragon Portal : Teleports your units to a friendly settlement.
 * Dragon Fury : Sends three Red Dragons to scorch an area.

Nomads

 * Plunder : Sends a Nomad raiding party to attack an area. (Sends the current Nations defence)
 * Bazaar : Provides gems over time and additional glory.
 * Restoration : Rebuilds a destroyed colony from the ashes.

Humans

With the skill and knowledge to create sturdy buildings and advanced weapons and devices the Human civilization flourishes, constantly colonizing more and more territories in Equiada. Protected by weapons of steel and their faith in the gods they continue to perceive themselves sole fit to rule the world, doing everything in their power to destroy all other races in existence. The only thing preventing them from achieving this ultimate goal is that because of the constant struggles of power the Human race remains divided in dozens of small kingdoms and domains fighting each other.

Resource Gathering

Humans use Gold Mines to gather gold, using peasants to transport the precious metal from the mine to their Town Hall or Trade Post. In order for the Gold Mine to be created, however, there must be a gold deposit on which it could be built. Gems, on the other hand, are collected by the peasants directly from the gem deposit.

Human Housing

Human Housing Living in Houses, the Humans require that such be built in order for their population limit to increase. Constructing the first House requires 150 gold and 1 glory point. For each next house the glory necessary increases by 1.

Human Healers

Human armies restore their health on the battlefield and in their towns in the same way - by using their healing unit, the Monk. The Monks can even learn the Life Steal spell, allowing them to damage their enemies by transferring life energy from them to nearby allies in Light armor.

Building Repair

Unlike all other races on Equiada, only humans have the necessary scientific and architectural skills necessary to repair buildings. Thanks to this a peasant could be hired at any time to restore a structure that has been damaged during an attack.

Human Units

Peasant

Peasants are the workers, builders and resource gathers in human society. Peasants are trained in a Town Hall or Trade Post. Can repair buildings and construct far from the Town Hall.

Pikeman

Pikemen are best used to protect your settlement from invaders. Their long pikes are especially deadly to mounted attackers, making them a threat for any cavalry. In addition they can be taught to use structures to their advantage, tripling their damage when near your buildings. Pikemen are trained at the Barracks.

Swordsmen

Swordsmen compose the core of the human army. Trained at the Barracks they are a basic means of attacking your enemies. Swordsmen are trained at the Barracks.

Longbowman

Longbowmen represent the basic ranged unit humans have. Unfortunately Longbowmen are not equipped for close combat and often rely on the protection of other units. Longbowmen are trained at the Barracks.

Monk

Monks are loyal servants of the gods that have devoted their lives in the service of higher powers. The most faithful among them could even be promoted and become Oracles. Heal - heals allies that are near the monk. Life Steal - drains the health of enemies and transfers it to allies wearing Light Armour. Monks are trained in the Church.

Oracles

Oracles are the most faithful followers of the gods. So great is their spiritual power that they no longer rely on their eyes, but instead have developed a sixth sense that allows them to notice even invisible units. Exorcism - banishes summoned units. Holy Armour - creates a sacred aura around an ally that reduces the damage received in battle. Oracles are trained in the Church or promoted from monks.

Squire

Squires are the basic type of mounted units that compose the greater part of the human cavalry. Fast and resourceful, squires can learn to become invisible until they attack, making them perfect for scouting and skirmishes. Squires are trained in the Stables.

Knight

Knights are the proud nobles that defend the realm against any threat. Second to none when it comes to strength and skill they are ready to be on the forefront of any attack. Knights are trained in the Stables.

Paladin

Paladins are the noblest, bravest and strongest warriors of a realm. Highly trained in both combat and tactics, they are an inspiration to others, often increasing the efficiency of nearby allies. Paladins can also be trained to kill low health enemies with a single strike. Paladins are trained at the Barracks.

Witch

Taught in the way of magic, witches are capable of casting a curse on nearby enemies making them wither and die. Witches are trained in the Academy of Occult Arts.

Shadow Mistress

Followers of the dark art Shadow Mistresses have skills that bring fear to the hearts of friends and foe alike. Invisibility - make allies that are near the Shadow Mistress invisible in battles. Spiritual Fire - causes the spiritual energy within dead bodies to explode, causing damage to all nearby enemies. Shadow Mistresses are trained at the Academy of Occult Arts.

Human Champions

Battle Angel

Blessed by the heavens the Battle Angel holds the power to protect and heal allies in the midst of battle. He is also capable of using some divine powers making him a master of magic lightning attacks. The Battle Angel can learn the following skills:

Altar of Healing (basic skill)

Creates an altar of Healing that restores the health of allies near it.

