This week's spotlight is on the quaint forest realm of Bereska.
Bereska is a realm of majestic mountains, bright springs, beautiful woodlands, and plentiful hiking trails. It is a scenic paradise, slightly manicured. Its people are very outdoorsy in a sportsmanlike style--a civilized love of nature. Bereskans are as advanced as any western power, but they have a distinct knack for surrounding their industry with woodland and rustic charm.
Weekly Spotlight: Bereska
Moderators: Slitherine Core, Gothic Labs
Weekly Spotlight: Bereska
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Bereska's location on the campaign map...
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Bereska's flag...
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Bereska's Units...
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Bereska's Hero: Ranger...
When a Ranger serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Relentless Tracker: Choose one Unit with Forester. That Unit gains Scout, Shackles, +3 Attack and +1 Move for the remainder of your turn.
Concealed Fire: Choose 1 Archer Unit you control. That unit retreats from battle. All remaining Archers you control reset their attack, if they have attacked already this turn.
Only one card may be played per turn.
When a Ranger serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Relentless Tracker: Choose one Unit with Forester. That Unit gains Scout, Shackles, +3 Attack and +1 Move for the remainder of your turn.
Concealed Fire: Choose 1 Archer Unit you control. That unit retreats from battle. All remaining Archers you control reset their attack, if they have attacked already this turn.
Only one card may be played per turn.
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Bereska's Hero: Druid
When a Druid serves with distinction, she may become a Legendary Hero. The player may choose one additional ability for her permanently:
Green Ley Lines: For the remainder of this battle, all Units you own convert their attacks to Nature damage. If you are in a Province with a Landmark, your Units gain an additional +3 Heal.
Sacred Grove: Play this card only if you are the Defender. Destroy all enemy units currently occupying an Objective hex.
Only one card may be played per turn.
When a Druid serves with distinction, she may become a Legendary Hero. The player may choose one additional ability for her permanently:
Green Ley Lines: For the remainder of this battle, all Units you own convert their attacks to Nature damage. If you are in a Province with a Landmark, your Units gain an additional +3 Heal.
Sacred Grove: Play this card only if you are the Defender. Destroy all enemy units currently occupying an Objective hex.
Only one card may be played per turn.
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Bereska Hero: Adventurer...
When an Adventurer serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Quest: Target one Standard Infantry Unit you own. For the remainder of the battle, that Unit gains your choice of 1 of the following: Dragonslayer, Giantslayer or Deathslayer.
Adventurer's Luck: Target one Standard Infantry Unit you own. Until the beginning of your next turn, that unit is immune to all damage.
Only one card may be played per turn.
When an Adventurer serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Quest: Target one Standard Infantry Unit you own. For the remainder of the battle, that Unit gains your choice of 1 of the following: Dragonslayer, Giantslayer or Deathslayer.
Adventurer's Luck: Target one Standard Infantry Unit you own. Until the beginning of your next turn, that unit is immune to all damage.
Only one card may be played per turn.
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Bereska's Spell Tree focuses on peace, protection and stewardship of the woodlands:
Level 1
Wood Lore: The woodlands provide. Any Light Forest you own gains +1 Economy.
Trapper's Trick: Standard Infantry unit gains Shackles for 2 Turns.
Elven Way: A Unit you own permanently gains Foresthome and -15% Upkeep.
Level 2
Ford: Target Unit gains Bridging for 2 turns.
Herbalism: Cast on any Unit with Foresthome or Darkhome. That Unit gains +1 Heal permanently.
Level 3
False Plans: Cast on a province that you or an ally own. Attackers have only 7 Turns to win this province in battle.
Level 4
Sealed Borders: Movement into and out of this province is blocked for 10 Turns.
Glow of Healing: This spell fully heals all Units in a Stack.
Level 5
Lost Cause: Your foe has no more stomach for war and immediately requests Peace.
Lifespring: The Lifespring bubbles forth. All non-Undead units have a 10 Heal while in this province.
Level 1
Wood Lore: The woodlands provide. Any Light Forest you own gains +1 Economy.
Trapper's Trick: Standard Infantry unit gains Shackles for 2 Turns.
Elven Way: A Unit you own permanently gains Foresthome and -15% Upkeep.
Level 2
Ford: Target Unit gains Bridging for 2 turns.
Herbalism: Cast on any Unit with Foresthome or Darkhome. That Unit gains +1 Heal permanently.
Level 3
False Plans: Cast on a province that you or an ally own. Attackers have only 7 Turns to win this province in battle.
Level 4
Sealed Borders: Movement into and out of this province is blocked for 10 Turns.
Glow of Healing: This spell fully heals all Units in a Stack.
Level 5
Lost Cause: Your foe has no more stomach for war and immediately requests Peace.
Lifespring: The Lifespring bubbles forth. All non-Undead units have a 10 Heal while in this province.
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Berseska's Hidden Outpost in the Hunden Highlands...
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Bereska's Unit spotlight is on its Jaeger...
Jaeger are adept and elite defenders of Bereskan woodlands. Their inherent self-sufficiency makes them very inexpensive to maintain.
When Jaeger receive their first combat Medal, they may gain one additional ability of your choice:
Initiative +1: Initiative affects whether a unit will attack first in combat.
Mobility: This unit ignores enemy Zone of Control in battle.
When Jaeger receive their second combat Medal, they may gain a final ability of your choice:
Move +1: Movement determines how many hexes a Unit may move in battle.
Saboteur: This Unit gains +4 Att, +4 Def and First Strike vs. Siege Units.
Jaeger are adept and elite defenders of Bereskan woodlands. Their inherent self-sufficiency makes them very inexpensive to maintain.
When Jaeger receive their first combat Medal, they may gain one additional ability of your choice:
Initiative +1: Initiative affects whether a unit will attack first in combat.
Mobility: This unit ignores enemy Zone of Control in battle.
When Jaeger receive their second combat Medal, they may gain a final ability of your choice:
Move +1: Movement determines how many hexes a Unit may move in battle.
Saboteur: This Unit gains +4 Att, +4 Def and First Strike vs. Siege Units.
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