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| See the [[Controlling Cities]] page for details on how to take over a city. | | See the [[Controlling Cities]] page for details on how to take over a city. |
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− | == City Specific Bonuses ==
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− | Each city has a starting bonus generally increasing damage percent based on nationality or a starting class. The nationality bonuses are in the city where that nationality spawns.
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− | Exceptions: There is no city with a bonus for the Healer class. Channelers is the only weapon class represented and has one city increasing and one city decreasing damage.
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− | *Amador: +5% damage if Amadician
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− | *Bendar Eben: +5% damage if Domani
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− | *Caemlyn: +5% damage if Andoran
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− | *Cairhien: +5% damage if Cairhienin
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− | *Cantorin: +5% damage if Atha'an Miere
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− | *Chachin: +5% damage if Kandori
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− | *Ebou Dar: +5% damage if Altaran
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− | *Emond's Field: +5% damage if an Outdoorsman
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− | *Fal Dara: +5% damage if Shienaran
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− | *Falme: +5% damage if Seanchan
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− | *Far Madding: -5% damage if a Channeler
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− | *Illian: +5% damage if Illianer
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− | *Jehannah: +5% damage if Ghealdanin
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− | *Lugard: +5% damage of Murandian
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− | *Maradon: +5% damage if Saldaean
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− | *Mayene: +5% damage if an Armsman
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− | *Rhuidean: +5% damage if Aiel
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− | *Salidar: +5% damage if a Wanderer
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− | *Shol Arbela: +5% damage if Arafellin
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− | *Stedding Shangtai: +5% damage if Ogier
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− | *Tanchico: +5% damage if Taraboner
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− | *Tar Valon: +5% damage if a Channeler
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− | *Tear: +5% damage if Tarien
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− | *Thakan'dar: +5% damage if a Darkfriend
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| == Updated for v17 == | | == Updated for v17 == |