Guardian Spirit (basic skill)

Summons a guardian spirit over an ally. While present the spirit absorbs nearby all damage dealt to the ally.

Lightning Shield (basic skill)

Provides an ally with a shield of lightning. All enemies that inflict damage on that ally are in turn dealt damage by the lightning shield

Magic Exposure (basic skill)

Creates a powerful aura that makes all enemies near the Battle Angel suffer more damage from magic attacks.

Magic Swords (advanced skill)

Temporarily enchants the swords of all Swordsmen and Paladins near the Battle Angel so they can deal damage to enemies from a distance.

Lightning Storm (ultimate skill)

Causes a rain of lightning bolts to fall from the sky using nearby allies as beacons. While the lightning bolts inflict damage to your allies, they also cause devastating amounts of damage to every enemy unit and structure close to them.

Witch Queen

Keeper of secrets past and spells long forgotten, the Witch Queen is a powerful magic user that can render enemies helpless. Combined with the raw power of an army and a few Witches, this Champion can bring swift victory to your forces. The Witch Queen can learn the following skills:

Levitation (basic skills)

Allows the Witch Queen to rise in the air, rendering her beyond the reach of non-ranged attacks.

Consume Power (basic skill)

Drains life and energy from a selected enemy unit, transforming them to health for the Witch Queen.

Voice of Damnation (basic skill)

Allows the Witch Queen to cast curses on nearby enemy units while fighting.

Blight (basic skill)

Allows the Witch Queen to instantly kill enemies low on health when attacking them.

Withering Breeze (advanced skill)

Decreases the movement and attack speed of nearby cursed enemies.

Haunt Building (advanced skill)

Bewitches a building so, that it suffers damage as well as casts a curse on all enemy units that come close to it.

Polymorph (ultimate skill)

Transforms all cursed enemies (with the exception of enemy Champions) into rats for an amount of time.

Wizard of the Bow

Learned magic in the wilderness the Wizard of the Bow is both a mage and a fighter. Combining spells with arrows the wizard can scout any area as well as increase the performance of ordinary Longbowmen. The Wizard of the Bow can learn the following skills:

Reequip (basic skill)

Transforms the equipment and skills of allied Pikemen to those of Longbowmen or vice versa.

Flare (basic skill)

Through the use of a magic arrow illuminates a chosen area revealing all invisible enemies. In addition all ranged damage dealt to the enemy units and buildings in that area is increased.

Frost Arrows (basic skill)

Allows the Wizard to enchant his arrows while shooting, making them freeze enemies he hits and thus decrease their speed.

Crystal Tower (basic skill)

Creates a tower of ice upon which the Wizard climbs. While on the tower his range and damage are increased.

Hailstorm (advanced skill)

Creates a hailstorm over the chosen area damaging all units and buildings there. In addition all units under the hailstorm become frozen, thus decreasing their movement and attack speed.

Shelter (advanced skill)

Creates a dome of ice, which can server as a refuge for allies. While the dome is enchanted so as to protect all within from enemy attacks it does not stop those inside from using their ranged attacks against the enemies. Units in the shelter slowly restore their health.

Frost Shield (ultimate skill)

Surrounds the Wizard with a shield of ice that strikes nearby enemies with ice bolts that stun their target. However, once the Wizard is hit the shield shatters and vanishes.

Wind Rider

The Wind Rider is the best fighter on horseback the world has ever seen. Restless and wild the Wind Rider has a taste for battle and often shares her knowledge of combat with any allied riders that dare join her skirmishes. The Wind Rider can learn the following skills:

Charge (basic skill)

Allows the Wind Rider and her riding party to gather speed and cause greater damage to her enemies with the first attack.

Flanking (basic skill)

Allows the Wind Rider and her riding party to make surprise attacks, creating more damage when they attack their enemies from behind.

Looting (basic skill)

Allows the Wind Rider to loot the body of whatever was killed near her, providing additional gold.

Caltrops (basic skill)

Grants spiked traps to the riding party of the Wind Rider that are thrown on the ground all around. The caltrops deal damage to all units which step upon them.

Gallop (advanced skill)

Allows the Wind Rider and her riding party to launch an attack using their lances. Enemies hit by this galloping cavalry fall on the ground and become stunned.

Windwalking (advanced skill)

Enables the Wind Rider and her party to ride on air becoming one with the wind. Due to the speed, however, it is necessary that the party lands in an area that is already revealed by a friendly unit or structure.

