Carl's Rise of Legends Guide - Alin Research Paths
Alin research points are gained by building magus districts in your cities. You will gain two research points initially for each magus district. This bonus increases to +1 for every magus district in a city when it moves to the large city stage.
Land Lore Research
Land Lore
The Land Lore research track bestows your nation with the attrition ability. Units within your national borders will take damage each second when they aren't supplied. Each level increases the damage done. Land Lore also unlocks the Alin's natural knowledge of the land, enabling them to see the layout of the map and, at later levels, remove the fog of war entirely. Land Lore also increases your national borders, which is always a good thing. If your national border is further extended you may have access to a mine or a battle that would have been fought in neutral territory could now be fought in your own.
Here are the bonuses for each level of Land Lore:Level I:
Cost: 1 Research Point
Allows attrition damage to enemies at the rate of .25 damage per second
National borders +2
The entire map becomes explored - the fog of war still exists but you know the lay of the land.
Level II:
Cost: 2 Research Points
Increases attrition damage done to enemies at the rate of .5 damage per second
National borders +5
Hostile sites will become peaceful to you.
All relics and sites' locations become known to you.
Level III:
Requires Large City
Cost: 4 Research Points
Further increases attrition damage to 1 damage per second
National borders +10
The Fog of War is removed entirely from your territory
Level IV:
Requires Great City
Cost: 7 Research Points
Attrition damage reaches 2.14 damage per second for unsupplied enemies. Ouch!
National borders extended to +18
The fog of war is removed - you can see everything on the map. The tactical value of this is immeasurable.
Vigor Research
Vigor
The Alin's Vigor is a useful research path, indeed. It bestows a health bonus to all units, including heroes. In addition, your units will regenerate health when in your territory and not fighting. This is extremely useful early in the game when conquering neutral sites. Your units take damage in the fight and can't heal afterward until you have the Vigor skill. You should always take at least the first level of vigor for this reason. Finally, Vigor increases the rate at which buildings are constructed. This is great for players who like to plop circles in enemy territory for quick reinforcing.
Here are the bonuses for each level of Vigor:Note that the unit health increases don't stack, they simply change from the first bonus. So in moving from each level you will gain a +5% increase in hit points.
Level I:
Cost: 1 Research Point
Buildings are constructed 5% faster.
Unit health increases by 5% for all.
Health regeneration begins a short time after stopping at the rate of 1 hit point per second.
Level II:
Cost: 2 Research Points
Buildings constructed 10% faster.
All units receive a 10% health bonus
Unit health regeneration begins immediately upon stopping and proceeds at the rate of 2 hit points per second.
Level III:
Requires Large City
Cost: 4 Research Points
Building construction reaches a speed of 15% over base.
All units go up an additional 5% health, bringing the total to 15%
Your units regenerate health at the rate of 4 per second.
Level IV:
Requires Great City
Cost: 7 Research Points
Buildings are constructed 20% faster than the base speed.
Unit health reaches a 20% bonus!
And the best thing of all, your units regenerate health at the rate of 7 hit points per second! This is extremely fast but it would still take a critically damaged large unit 100 seconds or more to heal to full health. Still, if you can withdraw your units from combat before they die you can save a lot of cash and bring them back into the fray.
Treasure Research
Treasure
The Alin Treasure research path is one of the most useful for their race. It gives a passive bonus to timonium and wealth income, increasing with each level. The skill also increases caravan speed and health. Having faster caravans is useful for purchasing sites because with each trip to a neutral site the cost to purchase it decreases. I almost always take this as my first research point to gain a jump start in the early game.
Here are the bonuses for each level of Treasure:Note that the data for units here is for an unmodified unit. Other skills which increase health will stack with the values here.
Level I:
Cost: 1 Research Point
Timonium and Wealth Income +10
Caravan health increased by 10%, bringing it to 220 health.
Your caravans gain a +3 speed bonus, increasing to 38 from 35.
Level II:
Cost: 2 Research Points
Timonium and wealth income increases 150%, bringing it to 25.
National borders +5
Caravan health increase reaches 20%, bringing all caravans to 240 health.
Your traders will reach 41 speed with the additional +3 bonus obtained at this level.
Level III:
Requires Large City
Cost: 4 Research Points
60 Timonium and Wealth per minute is achieved here, not bad for having spent seven research points on this skill.
The caravan health bonus is increased to 32.5% and the get another +3 speed, bringing them to 44.
Level IV:
Requires Great City
Cost: 7 Research Points
You'll get a whopping 150 Timonium and Wealth per minute from this level of Treasure.
Caravan speed and health go up again. Health is increased by 45% from base, bringing them to 290 and speed reaches a total of 47.
Evocation Research
Evocation
Evocation allows you to use the summon army ability. This is the national power for the Alin race. In addition to Summon army, you will be granted free units when you build one of the three Alin unit production buildings.
Here is some information for each level of Evocation:Note that you won't get a bonus unit for existing circles. You must build a new circle to get the bonus units. If a circle is destroyed, replacing it won't give you the free unit. You must always exceed the maximum number of buildings you've ever had to continue to receive free units.
Level I:
Cost: 1 Research Point
Allows the use of the summon army national power.
You get two desert walker units when you invoke summon army which last for quite some time. This is only really useful early in the game. Later levels provide a larger army.
You'll get a free desert walker unit from your circle of sand when you build one.
Level II:
Cost: 2 Research Points
The summon army power now brings you 3 desert walkers and 1 heartseeker when utilized.
In addition to the free desert walker from level 1, you'll now get a free Afreet when a circle of fire is built.
Level III:
Requires Large City
Cost: 4 Research Points
Summon army gets a bit more useful with four desert walkers, a heartseeker and a scorpion.
You'll now get two desert walkers for circles of sand and one glass spider at the circle of glass. The afreet bonus remains the same.
Level IV:
Requires Great City
Cost: 7 Research Points
Summon army reaches its maximum potential, summoning five desert walkers, two heartseekers, a scorpion, a fire elemental and a glass spider.
You'll now get two of the corresponding units for your production buildings. Two free glass spiders ain't too shabby.