HOUSING GUIDE

Forester Townhall

Forester Townhall is meant to build the main buildings for your minions. It can build a Magic House, Den, Ranger's Tower, Gold Plant, Magic Well, Moon Obelisk, Shaman's Hut, Hut. Some of these houses require special upgrades. Below is a guide what the building can do and what upgrades may it need to be built. The basic houses which can be built without an upgrade are Magic House, Den, Ranger's Tower, Gold Plant and Magic Well.

Without upgrades, you can make Scout Wolves, Wolf Masters, Workers, Rangers and the upgrade, Ranger's Guild. With the upgrade Seed Distribution, you can upgrade : All-Seeing Eyes (Magic House), Knife Throwing (Den), Hut and Clodhopper (Hut), Weak Points (Ranger's Tower).

With the upgrade Spiritual Growth, you can upgrade: Strength of the Forest(Magic House), Hunting Parties (Magic House), Shaman's Hut and Shaman (Shaman's Hut), Fatigue(Shaman's Hut), Tree of Sprites (Shaman's Hut), Sprites (after upgrade Tree of Sprites), Bloodlust (Den), Clodhopper Strength Training (Hut), Ranger Strength Training (Ranger's Tower), Entangling Tower (Ranger's Tower).

With the Upgrade Way of the Moon, you can upgrade: Moon Obelisk, Ferocity (Moon Obelisk), Vitalize (must have Shaman's), Mental Shock (Shaman's Hut, must have Sprites), Invisibility (Shaman's Hut, must have Moon Obelisk and Sprite), Call of the Wild (Den), Stoneskin (Hut), Hunter's Lodge (Hut), Hunter (Hut, must have Hunter's Lodge), Moon Blade (must have Stoneskin and Moon Obelisk), Werewolf (Must have Call of the Wild, Moon Obelisk).

Darklings

Darklings Townhall can build Purifier, Altar of War and Spire. It can spawn creatures, such as Gold Spirit, Disciple, Soul Bond, Dark Mage. You can upgrade Spire to Crystal Spire.

With the upgrade Theocracy, you can upgrade: Spirit Chains (Purifier), Sacred War (Altar of War), Strength of Faith (Altar of War), Battle Shrine (Altar of War), Apostle of Death (Battle Shrine), Temple of Nightfall (Townhall), Gold Flow (Temple of Nightfall), Meditation (Temple of Nightfall), Nightfall (Temple of Nightfall), Divine Enlightenment (Temple of Nightfall), Crystal Rainfall (Temple of Nightfall), Magma Spire (Crystal Spire).

With the upgrade Divine Arts, you can upgrade: Dark Citadel (Townhall), Nightweb (Dark Citadel), Dark Rider (Dark Citadel), Cannoneer (Dark Citadel), Thundercall (Altar of War), Afterlife (Battle Shrine), Raise Spirits (Temple of Nightfall), Ember Spire (Spire).

With the upgrade Divine Touch, you can upgrade: Fear Strike (Dark Citadel), Aether Blade (Battle Shrine), Night Council (Townhall), Evacuation (Night Council), Stoneshaper (Night Council), Fanatic (Night Council).

Humans

Human Townhall can build Church, Barracks, Gold Mine, House and Guard Tower. It can also spawn creatures, such as : Monk, Pikeman and Peasant. It can also upgrade Militia (Barracks) and Sentry Tower (Guard Tower).

With the upgrade Iron Working, you can upgrade: Oracle (Church), Exorcism (Church), Golden Armor (Barracks), Archery Range (Barracks), Swordsman (Archery Range), Longbowman (Archery Range), Stable (Townhall), Stealth (Stable), Squire (Stable).

With the upgrade Craftsmanship, you can upgrade: Advanced Weaponry (Townhall), Composite Longbows/Boiled Leather/Reinforced Pikes/Swordsman Stamina/Champion's Equipment (All Advanced Weaponry), Life Steal (Church), Holy Armor (Church), Cathedral of the Sun (Church), Leadership (Cathedral of the Sun), Precision (Archery Range), Paladin (Archery Range, must have Cathedral of the Sun).

With the upgrade New Frontiers, you can upgrade: Weapon Markets (Advanced Weaponry), Death Blow (Cathedral of the Sun), Explosive Arrows (Archery Range), Heavy Horse Armor (Stable), Knight (Stable, must have Heavy Horse Armor), Academy of Occult Arts (Townhall), Weakness (Academy of Occult Arts), Witch (Academy of Occult Arts), Shadow Mistress (Academy of Occult Arts).

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